RedBeard
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"Superman" is slang for Baiken's H counter...where she flies like Superman behind you. I'm too busy updating the guides to comment on the rest right now!
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Hitboxes/what works is more important than knowing their actual weight anyways, just thought I'd clear up the weight thing.
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Ah guess it's just for a little added defense against losing bar then. Thanks anyhow and sorry for the dumb question :p Now to figure out how the actual thing works(IE does it reduce her techable time by a specific amount after ground bounce? Or what rules dictate it!? :o!!!)
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Well, for example, pick Axl vs. anyone. say Sol. Have Axl throw Sol. He can't tech at all. Now pick Axl vs. ABA and have him throw her...she techs early. She does it to random other stuff too like Bandit Bringer and whatnot, I'm just not sure what the reasoning is behind it?
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Hmm ok, I have a question regarding ABA that has probably already been answered but I don't see it... Why exactly is A.B.A. able to tech really early on certain things? For example, Axl's counters and Axl's throw, she can tech reeeallly early. Can I get an explanation on how this works? Or why it works?
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Weight/Gravity: 0.94: PO 0.95: RO 0.98: AB, JO, OS 1.00: AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA 1.05: DI, IN, MI 1.10: BA, BR, JA, MA So yeah, at least weight wise all 3 of them are different. Ky just falls shittily with the way his frame falls after things like a sweep or certain other moves. Johnny goes from being a giant horizantal frame to a giant vertical frame pretty quickly, doesn't help that he falls faster than usual either. So it moreso has to do with their frames and how they fall/their frame animations than their actual gravity.
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Heh sorry about that I just haven't gotten around to putting that in. Buuuut today is my "I get to work on my guides" day so it's time to make a lot of progress Sorry about that JOFan!
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Hey man you can edit my guides if you find anything wrong or any erroneus information or anything. I know you know what you're doing so if you wanna add in anything like that or fix any mistakes go for it I'll finish setting up the combo guide and any other stuff I haven't finished setting up so that way you're free to edit my posts to be useful if you're feeling productive.
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One more time...
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Reserved again! Har har!
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Reserved for Mr. Beard.
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I'll just use this post to dump combos, till I figure out what I wanna do with the thread. tk.Ensenga>RC, ad.S>Ensenga j.HS>KJ(frc), K-S>dj.S-HS-D>Ensenga j.HS>KJ(frc), HS, land, c.S>j.P-etc.. 2D>Coin, Coin 2D>Coin, dash, Coin D>j.HS-D, K-S>dj.K-S-D>Enkasu CH 6HS>iad.K>KJ(frc), etc CH D, dash, dash, K(ji)-HS>DB(frc), K-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga Corner: MMF2, Coin, Coin, iad.K-S-D>Enkasu MMF2, Coin, dash, HS>HMF2/etc MMF2, dash, 6HS>Coin/MSJH/etc Corner, Full guard gauge, SL Throw, 6P, HS>MC, dash, pause, HS>Mist Mid-screen, full guard gauge, SL AX PO^ FA VE^ Throw, HS>MC, dash, HS>MC, dash, HS>MC, dash, HS>Mist
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GATLING CHART ┌ P ┌ c.S ┌ HS ├ K ├ f.S ├ D ├ c.S ├ HS c.S ─┼ 2K ├ f.S K ─┼ D ├ 2HS ├ HS ├ 2S └ 2D P ─┼ D ├ 2HS ├ 6HS └ 2D ├ 2K ├ 2P ├ 2S ├ 2HS └ 2D ┌ D HS ── D f.S ─┼ 6HS ├ 2S └ 2HS ┌ P ┌ c.S ┌ HS ├ K ├ f.S 2S ─┤ ├ c.S ├ HS └ 2HS ├ f.S 2K ─┼ D ├ HS ├ 2S 2P ─┼ D ├ 2HS ├ 2P └ 2D ├ 2K ├ 2S ├ 2HS └ 2D 2HS ── D ┌ j.P ┌ j.P ┌ j.HS ├ Kj.K j.K ─┼ j.S j.S ─┤ j.P ─┼ j.S └ j.D └ j.D ├ Kj.HS └ j.D j.HS ── j.D
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Reserved Space...
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Testament is about the same as he always was, and Faust used to be harder for Johnny than Axl, but they're probably both just as hard for him now in AC due to Axl's long range being buffed. In Slash Johnny just raped the shit out of Axl once he got up close and it was a lot easier to get close to Axl in Slash than it is in AC. Still not an easy matchup for JO but definitely better than vs. Faust in regards to Slash. JO's j.S is NOT as good as Faust's j.H. Faust's j.H is godlike and will stuff you in the air hardcore, especially after 2K FDC stuff. It basically sends a hitbox right across the middle of the screen and JO's j.S can't really be shot out at a low enough angle to compete with that. If he's tossing bomb bags all over the place then yeah, j.S can do you some good. But his j.H owns Johnny in the air for the most part.
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6Ping Millia out of the air is risky because she always has the threat of the pin, so I usually say 6Ping her j.D is a bad idea because it's not easy to do on reaction. Instead, I generally IB to be on the safe side because Millia has fewer options if you IB her knife or j.D. If she has no threat of the knife, then go ahead and abuse 6P because she has no other threat in the air really.
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Hmm ok a couple of slightly generic statements to make and I'll make an actual good post later heh... Just thought I'd note that the match is actually slightly against Johnny in AC, but it is more of a power issue than an actual bad match. Baiken is just a better character, not really a problem matchup. Otherwise JO has always been pretty good against her because her traditional counter system doesn't work that well on him and she gets raped if Johnny touches her with like anything. In the end I'm not even actually sure if this could be considered against JO in AC because I feel like once the game pans out it will probably be 5-5. Millia on the other hand is just plain hard to play against, and any amount of advice I give will still probably wind up in you needing to block mixups and getting slightly lucky with hitting her. I've gotten a little better at the matchup over the years but it's also a lot of learning to spot Millia's move and learning how to block against her, how to whip out some very quick punishes, when to jump out of her pressure, and how to deal with the knife. Even still the matchup has always been tough for Johnny(though it was much worse in #R), and I don't think it's ever been in his favor. Maybe tied in Slash...
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I personally have noticed no timing, it's just something I've grown used to over the years and I just kinda know when he's going to recover. But even with my experience with that, mid screen dashjump 1 hits still aren't considered "match viable" so I wouldn't worry too much if you're having trouble pulling them off. Not to say they're not possible just very easy to screw up so it's generally not worth doing to be honest because in most cases you're going to coin them, coin combo them, or just aircomboing is even probably more beneficial because you'll never miss the air combo.
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http://www.youtube.com/watch?v=HKPve7aCMW0 Fun Slash vid, though I'm sure you guys may have seen it already. It's tool assisted/sometimes uses tons of tension but it definitely has a lot of fun and weird combos.
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Thank you very much guys! I appreciate the help and I'll get to writing that up. Now, I am going to do the combo guide because it seems like that has the most urgency. If anything is too difficult to read, looks too bunched, or is in any way just not user friendly just lemme know so I can fix it. That's one of my biggest concerns is that the stickied guides will be too overwhelming for newer players or too confusing to read. I have a tendency to go into TOO much detail, and I'm not sure if my points get lost in them. So again if anything is wrong with the format lemme know! Combo guide should be up later today, not completed though. Matchup topic is now open for discussion but will remain stickied. For now, that is on the end of my priorities because well, matchups still need to flesh out a little and there are much more basic matters to attend to!
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Well, depending on how much Axl experience they have. But yeah basically 5D isn't the safest link from 2H on stagger but you can still get away with it at first. I use it a lot against people newer to Axl because it's devastating damage and free. Now, I used to do a variation of the Dust combo to block bursts, but seeing how j.P isn't totally burst safe anymore, there's no point in it so I'm not gonna bother listing it. For Axl's Dust combo I generally do: 0 tension: 5D->j.D->j.D->j.H->j.D->Kokuugeki 0 tension: 5D->j.D->j.D->j.K->j.S->j.H->j.D->Kokuugeki 0 tension(Impossible Dust): 5D->FD->j.D->land->stuff(note that instead of j.D you can use j.H which is easier to hit with because it has a higher hitbox)(stuff=bomber loops if you can, or c.S->air combo if you can't) 25% tension: 5D->j.D->j.D->j.H->j.D->FB Bomber->dj.H->j.D->Kokuugek Those are the basic ones. Then you have stuff like... 5D->j.D->j.D->j.H->j.D->FB Bomber->FB Bomber->Airdash->j.D->FB Bomber->falling Kokuugeki Or just random crap like that with abusing FB Bomber if you need to kill someone As a note, NEVER finish a combo with downward Bomber if the opponent is so high in the air that they will not ground bounce. Perhaps lesser Axl-experienced players won't punish you for it, but with their downward momentum they can neutral tech and punish you. Now, if they're reeeallly close to the ground where they'll barely miss the bounce then maybe it's ok because you can set up and air throw situation if they don't neutral tech. 6H after 2H though is not easy to mash out really but you can't do anything off of it without an RC.
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I would also add that there are many characters you can coin and combo as well. Generally, just doing a coin vs. comboing adds about 40ish? extra damage for the air combo. But there are a lot of characters you can do just as much damage on AND coin them(Anji) or a lot you only lose like 20 damage on(too many to name, check the Character Specific Topic). Generally, if they aren't already coined then you should coin them after a throw because you get Lv2 and they're put in bad position. I personally will usually take the followup aircombo after Throw->Coin mid screen(assuming I have the option on that character), but if I am near the corner after a coin I will go for the followup air throw because it will lead into the unblockable...whereas midscreen it's iffy if you'll pull off the air throw and it doesn't lead into too much except knockdown(or if you feel particularly aggressive, combos into Jackhound on a wallbounce).