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4r5

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Everything posted by 4r5

  1. I use to use Coin as anti-air a lot. Well, it's not like I stopped. It's just that people stopped approaching me so recklessly from the air. Now and days, I rarely got a chance to ground-to-air someone with a Coin. If it's working for you, then by all means keep using it. They're just giving you free damage. Just be ready for when people up their game. And even though the Coin is a projectile, you can still get countered during the startup, like any other move. Not like getting normal-hit is any better. Back to the part about not seeing Japanese do it. Remember that we only see the end product of their play. Putting aside how the way their tournaments are conducted affects their playstyles; if you don't see a Japanese player do something, there's usually a reason. Maybe that reason is good for them and bad for us, maybe not. You still have to respect that their environment allows them to progress faster then us. (That is, assuming they are good players. Japan still has their bad players and sometimes they make it in to vids.)
  2. But what Venom doesn't know is that it was 'IT' that was doing 'THAT' all this time!
  3. Then a clash happens. What you heard about clashes only happening with equal level attacks is false. An extreme example: Jam's 5P, a level 1 attack, can clash with Johnny's Overdrive, a level 5 attack.
  4. If we're just talking about safety, all Mist Finers are pretty good at their max ranges. These moves got a lot of range, and few things can close the distance in time to punish you. And yeah, the mf's are disjoint. though disjoints kinda a lame term. (but a lot of smash terms tend to be redundant or misused, but that's a whole other topic) Maybe it makes sense in smash, but not so much in other fighting games. Nearly every move in the game has its attack box extend out beyond your hit box. Even if just by a pixel, that can be enough to beat out another move. If all moves are disjoint, then the word loses its meaning. Instead, we go the other way around. We use the term invulnerability, or invincibility, to describe moves that look as though you should be able to hit them, but can't. For example: Johnny's, and everyone else's, 6P has upper body invulnerability. An easy way to demonstrate this is to have Dizzy do her f.S as you do 6P, you will see the f.S clearly overlap Johnny's head, but Johnny doesn't get hit. I guess you can say Johnny's Mist Finers have sword invulnerability, but we don't say that. It should be quite clear that hitting Johnny's sword is not the same as hitting Johnny. Also, on sunday I plan to delete all the off-topic stuff in this thread. so if you cherish any words back there, save them while you can. ()
  5. I sacrificed an entire semester, to learn how to instant block. Unless you wanna just be able to IB canned strings, you're going to need to practice with live people, during real matches. So you just have to face the fact that you're going to lose a lot as you learn.
  6. You can IB in the air, any move that you can air-block without FD'ing. IB'ing in the air restores your air options. I don't really get what you mean by IB'ing a FDC, though.
  7. excuse me?
  8. Yeah pretty much. So ok, yeah, you could use a FDC to cancel a move, then stop FD'ing, to IB.
  9. I don't really understand what you are asking. Do you understand what a FDC is and what it can be used for? Did I also mention that you can not IB while you are FD'ing?
  10. Nah, I meant that wavedash was pretty brutal in Tag.
  11. blue sparks when you FD just means that you are FD'ing. It's part of what an FD looks like. If you set the computer to FD, it'll look a little different. Just a training mode glitch. Coin is new to AC there's no PG in AC's training mode. Just Normal, Just, Faultless, and Slashback. you said you played on the xbox version? It doesn't really matter. If PG is acting like an Instant Block, then it's an Instant Block. IB is when you tap back just before an attack would hit you. It doesn't need to be on the frame, and it can't be after the frame. 'Cause that would mean you got hit. You can IB while still in the blockstun of a previous attack.
  12. nah, you can't IB while FD'ing nah, was not a joke at all. Well, the Hnk thing was. But Faust does throw a coin and when he hits with it, it is as I described. is PG suppose to be Point-Guard or something? depends. but usually if you can 1f jump out of something, you could of probably just CH him instead. but they each have their own risks and rewards V-ism Zangief. Top tier.
  13. You should try playing Tekken, and have you some Heihachi, Kazuya, and Jin: the original wavedashers. Particularly Tekken Tag, omg
  14. 4r5

    Fake FRCs

    I'm pretty sure he's talking about roman-cancels that do everything but cancel. ?..
  15. 4r5

    Fake FRCs

    If this were in the game, then the thing to do would be to always Fake when ever you weren't doing a real one. A much less obnoxious implementation of the same idea would be to remove all the current F/RC effects.
  16. easy, hard, and impossible are subjective. if you find it easy, then more power to ya sounds like you're doing it. dunno if you're doing it as fast as possible, but it sounds like you're doing it.
  17. Wait, what did I say that was confusing? White blocking is instant blocking (IB'ing) When you flash white when you're blocking, that means just did an instant block. You do exit block stun faster, among other things, but the difference isn't so large that you can just see it. Try this, have sol do his Tyrant Rave (632146HS) Instant block the first hit, and you can 5K him out of the second hit. If you flash white and you hit him out of the second hit, then you did everything right. if you flash white, but still get hit, you aren't attack soon enough out of blockstun.
  18. 4r5

    Improving tips?

    While we're throwing tips around. Johnny is more about the mindgames, then the mixups. Alot of new Johnny players get lost on this. Forcing a guess will do you fine in low and mid-level play, but you'll eventually hit a wall where people start reacting to the mixups. Once you hit this level, you're going to have to learn to condition your opponent, read their tells, and counter their expectations. Besides, Johnny's mixups are kinda crappy to begin with.
  19. yes
  20. Faust doesn't have it anymore. it's more like Johnny. If Faust connects with a coin, the next time he does ScaplePull>Salute, instead of leading in to his BigHand, it becomes a fiery Ganzan Ryouzan Ha
  21. shrug, if you don't got roman characters in you're name, then you're just that guy (kinda like marn)
  22. Applies only to Sol. Only his Grad Viper, Sidewinder, and Fafnir have it. It's similar to a counter-hit, in how it changes the effect of an attack. Except achieving a clean-hit is not done be hitting your opponent during the startup of an attack. You have to hit 'deep' with a move, or something, to score a clean-hit. Whatever deep means, I don't play Sol. You usually don't have to worry about, just do the right setup and combo and you're good to go.
  23. Hey, D4Nt3, I'm taking this reply to another thread. http://www.dustloop.com/forums/showthread.php?p=257457#post257457 Sorry, I don't got the actual file to upload anywhere. My next study break, I'll see what I can do for you. No promises though.
  24. 4r5

    Improving tips?

    I guess this would be the most appropriate thread to carry the conversation to. Johnny is a hard character to pick up. He demands alot from all skill areas--Execution, spacing, strategy, reading, and fortitude. Back when XX first came out, I was coming from Tekken and started Guilty Gear with Johnny. I must of lost to my friends (who had never played any fighting games at all, prior) for a straight year before I built up a strong enough foundation to finally start taking matches. But, unlike when I first started, a new guy to our scene, who had no prior fighting game experience, started with Slayer. We gave him a combo to practice and told him a couple easy to use anti-airs, within one month he was going toe-to-toe with some of our intermediate players. Through that month, Slayer's 2HS/6K and sheer damage did much of the work. (Granted, he has experienced players to practice with and Dustloop to help him. While I only had a thing on how to MC and tkEnsenga) Difficulty is inherent in Johnny's basic design, and Johnny's current standing in AC exasperates this. First is the Mist Cancel. Mist Cancel isn't something you can opt to not use--it's required. It's this execution barrier that is the wall that stops many people from going any further with Johnny. Next is the Coin. The Coin basicly forces you to be the better player. Johnny does the most real fighting out of all of the cast. And I'm talking real fighting, the stuff that happens between all the combos and mixups. The parts of the fight where you have to out-play. I'm not talking: you versus your execution. I'm saying: you versus your opponent. Without using coins, your damage sucks. Your looking at about eight good hits to finish a round. (Maybe I'm exaggerating.) And between those hits--Fighting. With coins, the absolute best you can bring it down to is three hits. Three hits because your first hit has to be given to the coin. In contrast, characters like Jam and Slayer, it's not unlikely for them to finish you in two decent hits. Or one decent hit, if you count a bit of damage from pokes. The coin is the barometer of player skill. Whether you use it or not, the coin says: if you can hit 'em once, then you can hit 'em again. Most who continue with Johnny find that they can NOT hit them again. Inspiring Johnnies tend to lack in one or two (but usually all) areas of skill. The most common (and luckily the easiest to improve and produces the fastest results) is execution. Johnny is a pretty demanding guy. He takes a convergences of a lot of knowledge and skill to play well. But he's the only character I really find fun and rewarding to play. I'm trying to be truthful with you; hopefully after all I've said, you're not discouraged.
  25. Sounds like you don't have a Nico Nico Douga account http://www.neogaf.com/forum/showthread.php?p=8551398 there's a tutorial The 3HS was where all the damage happened, but the KJ was the turning point. Missing that FRC made Bleed lose his battle plan and even worse, it dragged the match long enough for Slayer to get his bearings straight. When Bleed took back control, he quickly lost it. In his haste to come up with a new course of action he made the dubious decision of throwing out the 3HS. Now in the third round: Slayer, with clear eyes, easily takes the round from a cobbled Bleed and wins.
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