gosumog
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im sorry to squeeze in here, this is driving me nuts #R, eddy chars, wall throw, k s d enkasu? why doesnt it work for me ive tried 100 times
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so what are all the options from 6p 6k 2h CH. i've never taken them seriously cuz i couldnt confirm in the past but now i realize im plenty ready. ive seen 6p CH *walk to opponents side opposite of wall*, c.s,coin,p,HMF2 (to this day it makes me laugh when i see this) what are some dmg maximizing/coin/tension combos(or other CH launchers)? also, throwing out dbt db randomly, what are some stuff u can guarantee next to the wall? does db(frc) j.d, land, 6H xx work? is there some specific weights/distances u can do rejumps from? ive never had the pleasure of connecting one ^^ (*dbt db frc, j.d, land, j.p k s, dj.k p s d ens works for 207 xD) *i always forget to ask this; what is this backdash>throw mechanic to stop eddys wall rush. my only real opponent plays ED main *another important question i forget: throwing ED weight chars into a wall j.k s d ens is supposed to be a 1-hit i cant get this for the life of me =(
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hey uh whats dizzys dust juggles in #r >.> h h bubble h somethin somethin?
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u can change the fishys actions in reload after summoning? man i suck
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wtf is this thread still doing here anyway, i always see MF2 rc dash 6H xx ensenga (i think thats the right notation) i cant figure out the reason. is it just to keep their recovery closer to the ground? also, why are pros always risking and missing jk p s djs h d ens on shitty distances even i could see it would miss (by the time they finish k p s)
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does any1 know the enkasus vs eddy in #r :[ btw, .. what is KJ? (as in KJ frc) also , how do i perform DJC ok so >.< ED MMF2, coin, iad.k s d enkasu..... mist, repeat? >.<!!
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whos having trouble uploading videos? ive been considering doing this with matches by my friend and i
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its the special whre u go 34123646p (i think its p ) she throws them in a coffin and her gear nukes their ass with bow and arrow. pretty cheesy lookn but hillarious in a competetive game, am i right? XD
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why do u guys talk about j.cs and j.s ive never seen a variation of her slash in the air , am i just an idiot? yeah i ran into that problem with 2s juggle, in practice mode i found at the lowest point u need to input j kps d.j psd with throws, what are the juggles wall/non wall, ch/non ch remember its #R ^^ in a wall, if you bubble>j.HS and connect, what is the juggle in this situation? ive been dashing below them and doing 6HS>j.s dj.s d for a good 220 dmg or so another wall situation is when you summon P chomper (Wtf are these things called.. 214) and connect 2d and the chomper catches them, it seems there is a strong guaranteed juggle here, if not a great air tech trap. ive been casting the sickle (236s, name? :D) then IAD, tracking pike (421s), w/e depending on if they recover and block. basically i need some "rule of thumbs" for juggles. i see pros use the crap out of 421s but i dont get the mechanics of how to work it in. oh yeah! if you are juggling in the wall and they go bird daze(the strong one, it looks like birds around their head) and u stop juggling immediately, u can get them into a crazy juggle: as they land 421s, bubble>j.H, land>dash, 6HS>rape. what is the real max dmg output string (that isnt impossible on a console controller)?? sorry if my crappy string are subpar =)! but its impossible to find specific #R help and mechanics, i understand most people forgot it all >.< ive been having too much fun to search for specifics, now that ensenga is just one button =) ps Whats with dizzys unblockable tension special, is it as rigged as it looks?
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2s: thought this move was terrible obviously till i saw it juggle in a vid where eddys floating wall kicks get blown out by dizzy 2s. my question is are the juggles different wall/nonwall and what are some significant properties (it seems hard to time) the juggle he used at the time was jk s(i think the jump was straight up?) dj p s d seriously what a hillarious move =P
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in reload i saw msy connect c.s, mfk2 very close range , 66, and instead of k hs he uses c.s hs into dbt~db(frc) juggle (if it makes a difference he did a jump install combo) why did he change k to c.s :| and why is he so sexy
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sorry to spam but i keep seeing msy do some DB looking skill, FRC right at the start and it sends him far across the screen. in a replay he uses it to HS them as they stand and are not expecting johnny to travel 1/4 mile into their face also, my best competitior uses ED and always flies around on me using kick to harass me while im on the ground. should i put less focus on coin > juggle against air happy ED and just spam MFP1? ps hes pretty good at juking so 6P doesnt work too well (but it could be my timing)
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heh, youtube MSY JO, and then post about the stuff you see =) im the best player i know and i suck. like they say defense comes with experience. all we can do is learn safe strings and good juggles. maniac comp isnt terrible they frc sometimes :| if i can give a tip it would be practice MC hardcore, but i dont play ac
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this game is so nuts. johnny is so nuts. to think they do this off instinct/visual timing am i lame for putting dbt~db(frc) as my cell backdrop ^^
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messing around with mfp1 and mfp3 in practice. seems u can RC and get a j.s>e on mfp1 and j.d>e on mfp3 (super jump.d>e if you catch them at the height of the spell) is this guaranteed on most chars? seems really techy =) RC turns quarter life into half life with no other guaranteed dmg btw how is johnny going 3/4 the screen with a FRC on some dbt looking skill in reload
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when mfp2 against a wall, coin mf2 is for medium and dash h>coin mf2 is for close range? or is it the other way around (#reload) my god i cant get the hs>coin dash k for my life. maybe the coin stuns longer than i realize? but he seems to have a good .2 seconds to recover before my kick gets in. even on the fastest input he seems to have time
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just checking some reload stuff i saw in videos. -against a wall dizzy(i think) is just off the ground. jo connects h>coin, h>MFP. looks extremely guaranteed but the comp techs out at max every time in practice. -JO connect H>coin next to a ground opponent, hes able to dash up in time when the coin stuns to get a s,h string. cant do it in practice am i mistiming the dash or what :[ at what distance does the opp need to be? -i cant hit the FRC on DB by itself, its easy with dbt~db tho. i am using xbox and when i tried using 3 fingers i could do it every time -_- this scares me -am i seeing DBT(FRC)? jo uses a frc to cross the map in half a second thats all i meant by mixup, delay i meant just waiting to hit to make it connect easier like when they fall for mf2 kh dbt~db.
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give it a week or so and merge away =]
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so if i find their weight i can look up weight juggles or is there char specific juggles (what determines this) i am needing 6k to go that extra mile so often my friends main millia/eddy so if u know any off hand :\ i just been using ks jksde, btw is there chars that i need to delay/mixup on cuz i miss it on jam and stuff
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roar, couldnt play for a week when i posted this. came back and finished the first match with it w no practice ^^ btw im still wondering why pros omit moves after the FRC (such as k,s or s but always include D,En) same DC vid =P watched that clip too many times. btw when do i know i can bacchus oki? also, whats the oki in general like in this game. i dont see pros aggro vs grounded opponents much so i assume they have some bad frame disadvantage (#R)
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im sorry i dont look for these questions but #r stuff is hard to find. is there a post for old weight classes and juggles? i need to know the juggle for eddy/millia from 6K and a connected MFK2 thats too far to dbt~db
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what do i do when i hit mf2 too far to dash, k, hs, dbt~db(frc). looks like theres alternates but something like coin dash f.s (all i know is the object was to get another coin and add guaranteed hits). also, is there non-coin alternates that do more dmg at the clutch? that would be hawt btw admin here is cool, in other forums my #R stuff gets deleted (JO = style = cool admin ^^)
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just got ac and id rather play reload.. is it just me or is JO completely remade ... mf2 juggles r all diff =(
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hey im on #R, does ^ mean homing jump (and does homing jump mean u cancel into an immediate jump) and does [9] mean hold 9 whole time? also, any staple juggles for #r jo =]
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ya that became obvious, they float super high if 5k is off. watching some reps i see db(frc) , d, e when do i know when to omit the kick? (this is probably a more general question having to do with how jo's air moves float and where they hit, so specifics would be appreciated) =] and DC against a wall does bacchus oki, 2s>MF2, dash, HS (no kick, was this for better prorate? he proceeded to dbt>db frc and just dust, then jump after hitting the ground for something like p k s s hs d e (vs may in battle opera or w/e she made a full HP comeback from like 5%)