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4r5

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Everything posted by 4r5

  1. Eddie: Aside from never letting him have little Ed. Stand inside of far drill, and outside of close drill and poke away. If far drill, do whatever. If close drill, IAD, lvl2 MF through it, Jackhound, OD, Coin over it... Stand close enough that when ever he tries to summon, you slap him. If he gets a summon and makes you block, then I hope your good at blocking and anticipating the throw. Chipp: Hitting him is hard, but at least you hit him hard. If you ever come up to UMBC, or if I ever get access to a car, or if you come up to the c3 tournaments, then I can show you a thing or two.
  2. Try Faust. I've never seen a Faust player use any FRCs, except when they accidentally use swim super.
  3. Good range and it went through everything.
  4. Lightning struck a tree branch, which fell on Ken's head. ... perhaps.
  5. I feel that Testament's good antiair options are more preemptive. And that his reactive options are ment to be crappy cause you should of zoned it out. Oh, and c.S, j.P, airthrow, 5D, and backdash. <- reactive stuff
  6. http://rapidshare.com/files/17909941/Still_Waiting.wmv.html
  7. Blocking blocking stun dipper is a pretty good deterent. If you want to be fancy, you can forward dash over the first hit and throw him before the second hit. You can try and hit him out of the start, but that's pretty hard to do consistently. Best bet is to block. Going air to air with Ky can be tricky. Your saving grace is that you jump higher then him. All sorts of ways to catch front techers. Airthrow, 6P, 5P, coin, 236P.... edit: if they RC/FRC the stun dipper, I FDsuperjump to avoid the throw. you jump higher then him; spam DBfrc's more clarification on catching techers. alot of catching techers is just staying on the ground and watching what they do. Keep track of their remaining airjumps/airdashes and keep yourself in a posistion where you can punish a mistake. When you see a mistake is when you go in for the punish. Sometimes people tech as soon as possible and airdash, and alls that's left for you to do is dash in their direction and wait for them to land into your 6P. Other times people get trickier and save their techs and airjumps for when you commit yourself to an action then punish you.
  8. http://himuragames.suddenlaunch3.com/index.cgi?board=techinfo&action=display&num=1109887687 that should give you an idea of what you would be getting yourself in to.
  9. Scattered here and there. Bits and pieces, some out dated and some up dated. You won't see something like this till a mook comes and and someone translates it. There's also a japanese wiki, but you know, it's in japanese.
  10. read this http://www.dustloop.com/forums/showthread.php?t=207 And note that that is for #r. In slash, maximum invincibility time during JC of backdash 12F->7F ... among other things.
  11. I've seen two matchs where the guy IB the first hit of Kshadow and 2P'ed before the second hit hit.
  12. Combos off the ground? That's some dirty snacking.
  13. I'm a pretty good in-depth Johnny tutorial, in English and soon to be American Sign Language! If you can make your way to UMBC I'll teach ya. Or you can wait for me to finish my video, which at this rate will never happen.
  14. Easier/less effort to be fast and precise with a stick, that is once you get proficient in using one. You won't get cramps and blister like on a pad, though there are ways of handling a pad so that that doesn't happen. One thing for sure, you get five nice responsive buttons, one to each finger. Playing stick won't make you a better player, but it might let you play better. Japanese sticks are, usually, square-gate, very loose, and low throw. The buttons are convex and light. American sticks are, usually, circle-gate, very stiff, high throw, and wobbly. Buttons must be smacked as hard as you can. And you must mash during every super, regardless. The better player would win.
  15. My god, wall of text. I'll just handel this one. The better player will win.
  16. There's everything BUT an anime. You tricked me! This isn't gameplay related!
  17. If you get a kit, you'll still need a display and controllers.
  18. K then 8, the really fast H. The 8 and H will almost be at the same time. And you would have done the jumpinstall, BUT that won't let you jumpcancel from a H, that's not what jumpinstall does. What jumpinstall will let you do is doublejump/airdash from a DBT>DB(frc).
  19. You misread the FAQ. The full sequence from the Sol example is this: c.S 8 2D 236K(1-hit) RC ... You can only install a jump on moves that are jump-cancelable, from the example, that would be Sol's close slash. c.S 8 2D - close slash is canceled into a jump, but before you leave the ground you gatlinged in to a sweep. That's the entire Jump Install squence. Now to take advantage of your Jump Install: c.S 8 2D 236K(1-hit) RC ... cancel your sweep in to a Bandit Revolver, then romancancel the Bandit Revolver while still in the air, you can now double jump or airdash when normally you would not be able to. k8H and K8H mean the samething? Here's a quick Johnny example. KH>DBT>DB(frc) - After the frc you can not double jump or air dash. Now try K8H>DBT>DB(frc) - after the frc you CAN double jump or airdash even easier Johnny example. Kc.S>superjump - you can not double jump K8c.S>superjump - after the superjump you can double jump!
  20. Namco Stick is fine. If I play pad, I play with the D-pad. I've never seen anyone good who plays on thumb stick.
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