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render

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Everything posted by render

  1. People shouldn't be trying to SB things when they've got a flashing guardbar. And actually, rtl42 is right, you just can't block for like 10 frames (don't know the exact number) after trying to SB. That's not actually that long, so depending on what you're trying to SB, you could still be totally safe if you're timing is late rather than early.
  2. There are things you specifically shouldn't FD, like Potemkin's 6HS > Slidehead, or Robo-Ky's 5P @ 80%+ heat-gauge (especially while crouching). Why? It puts you in more hit-stun and you eat teh comboz, or it locks you down in your opponent's pressure string. I think the point that needs to get across is that Slashbacking can be very beneficial in very specific situations. SB is sometimes a good way to get out of pressure (as with the second hit of Eddie's Shadow K), but it's the risk/reward ratio is not in your favor. Because of the precise timing required, though, it's only an option you should consider if you're absolutely SURE you'll execute it properly. What you should concentrate on instead is learning to instant block consistently, and learn to utilize that to get yourself out of / counter your opponent's pressure. [edit: Blade, did you just ask how many frames of startup FD, SB, and IB have? They don't HAVE frames of startup.]
  3. A random OD like that seems like a big waste of tension for something that hits mid. Dash > TK Ensenga seems pretty viable, as long as you have the tension to cover your ass if they block.
  4. Yeah, j.S is a cross-up. Here's a decent midscreen cross-up setup: 5k > 2D > MC > dash-jump* > j.S > land > PARTY TIME * - This is like the dash-jump 1-hit throw combos. This setup is kinda distance specific, but the idea is that depending on how early you cancel your dash into a jump, and the angle of your jump, you'll hit behind them. Suffice it to say, it's a fairly good jump-in against a rising opponent.
  5. How to get out of Eddie pressure: You basically don't, if they're good. Obviously the idea is to not get put under that pressure in the first place, but if you do find yourself stuck in there here's the first thing you need to do: CALM DOWN. Block low and watch what EDDIE does, not little Eddie. You want to watch for his 6K and 5K, and pay close attention to little ticks he may do before his command throw. If you see the command throw coming, and you're close enough to throw, go for it. If not, backdash or jump (preferably 1-frame jump) the hell out of there. If you're going to FD, try to FD hits from Eddie himself, and not little Eddie. Try to instant block as much as you can, but don't be too risky. If you've got some distance between you and Eddie, you can instant block the second hit of the little Eddie two-hit-from-behind thingy and backdash or jump away. A couple of good tricks to avoid his pressure in the first place is to instant block. A lot of Eddie players will lay out a 5HS and bring out little Eddie, and you can instant block it and jump away pretty easy. In fact, I think if you instant block, you can overdrive into his face. You can also instant block his far 2S and jump to avoid getting locked down by the far drill. Another thing that's important is to maintain mobility in the air as often as possible. Remember that any time you block something in the air, your jump is reset and you can double jump or airdash away. ALSO - it's okay to get hit by the normal drills (not the FB one) when you're in the air, cuz you can recover before you land. Obviously you don't want to get hit by it in the first place, but just keep that in mind. [Edit] I wanna stress one more time that you need to stay calm when you're under Eddie's pressure strings. If you see a hole, and you're sure you can get out, then go for it. But you need to come to terms with the fact that there might not BE an opening, and you just need to keep blocking. If you block all of a long pressure string, a lot of Eddie players will just get frustrated and do an unblockable to do at least SOME damage to you before their little Eddie meter runs out. That's WAY better than getting put into a double/triple unblockable setup. Re: Baiken Stop trying to rush down Baiken with Johnny. Be patient and zone. She'll eventually have to come to you. If she wants to sit in the corner and spam tatami mats, let her. If you just can't help it, or you're way behind on life and she's turtling in the corner and you don't have a choice, keep in mind that coins and mist finers will cancel the hit properties of tatami mats (though it's not worth wasting a lvl2 mist finer). Use Ensenga's distance to your advantage when she jumps up high to come down with a mat. Also use the P lvl1 MF's speed to zone the area above her.
  6. 9 is when signups end. 9:30 is usually when the brackets are done and we get things started.
  7. Dude, you almost beat my scrubby ass. Stop complaining.
  8. Thanks, Mitsurugi. I'd actually meant to have the 6H in there - I totally spaced out on that one. haha 2149S doesn't even connect after 236k. I wanna make sure I have this all straight. For the TK Killer Joker combo, there are two options: (appropriate range) combo-starter > 236K > 66 > 6H > 9 (as 6H connects) > 214S (FRC) > etc. or combo-starter > 236K > 66 > 6H > 2149S (FRC) > etc. Is that right? --- So the MSDJH _CAN_ be buffered with the 6 on the mist finer input. Awesome. That's exactly what I wanted to know. So it's really just a timing/execution issue that I need to work on. Okay, so I just need to work on this input: 236[K] 6214D, and need to make sure I time the second 6 correctly. Is it pretty fast after going into mist stance? --- Newjack> The idea behind this setup is to put the opponent in as much stagger as possible, so that you can connect 2D safely and lay down the mist. Opponents that know wtf they're doing will easily mash out of normal or mist-stanced JH's stagger to connect a 2D, but the stagger for Mist Stance Dash JH is really long. Since this is a setup to put the mist the opponent, it's not terribly useful to do with only a level 1 MF, in my personal opinion. To answer your question - yes, you can get a coin in after the 2D at the end, but that would only really be useful if you only had a level 1 MF. The setup only works when you have at least 50% tension, so I guess you could go for the coin. Doing the coin there will end up being an OTG on most characters. If a coin-jack does work there, the characters you can do it on will be very limited. ugh, my explanation is getting retarded. Just watch this: http://www.youtube.com/watch?v=JLM1HCu3xT4 You'll know it when you see it.
  9. What's up, guys. I'm trying to brush up my execution on a couple of combos, and I can't figure out exactly what inputs to do for a couple of combos. Here are the combos in specific: (corner) (K)MF2 > Dash > tk KJ (FRC) > j.HS > j.D > land, jump > etc. What's the exact input I should be doing for the tk KJ? Every time I try to do it, I keep getting the super-jump tk version, and that puts me too high. Could someone please write it out? Having the whole combo written out would be just delightful. The other input I'm having trouble getting out is the Step-Jack (MSSJH, or however you wanna write it). Landing a mid-screen hit when at MF2 or MF3, then doing a gatling into 5HS, step-jack, mist is really powerful IMO, and I want to get the right input down so I can practice and do it consistently. Here's what the input looks like in my head: (mid-screen or corner) K > HS > 236K(hold) > 66214D ; (then go into 2D > mist (FRC) > 3H FTW) Is there ANY easier way to do the step-jack in there? If I do the 236K>66214D input fast enough, would I be able to skip doing one of the 6's on the 66214? I was hoping the 6 from the MF input would work similar to the way IADs work (input: 86, where the forward motion of the jump counts as the first forward input for an instant air dash). Hope my question is kinda clear... Hard to put into words. I guess the simplest way to ask is: What's shortest possible input for HS > MSSJH ? Thanks!!
  10. Awesome artwork at the end of Dead on Time. Also, Slayer is goddamn insane.
  11. Yeah, that almost-full-life Johnny combo was sick. Guess coin doesn't prorate as much as I thought. (yes, I know guard gauge was almost full.) On another note: BLEED BEST MAN.
  12. Previously only viewable on Youtube! Johnny + May CM "Piratenmeer" http://page.freett.com/Destructibe/movie.html Music source: The Baby Stars - "hikari e" (one of the openings to One Piece) Thanks to tj3ssa1 for finding it on youtube, and inadvertantly helping me locate a downloadable version.
  13. rtl42: you are the hotness. Thanks for the link.
  14. anyone having trouble grabbing the AC Johnny CM "Kono ko no nanatsu no oiwai ni"??
  15. could someone please download the new a-cho vid w/ Omito sweeping the 3-man team? I can't figure out how to save it - I can only stream it...
  16. You've made my day once again, Ethereal!
  17. Impressive. Great little DB combo FAQ here.
  18. That mostly Sol vid that was posted yesterday or the day before had an AWESOME song in it... It had the song title in it ("Eternal Sky ~komorebi no sukima~"), and I did enough research to find out that it's by Fumiya Fujii, but I haven't the slightest clue where to find more of his stuff. JPOPSUKI doesn't have any of it. Does anyone here? Is all his music that awesome?
  19. Something about Ragnarok hentai art is too goddamn hot. Hooray for the Ragnarok female jobs! And goddamn that's a rad pic of Dizzy.
  20. It shall be yours, good sir.
  21. I'm gonna go right out and say that after the Japanese PS2 release of GGXX Slash on April 13th, all subsequent Guilty Gear tournaments should be Slash, or they shouldn't happen at all. #R is a dead game when we kill it. Let's put it to rest and move on. Having a tournament be Slash only will give people the incentive to get off their asses and switch. There. My vote is for Slash. I'll be there for sure if it is.
  22. hahaha, I really hope that means the player's name is supposed to be "Salsa". Does anyone have the #R Robo-Ky combo vid "Rabbit Warren"? Kugler mentioned it in the vid discussion thread and I've never even heard of it... No hurry. Any info/help is much appreciated.
  23. hahaha, I really hope that means the player's name is supposed to be "Salsa". Does anyone have the #R Robo-Ky combo vid "Rabbit Warren"? Kugler mentioned it in the vid discussion thread and I've never even heard of it... No hurry. Any info/help is much appreciated.
  24. I'm hoping they all get it, man. We gotta support this shit in the arcades as much as we can! I vote we boycott #R in favor of /.
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