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4r5

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Everything posted by 4r5

  1. coin coin coin coin coin coin coin coin
  2. air throws are escapable. Mashing would more likely produce a hardslash out of you and leave you unable to tech the throw. Or maybe you'll throw him before he throws you And you can't mash in reaction to throws, since they got no startup and you'd likely miss the window to escape before you even realize you've been thrown. I mean, really throw escapes are just in to prevent what happened in previous games, when two people tried to throw each other at the same time.
  3. Lv2 is better then Lv3. Since going to Lv3 usually implies that you gave up an opportunity to use your Lv2 or sac'ed a knockdown for a Coin otg or something like that. Discounting all the fluffy maybe's and could of's, cold hard numbers: Lv2's get you more damage per coin, then Lv3's. There are ways to get a Lv3 without dropping damage or settling for a weaker setup. But there aren't many reasons to go to Lv3. Or at least at the current understanding of Johnny. Converting pokes into damage, with a Lv3, is difficult if your opponents aren't fond of throwing themselves into the air with no tension. But MC'ing does becoming extremely fast at Lv3. Which opens the door for tighter guard-jacking strings, different (and more difficult) combos, and stronger tick-throws (that can lead to Mist setups with a Lv2, at mid-screen.) Over the summer, and if my stick ever stops breaking, I hope to have some time to explore Lv3 some more. But anyways, to keep from losing your Lv2 to a Lv3, you pretty much throw less coins and MC more. I know it's not as threatening as a coin flying in the air, but you only have eight coins and sooner or latter your opponents are going to adapt. So it'll be good for you to start learning to utilize your MC's. Remember that at higher levels your MC's become faster (assuming you MC faster.) Which translates to more frame advantage. To help put the frame advantage in to perspective, read the following. Assuming everyone is doing everything as fast and as soon as they can: At Lv1, HS>MC1, dash, throw There is a 4 frame gap between the MC and the throw. Enough for slayer to 2P you, among other things. At Lv2, HS>MC2, dash, throw There is a 1 frame gap, between the MC and the throw. Slayer no longer has any normal-moves to beat out your tick throw. And I guess I'll go on to Lv3, HS>MC3, dash, throw There is no gap between the MC and the throw, in fact, you have to delay your throw because he's still in blockstun!
  4. Come on guys, you make it sound like he lost in one mistake. I just saw the video on nico and all my thoughts from when I first saw it are coming back to me. First round: Bleed was lucky the Slayer guy was botching all his punishes. Lots of mistakes on both sides, but Bleed pulls through. Bleed could of just continued the combo into a MSJH, but I guess he wasn't paying attention to the life bar. The Slayer wasn't paying attention either, probably thought the round was done--gets thrown, Bleed wins round 1. Second round: Decent start by Bleed. He catches the Slayer with a HMF2, then he screws up and misses the FRC. Bleed catches another break, the Slayer could of punished that missed-FRC© much harder. In either case, Bleed loses the momentum. Some punches were thrown, some words were exchanged. Bleed scores a knockdown into OTG Coin dash 2P and dashes. "Cool, make that come back, Bleed!" Slayer techs and double-jumps forward, Bleed wasn't paying attention and continues with his plan: lays down a 3HS. Slayer lands and hits Bleed real hard. "It's alright, you still got this!" Bleed wakes up, Slayer does nothing. Blank stare, Slayer 6P's, Bleed tries jumping out without FD'ing, get's hit, Magic Carpet Ride, Bleed loses. I jump out of my chair and yell, "Why would you jump? There was no reason to jump!" Shazay falls back laughing. Slayer wins round 2, Insult OTG BBU. Third round: Bleed throws into coin. Not wanting to repeat himself, he dashes forward. "Ok, cool. Catch that neutral-tech." Bleed dashes again, I go "Huh?", Slayer neutral-techs and j.D's him in the face. Bleed was expecting a back-tech. Bleed proceeds to get hit really hard. Bleed scores a CH 5K on Slayer's 5K. I guess, surprised by what just happened, he tries to take advantage of the counter-hit by IAD'ing. But he was a tad bit too slow, immediately gets BBU'ed and loses the match. Ogawa's holding a fold-up fan, the camera zooms in on the Slayer player, and I delete the videos. Bleed didn't lose to Slayer-BS™ so much as he lost to his own mistakes. Mainly missing that KJ(frc) in the second round. Anyways, here's the link for anyone else who wants to watch it. http://www.nicovideo.jp/watch/sm835780
  5. FD only makes you fall from the homing-jump that follows dusts, by canceling the homing-jump. FD'ing doesn't stop your air momentum. In the case with Chipp, Chipp's j.2K stops his air momentum, what you are seeing is Chipp FD-canceling his j.2K. In the video, it looks more like they are dash-breaking. Why? shrug. These videos were done with programmable controllers, so they aren't mashing, so there must be a reason.
  6. Nah, I don't remember and I don't got the videos anymore and searching on youtube just brings up a bunch of boxing matches. Anyone got any links or something? Can I assume that Bleed dropped a combo?
  7. series of restriction to Millia Millia insulted story GUILTY GEAR XX A CORE PLUS renewal short combo collection http://youtube.com/watch?v=hwESsqCwjNs to be continued
  8. 4r5

    [AC] Johnny vs Jam

    Yeah, Jam can parry anything that can be blocked standing. To discourage her from parrying your coins, you pretty much only throw coins within range of your 2D. If she parries, then sweep; otherwise it's business as usual. Be careful if she opts to run under your coin with a 6P or whatever else, or through with a FBpuffball. You can also do the same thing while you're in range of a LMF.
  9. Are you asking if there are any characters that can do a low then an overhead, with no gap in blockstun? I think Jam might be able to do that with 2D>j.2K. I'm pretty sure Jam's SlideKick>ChargedHeelDrop is one. Dizzy could probably do that with 2D>iad.2S Baiken can 2D>j.D on tall characters. Faust can 2D>j.2K>FDC, j.K. But yeah, you pretty much need the assistance of projectiles and roman cancels otherwise.
  10. 4r5

    [AC] Johnny vs Jam

    Against Jam, I try to create some space between us then play an almost pure reaction game against her. Once she commits to an approach, I counter it. You can't stay too far, though, otherwise she'll just charge up all day. Against a small and mobile character like Jam, I try to avoid committing myself to large, drawn out, attacks like f.S, HS's, and MistFiners. A simple backdash, dodge, or parry and you'll be hurting. You gotta be real picky, if you want to poke with those move. I find the K's, 2S, and 2D enough to keep Jam at bay. And 6P for the air, or just plain moving out of the way. Once she gets inside? Can't really say much. She has alot of openings, but they're small and varied. Have to keep a flexible mind and stay a couple of steps ahead, so that when an opening appears you're ready and able to make the right move. You can also FD to make some room for yourself, especially her HS attacks. Jam's 2S is fast and nasty on counterhit, but like everything else Jam has she has to be in your face to use it. Jam's up-close game is her strength and you have to respect that. You can't be too hasty or you might get hurt. Jam's dust is actually among the slowest in the game. It's just not as extravagant as everyone else's, so it sneaks by a lot of people who are eyeing something to block. You never really learn to block it, anyways. Your mind just interprets the huge stop in action as an opening and before you realize it, you've counter-hited her and you're already half-way in your combo. I like to shy away from using f.S against Jam. It's pretty easy for her to dodge around it. And f.S is horrible on whiff. Against her DashRush attacks, I counter with 2K, 2S, or 2D. If she does the ForceBreak out of the DashRush, then backdash or super it; 6P if a trade will win you the round. Low MF is useful for the amount of ground it threatens, but you really have to eye Jam if you want to hit with it. It would be a waste to let off a level 2 MF with no combo to show for it. Ensenga as a poke is a big no-no, and very much so against Jam. There's so many things Jam players naturally do that beat out tkEnsenga, with out the Jam player actively thinking about countering it. DB against Jam is about as useful as it is against anyone. She can parry it, but that's not much different from someone else backdashing it, or simply move out of the way. Still solid air-to-ground, but as always, use with caution. FRC the DB all the time, as usual. Might want to keep an air-jump/dash, in case she parries and jumps up to try something. Or ready another DB or a KJ.
  11. 4r5

    AC: Matchups

    and I guess just to add, a lot of the same stuff that Potemkin uses to catch backdashes can also catch jump-out attempts or pull you back down from a 1-frame jump. Potemkin knocks you down (like after a sweep or HeatKnuckle) then superjumps forward. The usual is to come down on you with a j.S. The j.S will be meaty and is also reversal safe (if you do a reversal, the j.S will simply whiff and Potemkin will land and be able to block your attack before it hits. Or worse yet, PB it.) So your options against the meaty j.S is to either block it, and be subjected to Potemkin's mixups; or backdash it and risk getting hit out of your backdash. The fake version is all the same. Except the j.S will be done a tad latter, so that he lands before the j.S hits you, and thus leaving you vulnerable to a PB. Now from your end, all this looks nearly identical. So now that you are aware that he could possible fake his jump-ins to PB you, it adds a new wrinkle to his already intimidating meaty jump-ins. So now it's: block and get PB'ed or mixed-up; or backdash and risk a punish. Then there's crossup versions of the meaty jump-ins, and the fake crossup version has the added option of backward-slidehead But you don't have to worry about that, unless you're fighting The Professor, or FAB.
  12. 4r5

    AC: Matchups

    Some ways Potemkin can punish backdashes: -6HS : If you backdash, you're home free. If you block: slidehead, or hammerfall to reset the mixup. -6HS(frc) : If you backdash, he can catch you with whatever. If you do nothing, mixup resets. -Meaty 5P : If you backdash the 5P, he can recover in time to catch your backdash with 5K, f.S or 2D. If you block it, mixup resets. -meaty 5K : Can't backdash it. If block, resets. -meaty 5D : Can't backdash it. If block, you're disadvantage by -3. -meaty Jump-in : Same as meaty 5P. And I don't think you get 10ish frames of throw-invul on wakeup. That would make stuff like Potemkin's Fake meaty jump-in > PB oki kinda lame. But I have no real way of testing it, so shrug.
  13. once you hit 4 or 6 you aren't crouching
  14. I'm in training mode right now and that doesn't seem to be true.
  15. I would guess the blockstun adjustments are made as if they were level 5. anyone got the stuff to actually test it out?
  16. Do a throw at the same moment they throw you and you'll get a break like 3s. If you're late by a frame or two, then you get a late break, ala ST. Any more then that and it's throwing as usual. You don't get a chance to throw-break if you were thrown during any sort of recovery. ie: you can't throw-break if you can't throw.
  17. 4r5

    [AC] Johnny vs Eddie

    I wouldn't say it's 3-7, this ain't reload no more. And yeah, tiers are based on the characters being played to the best of human ability. But really, no need to get hooked up on the numbers. Knowing the ratio's aren't going to make a fight any easier. Any other tips? Have I mentioned that blockstring into summon is not guaranteed for Eddie? It's a bit of a mixup in itself, but it's not for free.
  18. oh, that's hitstop. higher level moves have more hitstop.
  19. But I won't be using it 'cause I can os-parry! Or I'm Evil-Johnny and I just hold back while mashing buttons
  20. The computer only blocks for that 1 frame, so the green ring doesn't have time to show up. I assume. Not sure what you're asking in that last part. FD is FD. There's no instant FD or anything. If you FD a move that does chip damage, it won't do chip damage.
  21. 4r5

    Slayer AC match vids

    JI DoT(frc), j.S>dj.S>MCR
  22. 4r5

    Slayer AC match vids

    I don't know who Kami-chan is, but I already know he's a smart man.
  23. 4r5

    Slayer AC match vids

    Magic Carpet is too good, it does everything. And by everything, I mean people sometimes block and sometimes don't block it.
  24. 4r5

    Slayer AC match vids

    Ha, I knew it!
  25. After a MMF2, a 6HS will usual lead in to your biggest damage options. After MMF2, dash, 6HS>JH, you pretty mush go for a coin or continue the combo. If I remember correctly, some big chars you can nab a coin and a combo on them. Something like: MMF2, dash, 6HS>MSJH, 2P>Coin, c.S>etc... If you want to mist, then you should do: MMF2, Coin, MSJH, Mist or MMF2, Coin, MSJH, 2D>Mist if you're really good with your timing and want a less-throw susceptible Mist setup. You don't want to MMF2, dash, 6HS>JH, Mist cause you have no Lv2 to threaten with.
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