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qwerty

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Everything posted by qwerty

  1. it's more difficult than most other fighting games and it's an snk game to boot. it's never going to get popular . most of the ports have been pretty shitty though. i have really bad audio lag on a burned dreamcast version, but apparently this shows up in the commercial version as well if you have the music set to arrange. really just has a lot of things going against it. and since when has a game being balanced helped it gain popularity? if games like mvc and smash bros haven't made it clear enough, fanservice is what sells first, balance sells second.
  2. qwerty

    May vs Johnny

    something for the JO matchup: - be specific about his coin setups. throw, 2D, MFKLV2, and many other moves are a guaranteed coin. if johnny dashes in a lot, chances are he's trying to throw you for a coin (or if he already has a level 2, an enkasu). try to see if there's any patterns leading up to when he throws you so you can predict when to tech. as for 2D's and MFKLV2's, you just have to watch out for them (though as something to note, MFKLV2 is only a guaranteed coin in the corner). - don't jump in on round start (or in general, though i guess that can't be avoided) unless you have something really specific planned. as soon as you become predictable, you're at the mercy of any MFP (even level 1's). startup on all of them are short enough to catch you off guard, and if he lands a level 2/3, you're especially boned because those are both free combos (depending on distance, but it's a good idea to avoid that anyways). - a coin spamming johnny is a panicked johnny. if he ends up linking coins with coins, that's when you know he's desperate. everything else you said is more or less spot on though. especially about loops restricting his mobility. may and ky are among my most hated matchups because they can both control the air so well .
  3. Alright, here's the simple guide to MFPLV3 combos. This one didn't take long because I already knew most of this to begin with. When I get the chance to try out the more complex combos (see: when I get my stick) I'll edit this post and add those in. The basic MFPLV3 setup is started with a 2D. This is because 2D doesn't prorate, and when you start with 2D, you don't run the risk of whiffing any hits (or god forbid, the whole thing). You also can't be teched out of 2D, which means your opponent is completely defenseless against it (unless of course, they have Burst). When should you be using level 3 combos? Admittedly, not very often. Quick list of pros and cons: Pros: - Does 200+ points of damage to all characters, including Potemkin - Relatively easy to set up; if you can land 2D, you can land a level 3 - Since MFPLV3's have a long, unrecoverable float effect, you're free to do pretty much whatever you want after it lands - Good for ending matches in your favor quickly and for awesome comebacks Cons: - Requires a specific setup; can't combo off of random hits like level 2's - Requires that you land two coins on your opponent (or two Return Jacks) - If you don't land it on 2D, properties become very specific depending on character's weight and distance - Not practical enough to be a staple technique, but it has it's uses It should be noted that the 2D setup doesn't work on: AB, RO, KY, DI Against those four, you should use a 2D CH setup which works on: Everyone The basic combo is: 2D(1) -> MFPLV3 -> j.K j.S dj.K j.S j.D -> Ensenga(1) Damage values are as follows: PO: 202 OS: 218 SL: 223 SO: 233 FA: 233 JO: 236 MA: 239 TE: 239 ZA: 239 IN: 241 AN: 241 AX: 241 VE: 241 JA: 245 BR: 246 ED: 246 BA: 267 MI: 274 CH: 290 If you land the 2D as a counter, you will be able to land the MFPLV3 on KY, RO, AB and DI. Damage values for those characters are as follows: AB: 202 RO: 207 KY: 239 DI: 268 I won't bother listing the damage values for the other characters, since most are the same as a regular hit anyways. If you manage to land the first three hits of the level 3 on CH, however, you can add as much as an extra 120 damage to the basic combo (it actually kills Chipp, counting the damage from coins), though the only way I know of to do this is to get the opponent's Guard Bar up. And if you feel like that just isn't enough, do a KJ FRC Ensenga combo instead of a basic one. That will add that extra little bit of damage you'll need to kill someone if they have more health than the basic does damage. I'll be doing MFKLV3's next, though you should expect that to take awhile.
  4. i'll usually set up level 3's with 2D, since it's a guaranteed hit with no proration. the problem with this being that it doesn't work on every character (most notably ky, dizzy and robo ky) so against them i'll usually end up doing mist after enkasu and hope to god they don't thow a poke that outprioritizes it, though hit checking is probably a much smarter idea. if you want, i could do a (fairly) comprehensive write up on level 3's sometime soon. i have enough free time at the moment and i could probably document all of the properties against every character in a week or so.
  5. i've noticed that MFPLV1's are incredibly useful against jam and chipp specifically (or anyone who likes to jump in in general). i've occasionally landed MFKLV1's on ch and gotten lucky with otg coins as well, but that's about it. as for level 3 mf's, MFPLV3 sets up a perfect combo if you land all or most of the hits. i've recently been experimenting with MFKLV3's to see if there's anything useful you can do off of it's bounce effect, but i have come up with little. edit: though i should note that level 3's in general have shit priority. you can be tapped out of it before the first hit even lands, and then you're back to level 1 . even worse is when you get pot bustered/gv'd out of them. don't ask me how, it just happens .
  6. qwerty

    Need Critique

    the only thing that stood out to me was how you did throw -> coin more than you did throw -> enkasu. i know it's always tempting (especially against players you know you can land level 2's on), but i would always go for an enkasu unless you don't think you can land 2D -> coin on them (and that may was getting hit by your 2D a lot). take it with a grain of salt (since i'm no better than you are), but i think you should be using your throws for combos against players you know you can beat. save the coin setups for good players who you need to get the extra damage in on.
  7. qwerty

    [AC] Johnny vs May

    like 5K? because i tried that and the best i got was a clash (though i have a strong suspicion it was just me screwing up the timing). again, i'd like to have an actual may player to test this on since i don't know the timing, but this has just made this matchup that much more frustrating. also, i was wrong about what move that guy was using for knockdown. it wasn't 2D, it was 3K (just goes to show how much i know about may) .
  8. qwerty

    [AC] Johnny vs May

    no, it was kinyobi con. different caliber con on the other side of the country. and i really don't know very much about may in general (this is the third may i've played against) but i would be using 6P for it's upper invincibility more than anything. i haven't had a chance to test this myself yet (and i'm gonna wait until fred gets back from evo to verify this with him) but i have a feeling that if there's any move that will beat it, 6P is it.
  9. qwerty

    [AC] Johnny vs May

    you know how sometimes when you play and lose, you end up thinking to yourself "if only i did $move" and then you end up fixating on that one move and it's applications? i had one of those today, and it sucked. went against a guy at some local tourney at a con today. he mained anji and i whooped his ass every time he played as him. he couldn't land a single fuujin because whenever he set it up i would get in throw range, so i had shut down one of his staple techniques and he couldn't find a way around it. then he chose may, who he said he alted, and, well, . he wasn't a very good may player at all really, he just spammed 2d, 5d, 6p and occasionally zoned with dolphins. but that fucking 2d would get me at the start of any round i tried to pressure him and the 5d hit me on rise because i didn't know how to counter it. even though i eventually found ways out of this, i wasn't able to actually counter it (mostly because i just wasn't thinking). it was so frustrating because i knew there had to be a normal that could beat may's 5d every time. and that's when it hit me, in the final round of the last match. i should've been using 6p. i had tried 5k, 5s, 2s, 2k and 2h, but i lost every time. i was thinking offensively and not defensively, and because of that i lost to someone who i really shouldn't have lost to. so let this be a lesson- use your 6p against may
  10. what kind of four button setup did you use for kof? i play garou a lot so this matters to me. i also play vf so i need a good three button config, and i guess the hrap 2 has that but the standard hrap doesn't. i'd be doing fairly extensive modification regardless of which one i got, which is why i almost want to get a mayflash more, but my resident stick guy is telling me not to because it's a waste of money (even though with the buttons and stick it would cost as much as a stock hrap? ).
  11. i was just screwing around in training mode when i found something that i've never seen or heard of before. be warned, watching this video may result in high levels of . for those of you with 56k/are too lazy to watch an 8 second video, it's simply buffering johnny's super during a mist cancel for instant startup.
  12. any time a robo ky player starts off a round with the machine gun (see: every round) just throw a coin. he doesn't get his third hit and you get a free level 2 setup. and if you have a hard time landing low level 2 combos (which i do too against robo) then either use high level 2's or set up a high level 3.
  13. any time a robo ky player starts off a round with the machine gun (see: every round) just throw a coin. he doesn't get his third hit and you get a free level 2 setup. and if you have a hard time landing low level 2 combos (which i do too against robo) then either use high level 2's or set up a high level 3.
  14. favorite matchups: chipp, millia, jam, testament (all are easy damage) hated matchups: potemkin (shuts down anything i throw at him), sol (too many good aa's that johnny can't do shit against), ky (632D traps make mobility next to impossible against good ky players)
  15. so the retailer i was purchasing the virtua stick from couldn't get it from japan like they said they could (even though the website says it's in stock and ready to ship ) so now i'm looking for a new stick. this especially sucks for me because that stick was fucking perfect. it had the appropriate layouts for all the games i play (3 button vf, 5 button gg and 4 button snk) and i can't find another stick that fulfills that criteria . i'm honestly considering going the cheap route and modding a mayflash with a jlf and osbf-30rg's. the only thing is that i've never actually used one so i don't know how comfortable the housing is. can anyone attest to the quality of the housing of those? otherwise, i might just end up getting an hrap (though i really would like a single stick i could use for all my games, and no model of hrap would be able to do that) and paying too much for shipping.
  16. i never tried it in ac before so i did it today. 673 with johnny.
  17. just found this match of omito laying the smackdown on a good potemkin player. i think this video shows everything that johnny needs to win this matchup.
  18. qwerty

    [AC] Johnny vs May

    hard to say really. he seemed to throw it out at every chance he could get, so it's really up to chance. though if i had to guess what he used it for most it would be pressure and mixups (typical every character that isn't johnny bullshit). when it comes to spamming normals, i usually go with 5K5S5H with maybe a 6H at the end. nice low recovery moves all around and they're all cancellable into coins. that being said, i wouldn't recommend getting that close to may unless you have something specific in mind. and by something specific i mean an enkasu setup because otherwise the risk vs reward really isn't worth it.
  19. qwerty

    [AC] Johnny vs May

    after playing against phaethonh's may yesterday, it really showed me how much i really don't know this matchup. few things i noticed: - may's 6P WILL dizzy you eventually. try your best not to get hit by it. coin sometimes works to counter it, as does 5S and 5H. - speaking of your 5H, use it alot. it keeps may at bay and if she somehow breaks through throw coin(s). also easy 6H if you land a 5H. - if may has you combo'd off screen, always recover to the opposite side. sounds obvious, i know, but if you accidentally recover neutral or to the same side may's combo will just keep going. especially if you don't want to use your burst, always remember this. - j.S works wonders against most of may's offensive and defensive tactics (see: IAD'ing all over the stage). may not be a good setup for anything but it's a damn good poke. - if you can manage to land a stun off of a j.H, for the love of god, throw her. j.H doesn't prorate the throw or the enkasu (at least not that i noticed) and it is such an easy setup against may. bonus points if you land a kj frc. - 2D -> level 3 works- if you're man enough to try it that is.
  20. qwerty

    AC: Combo Guide

    well it was thinking it would be more useful against the lighter characters for which throw -> coin doesn't work.
  21. qwerty

    AC: Combo Guide

    couldn't be assed to look through the whole thread, but has anyone tried 6K -> coin? it works
  22. i should rephrase what i said. if you're playing as freeman and you have a terry/rian player pressuring the hell out of you, your best bet is to jd and then counter with something really strong. but under any other circumstances, you're right- freeman is very offensive. i didn't clarify that because the guy i was quoting was complaining about not being able to counter out of jd's when it's totally possible (albeit, risky) with freeman.
  23. i got it the second i saw it. i fucking love combos.
  24. so today i was bored and i figured i'd try that combo i posted in this thread on chipp just to see if it worked. it worked. and it does 296 damage now i've always had a hard time just getting of level 2's against chipp, but holy shit, i'm amazed that you can even do that much damage off of one combo. maybe if someone here were to replace the standard enkasu setup with a kj frc 13 hit it might even be a combo that kills him at full health (not going to bother trying that on a dualshock since my stick's coming tomorrow anyways). just thought i'd thow that out there.
  25. my friend plays as freeman all the time and he beats me as terry pretty often. freeman is a very defensive character, hence why it's so hard to play as him. usually my friend will jd my pressure strings and counter with a tap -> s power super. really not that hard to get jd timing down for much of anything in this game. of course, it sounds to me like you're just lagging alot. if you're judging a game based on how it plays on kaillera then i don't know what to tell you.
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