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4r5

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Everything posted by 4r5

  1. It is true, that if you get counter-hit during your Mist Finer that you lose your level. But you are also in a counter-hit state for the entirety of your Mist Stance. Though you think you released, then got countered, what happened was: you got countered, then you released. And that is why you didn't lose your level, you didn't get countered out of Mist Finer; you got countered out of Mist Stance.
  2. 4r5

    [AC] Johnny vs Ky

    I think you can space a KJ so that it's un-6P-able, but I haven't had time to try it out lately.
  3. 4r5

    [AC] Johnny vs Ky

    Nah, even sloppily timed 6P's will trade, which sends you knocked down across the screen. Depends what move he made you block before the Greed Saber. Properly spaced, a HS>GS, you would have to instant block the HS to 6P the GS. 6HS>GS, you have to block the GS, or super it. Lvl4 moves, or less, into GS you can 6P. But, no matter how far away he spaces the GS, if you instant block the GS you can always hit him with f.S-6HS.
  4. nah
  5. isuka doesn't have the move either
  6. If you are playing #reload, then the move you are trying to do is not even in the game.
  7. I hope whatever you are practicing it's not Jackhound.
  8. depends on what you are trying to backdash
  9. corner throw, j.D>KJ(frc), ad.K-S-D>Ensenga JO I find it easier then what's posted at the top. Also, I bet this would also work on Anji and Axl, for anyone helping Nattak with his videos.
  10. auto-JI would be too good. my no-practice-ky would be unstopable
  11. http://www.dustloop.com/ggac/tech/ji.html
  12. 4r5

    [AC] Johnny vs Ky

    So yup, nearly impossible to air-to-ground Ky. 6P beats beats everything you can throw at him. At every angle, with every timing, best you will get is a clash, at which point you need to FD because you got nothing left that will save you frome another 6P or whatever else Ky may do. A high enough DB will obviously beat his 6P or a VT, but if it gets instant-blocked the situation resets and your back to where you started. If I must go air-to-ground with Ky, I use KJ, since it gives you a bit of trickery to work with. Ground-to-ground, Ky still got you beat. Faster pokes that match or out range your own; Stun Edges help too. Not as hopeless as going air-to-ground. Going to have to make sure your spacing and reflexes are up to par, if you wanna counter-poke him. Don't want to dash in on Ky either, liable to get you hit, with your only recourse is to cancel into a jump, which puts you in to that air-to-ground problem. Though if you anticipate a poke you can hit him with a tigerknee'd DB or KJ. You don't want to run straight in at Ky, you want to run around him; if that makes sense. Like, you can't just run away from him, 'cause then he just throws Stun Edges all day. (Which gives him a surprising amount of tension, if you haven't noticed, especially on block.) But you can't charge in at him, 'cause then you're likely to get hit for it. You want to be that annoying fly. Close enough that you can't be ignored, but far enough that you can't be swatted. So I guess what I'm trying to say is that you want to pretend he's Potemkin and you're Chipp. At least this is what I've found so far, after months of fighting Steve Harrison's wall-like Ky. Ky's f.S has less range then the graphics would lead you to believe. From just where Ky's f.S would whiff, you can 6P it with out trading. Any closer and you trade. You can combo the trade with a JH, or if you trade closer you can dash up with a f.S or K.
  13. Just show the throw to keygrab on everyone it's possible on. You could probably have the whole sequence done in less then 30secs.
  14. You don't have to do any sort of fast recovering air normal before the j.HS. Dash canceling isn't required either. You don't even need to do it in an oki situation, though doing so would insure they at least don't 6P you. All you need: is that you show them the startup of j.HS, they see the startup of j.HS, and you land before the active frames of j.HS; and you got yourself a mixup. Throw, blah, blah>KJ(frc), HS>DB, land, iad.S crossups. Not really sure what to say. I just kinda do it. I only have trouble doing it to ABA. She has such awkwardly long rising and such a small hitbox to aim for. Not to mention the upper invul on her 5P. Doesn't leave room for even the slightest error. I guess just hit up training mode and practice away. Practice on the chars you fight the most, before wasting time practicing on chars you rarely fight. Other crossups? There's DB crossups. You can even frc it and go in to the j.HS hit/whiff mixup. Same with KJ. I also like to crossup with j.D or Ensenga from below people while they are in the air. Usually after a tech. But crossing up with them gets alot into the yomi or just exploiting people's habits, there's no real setup for it. What I've been cooking up in my head, but haven't had time to experiment with yet, was some sort of kockdown (2D>MC I guess) then jump straight up, fall back down, and do an ad.S (or maybe an ad.K?) in such a way that it looks as though you go through them and cross them up on the other side. The same way you do it in CvS2, with Blank Balls and Psycho Crushers and stuff. Or Melty Blood, if you play Satsuki or Ceil.
  15. at 0:48~ your subtitle is in correct. throw, j.K, j.P, j.D, Ensenga should be throw, j.K, j.P, KJ(frc), j.D, Ensenga Sorry I didn't tell you earlier when you sent it to me, I was busy with work.
  16. If you need footage for whatever combo on whoever or whatever just drop me a line and I'll hammer away during my study breaks and programmer's block.
  17. Me throwing random stuff in front of Moroha and seeing if he gets hit by it. Moroha(AB) vs 4r5(JO) http://www.youtube.com/watch?v=6YfU3Ul0grg http://www.youtube.com/watch?v=nDtupiwU_ts http://www.youtube.com/watch?v=8J_Mo6aZ2gA http://www.youtube.com/watch?v=ius9-YV5HIo http://www.youtube.com/watch?v=sxtaumWkyzk http://www.youtube.com/watch?v=CRwgfChYk5k http://www.youtube.com/watch?v=dasebbOyCmM http://www.youtube.com/watch?v=z4iqatECTvU I'm a bit rusty. New buttons are hella sensitive. Now that my stick is all fix'ed up I want to get back in to the routine. By the end of the semester, we'll see if I have an awesome Johnny or an awesome GPA.
  18. you have only scratched the surface of the m&m that is JIGS
  19. 4r5

    [AC] Johnny vs Dizzy

    I wouldn't say spam 6HS. It's pretty easy to CH or backdash and combo during the recovery. You can use it, but you can't be stupid with it.
  20. 4r5

    [AC] Johnny vs Dizzy

    Knowing how to 1-frame jump is useful. Dizzy got some tricky throw setups. Sometimes you're in blockstun and you got a laser fish about to come down on you and Dizzy is charging at you. You can't backdash, not a big enough opening to attack back, and blocking will get you thrown. Only thing left to do is 1-frame jump and block the laser fish and the HS (from the throw attempt.) Or super, or dead angle, or slashback.... a great deal of patience is needed. it can be hard to get in, but at least once you start hitting her she goes down fast.
  21. I think he's having trouble with the S>dj.S part. Just gotta be fast, assume you got all the other positioning down, which should be easy since j.S hits everywhere. You can easily practice that by picking a char and just 6Ping and do some generic combo.
  22. Yeah, you gotta be close enough that the fastest executed DBT>DB won't whiff. There's a tad bit of leeway, depending. Yeah, just do enough of the loop to setup the positioning for a: coin, iad.K-S-D>1-hit coin, DBT>DB(frc), combo, to 1-hit or whatever else you come up with.
  23. Let them fall a little bit more, after the LMF2, before pursuing and the combo will connect.
  24. I had the same problem when I was learning DB combos. You probably aren't doing the DB out of DBT fast enough. Pretty sure the usual j.K-S>j.K-S-D>Ensenga should work off a 6P at any height. You can just set the training dummy to jump and hammer out a few combos till one works. Be sure to also check it against other characters.
  25. The basic form of the MistFiner Loop is: coin, then HMF2, and repeat. During the combo, depending on your and your opponent's position on the stage, you may have to do variations of the basic form. Variations that I remember: ...HMF2, dash, Coin, HMF2... ...HMF2, dash, HS>Coin, HMF2... ...HMF2, Coin, dash, HS>HMF2... ...HMF2, Coin, dash, f.S>HMF2... .....and others I don't remember Not sure about that last one. I don't even have #reload anymore. It's literally been years since I've touched #reload, let alone did a MistFiner Loop (since you don't actually want to do the loop.) So when to do which variation, I can't help you with.
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