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Everything posted by excelence
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thank you, so ... to get the fastest mist cancel is by having it level up
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just recentlly playing Johnny out of boredome and stress ... i got some question about Mist cancel... is there any diference cancel speed on doing diferent version of MF? when i think about the s version that have the slowest start up is the easiest to use for my mist cancel gattling when i'm using other version i oftenlly blast out the mist finner when pressing O button with my middle part of thumb... do i'm doing the slowest mist cancel in a gattling? =|
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even Kazuki said 5.5:4.5 Dizzy disadvantage ... opening the match 1. wait and see 2. back dash 3. Bubbles 差し合い offense option ground: 1. 5hs 2. fish 3. 5k air to air: 1. far S 2. 2S 相手の固めの対処 how to deal with pressure 1. FD 2. 5k 3. 2hs ... ??;D this is as far as my understanding and i think he said to use 5k for anti airing baiken j.hs ... *shrug*
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err sorry for missinterprete things here... wat i call DAA for baiken is that GC, and yes people makes mistake, that also works for baiken, she must extra carefull when doing GC with the fish out, it will takes up to 75% of life loss without knock down or pressure reset for any stupid GC attempt and yes she frc sakura... so what? dizzy can throw her on the exact frame she frc it a knockdown is a pain in the ass for most of Dizzy match up, either be the one who do the chasing in Baiken match up... it's a fair trade IMHO =|
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2hs is the worst possible finisher on Block string but still can be count for the delayed Ice spike anyway, usualy i never go to any real combos if it didn't connect 2p,2p,2d,iad 2s whatever
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i meant when he got me with ch using that(6p & f.s) moves... i can see my life bar depleting to less than 50% in less than 2 second i guess you're right, my mind set still on Ky's fight on that match and i set a lot of yoyos and runaway games, i should have kill him with my butt
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i need input versus Chip i just knew his 6p and f.s is good as hell and his secret moves that do diagonal diving + 2d is clashing with my Starship!!! WTF... yesterday wasn't a fight... that's a bullies
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@Zaeris : i still think it's 5:5 like u said who get to do the combo first is mostlikely will win the match, and getting presured when using Dizzy was never a good thing just make sure the fish is always out and abuse her throw range (+_o)> ... btw what's GC/baku? V Sol ... 2s for his jump in and try not to get caught in GF pressure for wild throw mix up, if the Sol u fight against is poor on spacing do fate walker sugestion to counter throw him once he's down in the corner just go crazy =)
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6h, don't use it except u're certain it will hit. Sol can and will punish it with GF on start up or BB/GV on recovery j.d/fb into CSE is asking to be pawned by VV 2d under SE... ky can always frc and punish it with GS
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u need to do the 236s~k really fast, if the ai tech it... that means u're to slow and that's OTG poke u just did the 214k need to be inputed before Jam ad sequence end 2p and link it with anything feint it and throw your stupid opponent after 236s~hs wall bounce 2hs(1hit),fb... loop
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v Testament : in my case once i'm in, almost guaranteed he's toast, but to come in is freakin hard anyway when u're in... frame trap him with your poke/iad mix thing up with anything u got and make him fear your FB puff ball spam/feint it once in a while... once he shift into blocking mentality, throw him and reset the presure ... and yeah pay more attention
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well yeah i usualy guess if he'll 5s me but i still think if the pro can see it coming =| and 2s/5hs is much better poking tools v sol IMHO
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still can't do it to =/ but i think unlike the other bubble types(s/k), we need to do the tk bubble realy close to the ground to pop it with air pike X(
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=| i still put baiken in 5:5 on my match up ratio thx to fish and baiken DAA Slayer is more unfriendlly IMHO
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f.s,tk Ryuujin,charged Ryuujin ... jamming loop (u might need to rc) f.s,2d,236s~k,charged Ryuujin ... jamming loop both're crusher combos
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err yeah that'll work but it's easier for me just using 9236k after f.s either ways work (i still got red beat)
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adding some input: -.Ky 5s isn't a realy safe pooking tools VV will stuff the moves from it's very tip -.Sol iad j.s can stuff up ky 6p
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u need to do the puff ball just when the 3rd hit of 5hs connect, and do the motion 236s just when the 3rd hit of 5hs almost connect ... i don't think there's any specific distance in this gattling but it's more about the timming. and 6h > those who mash throw (eg: Pot Buster) on wake up 6h < those who mash super/dp (eg: giganter ) on wake up as simple as that =/ ... it's an Oki option
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that was an "i win button" and btw with low jump property OS has, jo 5hs/3hs was actualy a good anti air btw i pokes with Fafnir and the local Johnny Player usualy chipping me to death
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SIDEWINDER!!! for God sakes i need to buffer 4 when doing sidewinder loop or else VV takes place @atryu : ok then if it's about speed, i'll practice it ... hell when i'm full of myself ejdge : after cross up j.hs, u can do f.s -> any combos ... only if u do the j.hs low enough
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huh? i'm pretty certain there's a height requirement for this moves i can pull it pretty often in the practice mode if i do it low enough... but dunno *shrug*
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can't u just fish him? i know i can catch Pot with 2k + laser Fish ... don't have many Slayer experience
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i'm curious about 963k input, i'v tried it in the past and yesterday, it didn't work... what command exactly displayed in input display? and about how fast the kenrou should be inputed, i don't think the speed is the real issue about this moves special property but the height when the moves is executed ... i can actually 623k that go down with only normal jump, but it must be executed realy low, i believe when Jam sprite reach is as low as the waist of standing Sol
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vs Baiken DAA... i agree with woki u should try to bait it and then know your spacing and the range of Baiken DAA both of it were punishable with Throw and pressure reset vs Pot... u would want to stay as far as u can from him score a knock down and then rape him to death, don't anti air him without fish protection and yeah summon a lot of fish and bubble whenever u can... without a knock down u would want to poke him to death vs Slayer ... for f*ck sakes... i keep getting killed with bbu/dot vs Eddie ... other than knowing his pressure pattern, ib everything and watch his ub setup whenever he has tension fd jump on reaction... if u have solid defense his only option left is a command throw or whatever stupid enough to nail u (5d )... to go against command throw usually i can counter throw him for being to close and v 5d... never found him to do it in the middle of pressure, fd it? ... usually he do it in the end of pressure, IB it and 2hs for a nice counter hit :D ... btw for whatever reason don't meet him air to air Dizzy priority was f*cked up v almost everyone
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1st note, Bridget doesn't has a good coverage against anything high enough right above his head... and you should spam that DB anytime u got a chance, and a smart Bridget player wouldn't use an aa such as 6p unless u're close enough and 6s unless they certain it will hit far enough... that moves pay to much and the worst possible moves to spam .... and don't say Buri will just bd the DB it'll go to teory battle and jo still has option against that (another db,ensenga... u tell me =/ ) 2nd note Buri 6set -> Jo 2h -> Buri rolling Idou... and u got Dead Johnny 3rd dash jump jp as air to air? with Buri j.p i think the best possible scenario it got clashed anyway the best option Johnny has vs aerial Buri, should be MF_p/6p 1st about 5HS~coin, 5HS~stance cancel~5HS bullshit... it's true Jo will have a complete domination as long as he stay on ground 2nd actually Jais say Jo should use his DB frc and J.hs, it's a real pain in the ass to deal with