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Everything posted by qwerty
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
qwerty replied to furix's topic in Misc Fighter Central
Does anyone know if the EU 360 Games on Demand version is region locked or not? I ended up migrating my account to get DFKBL, but since I won't be able to re-migrate it for a few months, I figure I'll get what I can from the EU marketplace. -
Blocking is definitely important in VF, but the most important aspect of defense is movement. Blocking in VF is actually pretty risky, if you think about it; you leave yourself in a vulnerable position where you're likely to be put at - frames (or thrown, lol), or at the very best, slightly + with a chance for reverse nitaku. Keeping yourself at a good distance and evading moves properly should be your first line of defense, instead of just sitting there and blocking. I admittedly haven't played Aoi much in FS (or much FS in general), but she's typically been a very movement heavy character, since her pokes are all pretty specific (in that she doesn't necessarily have a "go to" poke, like say, Jacky 6P). As for her inashi counters, they're kind of a hindrance if you're learning the game because you'll be tempted to mash them. My suggestion is to simply ignore them until you reach a point in your game where good movement and poking is no longer enough. By that point, you'll probably have realized their utility and come to appreciate how they're supposed to be used.
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Any word of Jackhound's recovery or float effect changing? It may just be me, but they both seem to have increased.
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I always did like Haaken over FAB.
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One thing I'm seeing a lot now is after 2-3 high mist finers, you throw an up coin, dash, then 3H -> 6H into one more high mist finer. Seems like a good way to increase damage output, for no meter to boot.
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This guy's fun. I highly recommend you play him if you get the chance. Also, I changed my XBL name.
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The way I play fighting games online is simple: focus primarily on spacing, and keep timing and execution requirements as low as possible. The netcode is definitely bad, but if you can find a good enough connection, you can practice spacing against a live opponent well enough. Alternatively, you can just play against the CPU and only focus on poking and anti-air. But if you do that, you don't really get a sense for how human opponents will act during the neutral game.
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So people actually play this game on XBL? I might start playing if that's the case.
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Quick, someone play me before I move to Japan.
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The point of these videos is to get people interested in playing a character, not necessarily to teach them everything there is to know. It's a fine line to be sure, since you could argue that if they're already watching, you may as well go as in depth as possible, but that's what Dustloop's for. My original draft for the Johnny video started going on about JI KJ frame traps and dash Jackhounds, lol. In the end, the people that will want to learn such things will find a way to do so. These videos are just to get people interested.
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He had a tensionless Jackhound in Accident Core, but aside from that I can't think of anything wrong with Johnny in any port of AC.
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I'll play you. As long as the connection is alright, I'll play until I get bored.
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Hey man, we're all guilty of doing lazy ezmode shit at times. Even I do MSJ sometimes because I don't feel like risking fucking up the dash input. And when I do Divine Blade mixups, I usually don't JI it because, like you said, most people don't know the setup to begin with. :P But, that doesn't mean it's something you shouldn't try to minimize. Stuff like this is essentially damage control; getting the most out of a situation as possible in spite of execution errors. While it is important in its own way, learning to do things the right way should be your first priority. Plus, you're playing Johnny, dude. If you want a lower execution character, there's plenty to choose from.
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Oh, I thought it was forced proration. My bad. Here's the thing about MSJ: While the stagger certainly isn't easy enough to lazily get out of (ie: starting to move the stick once Johnny's already in recovery), anyone who knows how to get out of it will be able to pretty easily (that is, to start moving the stick just before or as the move hits you). It is good for those situations where the momentum of a dash would place you way too far to follow up with anything (or if you're at Level 1 it's not bad either I guess), but I'd hesitate to call it a replacement for dash Jackhound under any other circumstances. Since I obviously can't be assed to remember the specifics of frame data, don't quote me on this, but I'm pretty sure all versions of Jackhound have longer staggers in +R. In which case, it'd make MSJ quite a bit better, even if the stagger's only extended by 5 frames or so.
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I guess this might be useful in +R since the stagger on all Jackhounds increased, but for AC this is kind of whatever. I guess if you don't use it too much maybe the other guy won't stagger out of MSJ, but it's a pretty easy stagger to get out of. Not to mention the forced proration on MSJ is a bit higher than I'd like it to be.
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I'll do the Johnny one.
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Unfortunately, you're stuck with letterboxing. As someone who used to use CRTs exclusively, I feel your pain. Arcsys doesn't think it's a priority, I guess, since AH3 forces letterboxing as well.
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This is the combo thread, but whatever. It's not like anyone cares about this forum anymore. :P Blockstrings are just as they sound: a string of moves used to keep your opponent in a disadvantageous position. It can be a gatling cancel like 5K 5HS, or linking moves that inflict heavy blockstun (in Johnny's case, this would be Mist Canceling S and HS normals), or whatever. Johnny has pretty decent blockstrings in AC, but things are going to get much better in +R thanks to faster MC, faster dash and upcoin. I've said this before, but Johnny is not the character to play if you just wanna throw out mixups and win. You have to be able to think about what your opponent might do to get out of a bad situation and punish them accordingly. This requires not just a lot of knowledge of the game, but also a knack for knowing how people react to certain situations. For example, after a blocked/FD'd 5HS, many people like to jump out of the corner. As Johnny, it's your job to make sure they can't do it for free. So you have to either hit them with Upper Mistfiner, rising j.D, airthrow, or 6P if they somehow got low enough. As you can see, this is a very complex topic, and it's one of the biggest reasons Johnny is as hard to play in AC as he is. I was thinking of making a thread on it awhile ago but with +R just around the corner, things are gonna be changing a lot, so I decided against it. Edit: Re-read your question and realized I only answered half of it. I like to think of blockstrings and pressure as separate, but related concepts. Obviously, any series of moves that your opponent blocks qualifies as a blockstring. Pressure, though, is something different, and I touched upon what constitutes pressure a bit already. In short, pressure is the ability to make your opponent to make a mistake. Note that I didn't say force your opponent into making a mistake, since that's more along the lines of a mixup. Eddie knocking you down and putting you in a 50-50? Mixup. Keeping your opponent cornered and baiting normals/jumps with Mist Cancel blockstrings? Pressure.
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It's much easier to do KSK before Killer Joker than KSKS. Try something like this instead: KSK KJ SKSDE Or, for the burst safe variant: K KJ (hold 4) SKSDE
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What specifically did you want to know about? The wiki covers things pretty well, and you can probably figure the rest out for yourself if you use that hitbox viewer. It's all about being deep enough to only get the first hit to connect, being low enough to only let the first hit to connect before you land, having enough momentum (after an airdash or dashjump) to set it up, or some combination of the above.
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Nomadic wanderer here, just dropping by to say Austin more like awesome more like Austin 3:16 says I just whipped your ass
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+R Johnny is pretty much the same character, but with a lot of significant improvements (namely in regards to Upper Mist finer combos and pressure). Just learn the character as well as you can before +R drops and you'll be fine. Between the wiki page and the recent threads here, you'll have enough info to work with.