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Everything posted by qwerty
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i wasn't at evo last year. i did get a chance to play jellyfish awhile back (since he lives in norcal! and i had no idea....) and it was good fun. we had quite a few instances where we'd do the exact same thing (mirror jackhounds, for example), so we got some lols out of it too. i've seen your matches jo; you're a gat-dang walking gimmick i'll tell you what (though i'll admit to borrowing some of your tricks on more than one occasion, specifically RC return jack for mist setups).
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i might be. and i'll have a stick by then too.
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my favorite jp hakumen too.
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he's just generally shortchanged across the board; his only real strengths come from his situational damage, decent normals and unblockables. his biggest weaknesses (imo) are that he has to choose between damage and knockdown (and in many cases for either one needs to spend at least 25% meter) and that he has no real mixups for his ground game (one standing 28 frame overhead and tk ensenga? uhhh....).
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good shit man. very rarely does anyone get it right on the first try, but goddamn.
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^ that ^ and you're also invincible during the entirety of the followups of both 5D and 6D.
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that super actually has really shitty range. it might look like a magnetic shockwave, but its really more like a reppuken. as far as hitting bang with it when he lands, that's a big "what if". you'd have to be at the other end of the screen, charging the super to hit at just the right moment (keep in mind that it goes off once it's fully charged) and hitting bang exactly as he lands. and chances are even if you fulfilled all three of these, you would just get hit out of the super anyways. the reason most hakumen players will end up using mugen against a runaway bang is because they have a much higher chance of catching him with either a j.C/j.B or a ground normal as opposed to risking it all on a super that leaves them vulnerable for a million frames. that, and on the off chance they do start a combo during mugen, that's it for bang.
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something i've tried with favorable results is replacing my j.C jump ins with j.B. j.B seems to have more vertical range (directly below hakumen) than j.C and it crosses up much easier as well. it doesn't have the damage or projectile munching properties of j.C, but it can net you some decent options if you counter hit. of course, the biggest reason i use j.B instead is because it's just a faster move. you (usually) don't get counter hit out of startup like you do with j.C.
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i've only seen mugen used as a way to be more, um, i guess threatening is the word- to bang installed bangs. not very practical at all really. then again, are any of hakumen's supers?
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that i-no match was definitely interesting. i lol'd when he daa'd 3H at the end and got hit with a coin. nice use of 6P all around though. i was digging those kjfrc crossups too. other than familiarizing yourself with i-no's offense (which can be a downright pain in the ass to deal with), i would work on maximizing damage. you often went for c.S jc off of low mf's, which is good! but then you followed up with KSKSDE. against i-no you can land KSSHDE off of c.S jc, and not only does it do more damage, but you can spend meter to make it do even more (or if you don't have meter at the start of the combo, you can use your tension pulse if it gives you 1/4th meter). one more thing to work on would be scoring knockdown. i saw you went for an enkasu early on but that was it. trust me when i say that scoring knockdown and keeping your opponent in the corner makes matches much easier than chasing them all over the screen trying to land that round ending mf combo (though that can be fun too).
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i guess you can say that, but i don't really see how that's important. what's important is that hakumen's combos hit like a fucking truck. he's basically the textbook definition of converting meter to damage.
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a bit of follow up for anyone having the same issue i was. when i was first able to iad after the coin, i was confused as to whether or not i was buffering the iad. well, thirty consecutive corner enkasus later, i can tell you that the only way you'll land the j.K quick enough to get into enkasu position is to buffer iad as quickly as you can. turns out before i was inputting the iad a few frames later than i should've been, though it makes all the difference. so basically right as the coin is coming out, input iad. you need to be relatively high in order for the j.D to put your opponent in the correct position for the enkasu and this is the way to ensure that happens.
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i only saw the slayer vid, since i figured that'd be the one worth watching. as you probably already know, your combos need a bit of work. i almost cried when you punished that blocked bbu with a CH f.S and dropped the combo. i don't mean to get on you for dropping combos (since everyone does it), but that was an opportunity you really didn't want to miss. i noticed you fell for the dash -> throw on wakeup gimmick a few times. an easy way to beat this is to just keep 4H ready as soon as you see him dash; this way you can guard against a 6K and be prepared to break his throw if needed. last bit of advice is just to get familiar with slayer's moveset a bit. see how every move hits and try to find things that can punish them.
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5-5 because then you can't make any excuses.
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god i was doing so horrible that day. so many dropped combos, argh.
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that video was INCREDIBLY useful. when i did it right the first time i seriously jumped out of my seat and did a fucking fistpump. thanks a bunch 4r5.
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today i finally overcame what is by far johnny's most frustrating input barrier; corner mist finer -> coin -> iad -> combo. only problem is that while i can finally input (buffer? it's honestly happening so fast i can't tell which it is) iad quickly enough for it to come out, i don't know the one hit combos to follow it up with. i can land ksde, but that ends up landing both hits (this is regardless of which character i do it on). so are there any video guides specifically for these combos out there? it helped me a lot with my one hits to be able to pause videos at certain points so i could visually confirm when i should start the combo off of a throw, and it would certainly help here.
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this. every renown johnny player is renown for a reason. dc for his crazy playstyle, suzume for his seamless pressure, bleed for being an all around good player, etc. dc is incredibly good, but i'm not sure if you can call him (or anyone, really) the best overall johnny player. but uh, just a friendly tip, don't try to implement anything dc does into your playstyle. seriously. he's been playing guilty gear for so long that i'm sure even what most of us perceive as being random shenanigans are all calculated decisions on his part (at least i'd hope so). and if you haven't noticed, he's really the only person who can play the way he does and win doing so, so i'm pretty sure it's not a good idea to throw coins just because dc does it.
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here's some recent casuals of mine from 36:15 to the end. the guy i was playing is easily the best ky i've ever faced, and quite possibly the best all-around player i've ever faced. we played way more matches than what was recorded, but this is a pretty accurate sample of what our matches typically consist of. the only thing that i got better about towards the end of the day was blocking 5D and predicting when he'd use greed sever (but i still got hit by both of them pretty frequently). don't ask me why, but i was going crazy with my ensengas that day (and faultless as well). enjoy.
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in ideal theory fighter, it should always be enkasu knockdown to either another enkasu knockdown or damage combo. but, in an actual match, you bet your ass i'm going to take a 70% health combo against jam over an enkasu she can burst/parry/one frame jump out of (though ideally, of course, you should score knockdown and then do damage). as a side note, what uses does db knockdown actually have? the only time i ever use it to end combos is against a moroha'd aba.
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this is admittedly a pretty question, but how do you dudes typically meaty against dp happy ky's? i tried standard 3H, got dp'd. tried 2K, got dp'd. tried whiffing 2K and baiting a whiffed dp for HMF combos, that worked once; every other time i got greed severe'd. tried 5H from a distance, which also worked once but i was too far away to follow up with anything. it's just annoying the hell out of me because ky's standard one-hit is so incredibly easy to execute, yet he can manage to weasel out of any meaty i throw out and there goes my corner jackhound combo x 3.
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623A, that semi-invincible hop thing j.C jump in (though this is to be used wisely) drive counter against projectiles (since he's invincible for the entire followup after the counter) can't think of anything else. why doesn't mugen make him at least a bit faster?