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Everything posted by 4r5
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isuka doesn't have the move either
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If you are playing #reload, then the move you are trying to do is not even in the game.
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I hope whatever you are practicing it's not Jackhound.
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depends on what you are trying to backdash
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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.
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auto-JI would be too good. my no-practice-ky would be unstopable
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http://www.dustloop.com/ggac/tech/ji.html
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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.
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Just show the throw to keygrab on everyone it's possible on. You could probably have the whole sequence done in less then 30secs.
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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.
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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.
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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.
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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.
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you have only scratched the surface of the m&m that is JIGS
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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.
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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.
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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.
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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.
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Let them fall a little bit more, after the LMF2, before pursuing and the combo will connect.
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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.
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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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kenmastersx can never not alive
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I don't got the game on me to confirm, so this is all from my head. regarding c.S, c.S transitions to f.S some where at the tip of 2P's range. f.S, f.S whiffs over many crouching characters and some running characters. And everyone's 6P. Should hit everyone in their crouching hit stun animation. Just go in to training mode and test it out on the characters you fight often. During a fight, if you see it whiff, just remember that instance and try not to do it again. f.S hits lower at the tip, then at the hilt end, by the way. I mainly use 2D, I don't like the proration on 2K and 2S. I reserve 2K and 2S for when I need a quick low poke or a low poke with a bit of reach and speed. Don't be too concerned about lacking mix-ups, especially of the low/overhead variety. Johnny's more about baiting and anticipation. 2K is cool, leads to knockdown. 2S is cool, chains to HS. 2S has about the same range as 2D, maybe a little less. Just go in to training mode and try it out yourself. Recovers faster then 2D. My only beef is the 75% proration. The 75% kills any potential damage and it's difficult to link into a knockdown. So when you hit with it, you just have to take a chance and stake out some momentum. iad.HS over projectiles and hit them as they are recovering. any other situation when they can't easily counter an iad.HS is fine too. like if they block a long range coin or as they are waking up. or if they just do something stupid. Yes, basics are important. Especially for Johnny, considering he's pretty bare bones. Just reflexes, anticipation, and positioning. Just RAP
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Be within horizontal range + Be within vertical range + Be vertically below them = airthrow