RedBeard
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Ah no thanks to me or anything, the stuff I'm posting was figured out by much more clever people than myself. Like I'm pretty sure the meaty crossup stuff was figured out a long time ago by someone on the boards, or the Japanese, or both. As far as tension pulse that was just something I figured out while playing and messing around with IB. I never saw any info on it on the new site but I think Gamecombos had a very vague and basic tension pulse guide, but mostly related to things like FDing, Negative Penalty and ODing reducing your tension pulse for a set period of time instead of actually elaborating on the system :p So that info was around a long time ago but was pretty much never discussed after XX so many new players didn't fully understand it, nor is it written in detail anywhere.
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Erh also, here's a simple way to test the bug(and sorry in advance for posting so much, you can edit down what you think is useful Shoto). Knock down the opponent with 2D, like be right next to them. SJIAD over their head and do a meaty j.S on wakeup. Program the computer to block the wrong way. If you hit him on the first frame, he will block it even though he was blocking in the wrong direction. There are a myriad of other applications of it and a few shootoffs. Like blockstun works similarly in reference to crossups. Simple example is vs. Chipp, have Chipp do his 632146H super and block it normally. No biggie, right? Now try FDing the first hit. Chipp will cross you up even though you were in block stun because FDing makes the anti-crossup programming no longer work.
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Well then it's not a 1 frame crossup is it? :P You're not wrong really, it's a good crossup, but it's not 1 frame. It's easier to illustrate the effect if you do a dashing jump instead of an airdash because the airdash crosses up quicker(and thus you will be on the other side of the opponent for a longer period of time faster, thus allowing for a quicker startup). But you can't do it right over the opponents head or they can block both ways, it's just the way the game works. You have to at least be like 1 body width behind them from Axl's airdash in order for the crossup to work properly. And the 4-5F window is just a guess on my part, I don't know the exact number of frames.
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But that's what I'm saying. Even if you airdash, if you stop in front or behind them they can block by holding back because the game is programmed to not allow you to do 1-4 frame crossups. There is about a 4-5 frame window(rough guess) where the opponent can block back when you're crossing behind him where he can continue to block the wrong way and he will still not get hit. This is why you have to be careful with the timing on things like Zappa's air H ghost mixups and Millia's 2369K crossup because if you time it badly they will block even if they technically did it wrong. It's pretty simple to test what I'm talking about though. Just program the computer to walk backwards. Do Kokuugeki like right as you get over his head or just after. Regardless that you're behind him, he will block the wrong way but still not get hit. You can crossup with Kokuugeki but there is a window you have to wait for or they can just block it incorrectly. Do it too early and they can block by pressing either direction. IE it's impossible for them to get hit unless they FD or don't press any directional.
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Oh yeah, and just as another small note and to clarify things better...like if you did a standard 2D->Rensen knockdown then ran up to the opponent and jumped over their head real quick and did Kokuugeki outside of the corner, they could block either way upon waking up if you hit on the first frame, even if you have clearly been on their opposing side for a long period of time. However, say you do an airthrow even mid screen somehow and run up to them, jump over the head and do the same thing on the first frame...it will hit due to the bug of them getting up the wrong way. So it allows you to do a meatie crossup. Doing any other fast crossup under normal circumstances is prevented by the game's mechanics. Doesn't stop stuff like Millia's H Disk FRC->2369K from being a useful crossup because it's hard to react to in such a short frame window.
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Well the whole thing with throw baits is that you want to basically run right next to the opponent then jump just as they are about to be able to throw you. Thus, they attempt to wakeup throw you and throw out a laggy hardslash. You'll have more than ample time to jump and throw kokuugeki against pretty much every 5H/6H in the game. It's more of a timing thing, jumping too early will just get you airthrown. Air throw is just basically it allows you to cross up when you normally couldn't. The game is programmed to prevent 1 frame crossups or iffy 50/50's like DW described. IE, you can't just hop over someone's head as Axl and execute a 50/50 with Kokuugeki. The game will allow the opponent to block the wrong way for a set number of frames, I don't know the exact framecount. So say you start on the left side and your opponent on the right. Your opponent is holding back(right). You jump over his head and just as you reach the other side of him you toss out Kokuugeki. Even if your opponent is still holding right, he will block it. You can block both ways for a set number of frames and you will still block. You can still cross up with Kokuugeki, it's just not that quick. You still might catch people with it. The difference comes in a bug involving moves(most often airthrows) which cause the opponent to get up facing the wrong way. If a move or throw causes this, you can do meaty crossups on the first frame. Axl's air throw causes this. So say you do some bomber loops, bait a tech and then airthrow them. Standard followup is a dashing jump, you'll need to learn the timing but basically you execute a 50/50 where j.H hits in front and Kokuugeki crosses them up behind them. Pretty hard to block. If you wait too long though, you will rub on the front of the opponents frame and the crossup kokuugeki will fail. So learn the jump timing. If you're lazy you can do Raieisageki(S) crossup, but most better players will just block it.
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Actually, that's incorrect. You can crossup with Kokuugeki, but only after an airthrow. You can't do a throwbait meaty crossup or anything. It still works amazing as a throw bait, huge damage off of it and it is incredibly useful. But Axl can't do ambiguous 1 frame crossups with it due to how the GG system works. Your opponent can block the "wrong" way even if you wait a short time after you cross them up, not to mention it will whiff most characters if they duck. Record the opponent to hold back in training mode and try crossing them up with Kokuugeki. By the time it turns into a crossup they're probably blocking the right way. Though you can do some semi-lame Airdash Backwards j.D FB Bomber crap on some people. Primary use of Kokuugeki in AC is throwbait and crossup 50/50 after an airthrow.
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[/] Slash Johnny DB Combos For Those Who Are Interested FAQ
RedBeard replied to CrazyDazed's topic in Archive
That may not be true anymore. The initial list put Anji as dead bottom(for the time, it made sense). Anji is definitely not the worst in the game at this point. That tier list can't really be used for argument at this point, though it is still fairly accurateish. -
Hmm well in the case of Anji with his 3S and 3K, I think those weren't intended to be hidden or anything. Maybe just forgot to put them on the movelist.. However Ky's being absent from the movelist is kind of strange. I think it was intended to be hidden. Just cause it's common knowledge now doesn't mean it wasn't a hidden command before though.
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[/] Slash Johnny DB Combos For Those Who Are Interested FAQ
RedBeard replied to CrazyDazed's topic in Archive
Just to post, my guide is about halfway done and I'll be posting it up for proofreading by next week. Part of the hard part is actually learning everything about AC while writing the guide. Johnny had more than I had originally thought in the game which was a pleasant surprise. -
He is damn fun and honestly just his long range being safer makes me a lot happier. He is a very annoying character. Not top tier material but I really like him in AC moreso than any other version of him.
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Guilty Gear FAQ Thread - Ask your questions here!
RedBeard replied to Kairi's topic in Guilty Gear General
I do it 100% with the input I described. I even put input on to double check. Just be in Mist Stance, then do 2146H and you'll get a free, non FB Jackhound. -
Guilty Gear FAQ Thread - Ask your questions here!
RedBeard replied to Kairi's topic in Guilty Gear General
The input for Chipp's walljump is simply: You let the stick go neutral near the wall(IE, do NOT hold back after you jump back towards the wall), then input 46. I don't think this is Chipp's secret move because I see it listed on the official website's movelist. -
Guilty Gear FAQ Thread - Ask your questions here!
RedBeard replied to Kairi's topic in Guilty Gear General
Johnny can do Mist Stance Jackhound for free by inputting 236(PKS, any)2146H. That's pretty much it. -
Johnny's 2K should be 12 damage, not 20. That's the only thing I can really spot.
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To avoid people arguing over anything, the general trends I've seen on JBBS would be: Super awesome: Eddie, Baiken, Testament, Potemkin Really good: Jam, Sol, Millia, May, Slayer, ABA, Faust, HOS Good: Axl, Zappa, Venom, Dizzy, Anji, Bridget, Johnny Not so good: I-No, Ky, Chipp, Robo-Ky As far as reasons right now people just seem to chalk it down to how much BS each character has. Of course, that only reflects current play and with console out today there are likely to be some drastic changes.
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Actually that reminds me... Does anyone know how much overall damage these moves do if the poison lasts full duration on like a full health Sol?: Warrant Nightmare Circular Faust's poison bottle Also, is there a note anywhere for how long the poison lasts for each move either frame or second-wise anywhere?
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That's Instant Air Dashing, or IADing for short. And yeah the technical input is 96 or 956, but just hit upforward, then right. Different characters have different heights for when they can IAD, Jam's is one of the lowest to the ground possible, so you have to get a feel for the timing.
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Another bonus to note about Level 3 MF is that it allows faster Mist Cancelling. This can actually lead to some fairly devastating frametraps, but you really don't want to aim for level 3. If you get level 3 though you can land some fairly decent damage on it. Generally, using 236S is actually a waste unless you're using it to prevent a jump for some quick damage. 236P with Level 3 is highly comboable and barely reduces the guard meter, so if possible you should try to hit with that but most Johnny's don't tend to bother practicing level 3 because it's not exactly a common occurance. Most Johnny's wind up wasting it for 236S chip damage.
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Erh, right. But not from a wakeup position. And I was mostly adressing his example. Like Axl's Raieisageki can be JIed if you do 632147S, but that's a different "type" or whatever.
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Nope. You can't jump install something if it never comes out. You specifically need to JI off of a JCable move.
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Also keep in mind that if at any point you don't gatling into something, you lose your jump install. For example, with Ky if I did 2K->c.S->8(JI)->5H->236K FRC->whatever...as soon as I FRCed 236K I lost my jump install because I returned to a neutral state, even if momentarily.
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That is Warrior of Light, it says Hikari no Senshi next to him(as well as Warrior of Light in kana right below him), and the guy he is fighting is Garland not Kain.
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There's a 15 second super in GG? I'm confused. Do you mean Raoh? If so I don't even think Raoh lasts 15 seconds. Raoh is amazingly good but it's not as if Zappa is impervious once he gets him out. Not to mention he has to work fairly hard to get him out. I mean a lot of the time Zappa never even gets Raoh out. Your friend is right. There is nothing you could possibly say about Zappa being overpowered because he's simply not. Sure, Zappa vs. Johnny will test you more than a lot of matches and you're generally going to have some poking problems on the ground...but the match winds up pretty even.(Most tier lists give the match slightly to Zappa it seems?) Also, if you're losing a matchup...it's a little silly to ask for "good combos" to counter your friend crossing you up.... General advice: 2D works very well against Zappa generally...zone Zappa with coins but watch for him running under them. I generally take this fight to the air because you definitely have better positioning in the air than on the ground against Zappa. Just between the air and coins work your way in on him. Never use f.S as a poke against Zappa, ever. Most of all, be patient. If your opponent is smart with Zappa he is going to be playing a lot of runaway with Ghosts, and a lot of guarded rushes with the dog because Johnny can't really safely kill the dog that well. Again, take it to the air when you can. Most newer Zappas abuse his 236P. Just block/perfect block and punish with 5K->Stuff. Eventually he will learn to stop being so reckless with it because Johnny can land pretty heavy damage off of a 5K tensionless and even coinless. Then again that's just how I play the match so take it as a grain of salt.