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Everything posted by 4r5
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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
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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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- crazy larry
- dirty mary
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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.