dejeuner
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Everything posted by dejeuner
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Yeah sure, Eddie "unblockables" are actually "very hard but blockables", but they're practically unblockable. Real unblockables do exist though - Axl Rashousen (blue circle whatever thing) - ABA's ground super's 3rd input - Zappa dog bite - Johnny Mist Finer if you have Bacchus Sigh (the mist cloud) on you - Anything after Baiken's S Baku (force break guard move) - Potemkin Heat Knuckle "1 pixel line along the ground only"-type unblockable moves - Potemkin Slide Head - Dizzy's hole in the ground super other: - Robo-Ky overheat explosion to himself :8/: Note: you can probably slashback a bunch of these, for example Heat Knuckle and Robo-Ky explosion Not to mention throws are technically not blockable, but I wouldn't call them unblockables so whatever. edit: on topic, training mode is good, vs cpu is not (but AC+ survival mode is pretty fun for a while)
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Robo-Ky's explosion super, when Robo-Ky bursts it +118 without bursting (according to the frame data anyway), even more bursted
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he lost the match but won our hearts
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However you can't use the PKS macro to FRC KJT or DBT, you need to 1) manually PKH or 2) keep holding S and press PKSH macro Not that you need the transport FRCs during combos (or ever ), but it's nice to keep in mind I guess
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Random corner combos, mostly useless: 0 orbs, corner: CH 3c, 2c > j2c, jc land 5c 2740 damage, delay the jc, somewhat impractical? looks sweet though 0 orbs, you in corner: 4bc, 2c > j2c, jc 2864, pretty cool 0 orbs, corner: 6bc, 5a > ja, jb > dja, jb 2761, looks like a johnny combo (i.e. so awesome) throw 5a works on Ragna, probably won't work on everyone though edit: 0 orbs, corner: 6bc, 5a > ja, jb > dj2c, jc 3128, doesn't look as cool 5 orbs, cornerish: 6c > 632146c > 623a, 2c > j2c, jc 5722 damage, too low to really do airdash and more j2c's (maybe on tager? probably not, haven't tried) 8 orbs, you in corner: 5d/2d, 5c > 214b(1) > 41236c, 5c > 41236c, 3c 7138/6688 damage depending on 5d vs 2d, slightly better/easier than the ones 4r5 listed 8 orbs, you in corner: 5d, 5c > 214b(1) > 41236c, 2c > j2c, jc > j214c, land 3c 7181, delay the jc a little (like always), a little bit harder If they burst, this is better, since you save 3 orbs till the end 8 orbs, corner: CH 6[c], 214b(1) > 41236c, 5c > 41236c, 2c > j2c > jc 9248 damage, obviously not practical, but i was trying to max out damage without mugen :8/: can anyone beat this?
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http://s1.zetaboards.com/blazblue/pages/hakumen_data/
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If you see a burst coming (i.e. the opponent goes into the animation and gets autoguard) then when your attacks hit the autoguard, you can RC them. If you do this and then block immediately after, you'll block the burst, and be in perfect position to start beating them up again (not to mention they're now taking 50% extra damage). You can't cancel stuff into 5d so, if they're being smart about bursting, not really. j2d loop... you mean j2c loop? http://www.youtube.com/watch?v=w3oNQtJ_DGo
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I've seen air throw > jb > land > 2c (and then j2c ad jc j214b > dj purple airthrow ), but besides that I don't think there's anything.
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Just messed around a little in training and found some combos, and then made up other ones (disclaimer: these are probably inefficient and weak) no stars: 6d, 9, falling jc > land 2c > j2c etc 5d > 6c [> shippuu] 2d > 2c > ??? (j2c ad jc is probably all you're gonna get) a few stars: 5d > 236aa > j2c ad jc 2d > 41236c > 236a > 6c [> shippuu] 2d > 5c > 623aa > j2c ad jc (if you try the standard "falling jc land 2c etc" it may not combo b/c of combo length, i haven't tried) 2d > wait, 236a > 6c [> shippuu] when cornered 5d > 5c > otg combo of choice (41236c 2c j2c ad j2c jc, or something) lots of stars: 6d/5d/2d > mugen (you can safely activate, however they can tech before you can continue comboing) from corner 5d > 5c > 214b (1 hit) > 41236c > 623aa > j2c j2c ad j2c j2c jc (6676 damage, 7 orbs) from corner 5d > 5c > 214b (1 hit) > 41236c > 5c > 41236c > 3c (7368 damage super easy, all 8) yukikaze > shippuu (5080 damage, all 8) yukikaze into corner > 41236c 236a 6c (5330 damage, all 8) jd doesn't combo afaik edit: screwed up/typoed something
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Added drives to my post on the previous page. Driving and hitting doesn't actually give you a whole orb, just a portion like any other move (but a large portion, that usually adds up to enough) Driving and not hitting doesn't do anything Getting hit adds meter but I'm not even going to start guessing how much edit: Well, besides eyeballing it we could just calculate how much. So [Damage x .315] is how much heat gain there is. If 6c adds about 50%, does 1640, then it multiples to 516.6, which means that 1000 "points" = 1 magatama. 6D doesn't add any meter on its own, because it doesn't do any damage! 5a = 180 damage -> 56.7 6a = 620 damage -> 195.3 2a = 160 damage -> 50.4 ja = 220 damage 69.3 5b = 620 damage -> 195.3 6b = 930 damage -> 292.95 2b = 600 damage -> 189 jb = 590 damage -> 185.85 5c = 1110 damage -> 349.65 6c = 1640 damage -> 516.6 6[c] = 1940 damage -> 611.1 2c = 1030 damage -> 324.45 3c = 1200 damage -> 378 jc = 1070 damage -> 337.05 j2c = 980 damage -> 308.7 5d = 1700 damage -> 535.5 6d = 0 damage -> 0 2d = 1020 damage -> 321.3 jd = 1610 damage -> 507.15 Hooray!
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100% = 1 magatama, these numbers are all eyeballed and very rough estimates that I did in training mode just now 5a ~5% 6a ~15% 2a ~5% ja ~5% 5b ~10% 6b ~20% 2b ~10% jb ~10% 5c ~25% 6c ~40% 2c ~20% 3c ~25% jc ~20% j2c ~20% ^^^ These are all on hit, it's like 1/4 as much on block 5d ~50%* 6d ~0% 2d ~33% jd ~40% *(NOT one star as commonly mentioned, it's just that it "usually" gets you to the next level) edit: missed j2c edit2: eyeballed the drive moves too, why not IGNORE, see next page
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Turn mugen off, your damage values are off by 20% (i.e. yukikaze xx shippuu does 5080, not 6096) Edit (unrelated but didn't want to double post): Easy way to do 10k damage combo: (for the trophy/achievement) mugen > fully charged 632146c > 41236c (both hits) > 214b (1 or 2 hits is OK) > 623aa > jc j214c Does 10163 or 10167, and still counts even if you do it in training mode, with infinite mugen+meter, etc. Just make sure you wait a tad after 623aa before you jump, or they'll be too high for j214c to hit edit again: even easier and obviouser? Turn barrier burst to "spent", then mugen > 632146[c] > 41236c or whatever Don't know if it "counts" with danger mode, though (edit: no it doesn't)
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Just for reference, here is the notation for the combo: 214214b > 236a > 41236c (1 hit) > 623aa > 2147c > 5c > 41236c (1 hit) > 623aa > 2147c > 5c > 41236c (1 hit) > 623aa > 2147c > 5c > 41236c (1 hit) > 623aa > 2147c > 5c > 41236c (2 hits) > 214b (1 hit) > 632146c Fun fact: without Mugen, you'd need 42 stars to do that combo (But then again, without Mugen, you could just do [41236c (2 hits) > 5c] xN, so whatever)
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Hey, replace "magatama" with "coins" and we've got Johnny!
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"In the Guilty Gear anime, what would Johnny do?" Cocky, flashy, impractical And uh something about Doraemon? Only half kidding
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2H 5D is mad mixup, low-high like crazy edit: lol nevermind, leave it to Johnny's 2H to not even be a low :8/:
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Have you ever been hit by a Johnny when he was at level 1?
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FYI, S dandy doesn't have an FRC point so you don't have to worry about that at least (K and P dandy do though, of course) If two moves clash then BOTH players can instantly cancel into another move (not just whichever one's playing Johnny ) So if you 2H his pilebunker, or 6P his crosswise heel, depending on your next move you might just be asking for a CH 2H or jH (those are pretty slow so maybe more realistically, CH 2D or FLJ) to the face
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You guys should like, quote when answering questions. btw www.youtube.com/APCSGIV