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Everything posted by 4r5
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Yeah, it's basically upperMF2, then coin over and over again. Eventually you'll be pushed back and need to dash back in with a f.S or HS.
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The fastest you can Mist Cancel is determined by your Mist Level. Level 1 enters Mist Stance the slowest and Level 3 enters Mist Stance the fastest. Entering Mist Stance with Punch, Kick, or Slash doesn't determine the fastest you can Mist Cancel. You are correct, Slash Mist Finer is the slowest Mist Finer, but it still enters Mist Stance at the same speed as Punch and Kick. After entering Mist Stance, it is the slowest of the three to come out. A Mist Finer is: the time to enter Mist Stance, plus the time to Mist Finer. A Mist Cancel is: the time to enter Mist Stance, plus the time to cancel Mist Stance. As you can see, Punch, Kick, or Slash Mist Finer never comes in to play, when performing a Mist Cancel.
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i see JIGS! if i played ky, JIGS would be the entirety of my game. JIGS ftw
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30mm for the main buttons. 24mm for the start and select button.
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Yeah, I have it if you want it. And here it is: http://www.sendspace.com/file/kfk4ad
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Oh hey, I have one of these things laying around at home. But no manual. We only used it for the autofire.
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If you can Ensenga, then you can RC and airdash afterwards. The huge hitstop is probably messing up your timing. Try delaying your airdash slightly.
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That's what practice is for! (and then latter I got a stick..)
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Opening round I do nothing and wait for him to make the first move. I don't want to give him a chance to backdash or counterhit me and then have an opportunity to summon.
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Fight with everything you got.
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On stick, what button I MC with depend son what button I plan to press afterwards. Like If I plan to do something like: HS>MC, K; I would MC with something other then K, like S or P. On pad, I would hold S and drop the lower part of my thumb down on to HS. Latter in my pad career, I did what I do when I use stick. Except, instead of holding any buttons down, I would tap it all out, as to avoid any thumb-twisters.
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When I use to play pad, I rocked my thumb across 4 and 6 while using my other hand to counter-rock the controller, to produce a really fast 4646464646464646.... motion. And then I would get tired and not do it again for a while.
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If you time start running as slidehead hits, it doesn't hit you. Hellifiknow why. I think I've seen her run over some sweeps and lows also. I would just assume that on the frame of animation where both her feet are in the air, her hitboxes are literally matched to it.
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That's a new question; never really thought about it. When fighting against characters with less range then Johnny. The matter never comes in to play, at least on my end. From the other end, I get a lot of: "Wow, Johnny has a lot of range on his throw." or "Woah, I didn't think I would get thrown." But if we reverse the situation. Characters like Dizzy and Slayer, their superior throw range is always in my mind. It changes where you can safely stand in front of a character. And this trickles down and affects how you apply pressure, how you jump in or do crossups, your oki, how you escape pressure, etc. If we take it to the extreme, in the case with Potemkin. His throw range is so huge, it's almost better to not approach him at all. Let's just make up some hypothetically situations. You've just dashed in front of a cornered Baiken and got her in your throw range. What should Baiken do? Baiken is not in range to throw you, so a throw is out of the question. Should Baiken attempt a poke? What if you throw her out of her poke? She could try to 6K, it has throw invincibility, but what if you counter attack? Should she jump out or backdash? Now the other way around. Potemkin does some sort of block string, then Hammerfall Breaks in front of you. What now? Throwing isn't an option. Poke back and risk a Potemkin Buster? Jump and risk a Heat Knuckle? Back/forward dash and risk a some sort of dash punish? Throw are pretty powerful in Guilty Gear. They are instantaneous after all. Removing your opponent's option to throw while maintaining your option to throw can be pretty devastating.
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Take the max range of 5P, cut that in half, and that is roughly your max throw range.
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Nah, what I'm saying is: being able to do an Enkasu is based on your ability to do a specific character-specific combo, from a specific position of the stage. You're a long ways away from being able to pull, out of your ass, non-comboed 1hits; let alone, making up 1hit combos on the fly. And even then, doing any of these two things requires you to be a "... lucky bastard, fuck you!"
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Not sure what you mean by "execution of the enkasu" but maybe the answer I gave to this guy's question will help you. As for animation, the first hit of Ensenga is when Johnny breaks the beer bottle. The Second hit is when Johnny spins back around and lights the alcohol on fire.
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You could fill a text book with this sort of stuff.
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Opps, forgot to say that: j.S>dj.S works on everybody, including Potemkin. You just might need to change what you do before the j.S>dj.S part.
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Yeah, there are alot of ways to land a 1-hit. I think the easier 1-hits (like the corner throw ones) would naturally get done first and that there isn't a need to direct people's efforts. But yeah sure, lets get them out of the way now. Especially since most of them we already have, they are just scattered around the forum. 1hits from the combo thread, or any where else, are fine to bring here.
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Here's a couple to get things started. Anji, corner, ML1 Safe Mist: untested throw, HMF1, tkEnsenga Testament, mid-screen, about start position length apart, ML2 Safe Mist: untested LMF2, j7.K-P-S>dj.K-S-D>Ensenga I forgot to backup my big text file of 1hits when I was fixing up my computer. When I wake up, I'll see what else I can remember off my head.
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New game, new 1-hits. This has been a bit over due. Let's get a list going. Any and all contributions are encouraged. Ideas, testing, comments on validity, whatever; post away. I'll update the first post as I have time. Right now they're are just two categories, confirmed and unconfirmed. Confirmed are where I will put all the combos that I've personally verified, I think video proof should be fine too. Unconfirmed are where supposed combos that have not yet been proven to 1hit go. We can work out the organization details as we go along. faq Q) What's a Mist Setup? A) Anything the will force Mist (214P) on to your opponent. Q) What does the Mist do? A) The Mist will make your MistFiners (236P/K/S) unblockable. Q) What is a 1-hit/Enkasu? A) Ensenga is composed of two strikes. The first strike is untechable (except for some extreme cases.) The second strike is techable. A 1-hit, or Enkasu, means to hit with only the the first strike and getting the second strike to whiff. Thus, giving you a knockdown which you can use for a recoin or a Mist setup. The second strike lights your opponent on fire. You know you have hit with only the first strike when your opponent isn't set on fire. Q) Even though I'm doing the right combo, why can't I get only the first hit, of Ensenga, to connect? A) There's no general rule, for connecting an Enkasu, that will work for all setups. Each combo will have a different timing, and even the same combo can have different timings when done on different characters. As you can see, I made no attempt to signify timing in any of the listed combos. The kind of timings we are talking about are incredibly minute. The difference of one combo done on one character to the same combo done on a different character can be as small as a 1/60th of a second. The best anyone can hope to describe these differences are as feelings. And what may feel short to one person might feel long to another. Instead I ask each of you to develop your own feel for the timings. Q) So how do I get a feel for the timings? A) Practice, practice, and more--repetitive--practice. Personally, this is how I figure out the timings for these combos, or anything else really. First I start out by just doing it. If I consistently get it on my first few tries, then cool, the combo works under my natural rhythm. Otherwise I start over, but this time doing everything as fast as I can, and as early as the game will allow. If I get it, then cool. It's a bitchy combo, but at least I know what I need to do. If I still don't get it, then this is where I start adding delays. I pick one spot where I think delay might help and insert the smallest delay I can muster in that spot. If it still doesn't work, then I increase the delay. If now I have so much delay that the combo falls apart, I repeat the step on a new spot. And if that doesn't work, I start adding delays to two spots. Then three, four, etc. the big list of mist setups -- Corner Throw -- - No Tension - throw, j.K-S-D>Enkasu AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE throw, j.P-S>dj.P-S-D>Enkasu AB, BA, BR, CH, DI, IN, KY, SL, TE, VE throw, j.P-S-D>Enkasu BA, BR, IN, JA, RO, TE, etc? throw, j.K-P-S-D>Enkasu FA, PO, TE, ZA, etc? throw, j.K-P-P-P-D>Enkasu RO, TE, ZA, etc? throw, j.K-S>dj.K-S-D>Enkasu DI, KY, SL, etc? throw, j.P-P-P-D>Enkasu TE, RO throw, j.P-P-S-D>Enkasu FA, ZA throw, coin, j.K-S-D>Enkasu FA - With Tension - throw, sj.K>KJ(frc), K-D>Enkasu AN, AX, JO throw, j.S>KJ(frc) ad.K-D>Enkasu AN, OR, SO throw, j.K-j.S>dj.K-S>KJ(frc), D>Enkasu AN, OR, SO throw, j.K>KJ(frc), D>Enkasu OR, SO -- Midscreen Throw -- - With Tension - throw, Coin, HMF3, Coin, MSJH, Mist CH(98), FA(79), JA(82), JO(79), TE(64) throw, Coin, HMF3, Coin, d.2D(2)>Mist JO(78), KY(76), TE(75), ZA(76?) -- Corner MMF2 -- - No Tension - K-HS>MMF2, Coin, iad.K-S-D, land, j.K-S>dj.K-S>D>Enkasu, land, Mist AB(149) Notes: K-HS omitable. K-HS>MMF2, Coin, iad.K-S-D>Enkasu, land, Mist BA(161), BR(143), DI(155), ED(143), MA(143) Notes: K-HS omitable. - With Tension - K-HS>MMF2, Coin, MSJH, 2D(2)>Mist BA(165), BR(147), DI(159), FA(124), IN(145), JA(145), KY(142), MA(145), MI(168) Notes: K-HS omitable. K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist AB(136), BA(164), BR(165), DI(177), IN(164), JA(164), JO(157), KY(159), MI(188), OR(148), PO(133), RO(136), SO(157), TE(157), ZA(157) Notes: K-HS omitable. -- Midscreen LMF2 -- - No Tension - - With Tension - unconfirmed Corner throw, no tension throw, j.P-K>dj.K-S-D>Enkasu AN?, AX?, etc? Mid to corner, no tension throw, j.K-P-S>dj.S-HS>KJ(frc), ad.K-S-D>Enkasu etc? throw, j.P-S>dj.S-HS>KJ(frc), ad.K-S-D>Enkasu etc? throw, j.K-S>dj.S-HS>KJ(frc), ad.K-S-D>Enkasu etc? LMF2, j.7K-P-S>dj.K-S-D>Enkasu TE?
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If you're near the corner you can do: ...>HMF3, dash, c.S>j.K-S-HS>KJ(frc), HS>D, land, j.K-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga j.S>j.S is hard at first, just practice it. Try tapping up before the first j.S hits (but not before the j.S its self) so that you jump-cancel it as soon as possible. That should help you with the timing.
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My gameplan thus far against Order-Sol: position myself about a f.S's length away from him, watch him carefully, and counterhit what ever he tries with 5K or HS. Order-Sol's low jump let's HS double as anti-air. In fact, you can practically throw whatever you want in front of Order-Sol and it would be just as well. Been working for me so far. I agree about blocking on wake-up. You can just weasel your way out somewhere else. But I wouldn't recommend trying to dash, or backdash, out of Order-Sol's GunBlaze oki. They're doing it incorrectly if you can dash or backdash. 6P is still good, provide you can see what he's doing early enough. But if you miss your chance to 6P, 5P is a good second-chance. Level 2 Savage Fang (the huge gun flame) is quite fierce. For those not in the know, if you were not blocking before its super flash, then you can't block it. Yes, if you are jumping in, beware of his HS. Don't commit to anything too early. Double-jump if he tries to HS, or air-throw or block the Storm Viper, and hit him in his recovery. Once you're in too deep for him to HS, then do whatever. But why jump-in in at all when just standing in front of him limits his ability so well.