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qwerty

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Everything posted by qwerty

  1. qwerty

    AC: Combo Guide

    i don't think that combo's actually been discussed before, but i do remember seeing it in this combo video (at 0:33). ninja edit: i just discovered a variation of the combo in training mode. j.D -> KJFRC -> j.H -> DBFRC -> whatever or you can just use the db for knockdown if you want.
  2. this. j.C spam is not a very good option against her for the reasons JackG outlined. they almost always see this coming and can punish you really well for doing so. one round against a v-13 player started with me trying to rush in early with IAD j.C and ended with me getting perfected. if anything, you should be using j.C to negate projectiles as you're jumping away from her (though IB/barrier is probably a much better option in this case).
  3. don't sweat it. it just seems to me like it would make more sense to do a combo ending in an RC ensenga (KSKS -> RC ensenga, for example), that way you still net decent damage and can still recoin.
  4. do you mean just turning a combo into a one hit and doing a 2P -> OTG recoin?
  5. qwerty

    FRC on Pad

    button mapping = changing the control scheme. so if you want triangle to be heavy slash and circle to be kick, you can do that. macros = one button mapped to more than one input, ie: setting L2 to P+K+S. that effectively makes L2 an FRC button.
  6. qwerty

    FRC on Pad

    i don't doubt that some people can play just fine on pad, but the fact remains that guilty gear (and all arcade fighters, at that) are designed to be played on a stick. i can manage to do 1 frame FRC's on pad and such, but that still doesn't make the fact that i play on pad any more justifiable. that being said though, sega saturn pads kick ass for any fighter and is the best alternative to a stick (if you seriously just can't learn it for whatever reason [though not to insinuate that that is the case]). you should take into account that there's tons of different button types out there. not even speaking in terms of happ/sanwa/seimitsu, but even buttons made by the same manufacturer are not created equal. off the top of my head, i can tell you that sanwa osbf-30rg's will last considerably longer than standard osbf-30's, even though they are identical in terms of feel and response. but also, people are usually far more rough on sticks than they are on pads. the amount of distance your thumb travels pressing a button on a pad is considerably less than the distance your fingers travel to press buttons on a stick, so you usually don't push your thumb down as quickly (or as hard) on pad buttons as stick players are to their buttons. still, if pad works for you, power to you. but even as a pad player, i will easily concede that sticks >>>> pads for fighters.
  7. qwerty

    FRC on Pad

    i do it with triangle + square + x. but seriously, get a stick dude. playing on pad (especially dualshocks, which have pressure sensitive face buttons) is just an unnecessary pain in the ass. i'm saving up for a multi-console stick mod, so hopefully i'll be able to ditch pad playing altogether soon.
  8. i don't know what to think of this stick. it's just........ obnoxious.
  9. norcal is almost nothing but mays and slayers, so a johnny main stands out pretty well around here (especially when he's the one guy at the gathering using a pad and always picks the pink outfit). it's hard to gauge where i place relative to the rest of my area though. it seems to me like i'm in the middle tier of players; i beast on people who suck and better players who don't know this matchup, but i lose to most people who have an idea as to what to do against me (and sometimes against mediocre players who pick a character i don't know how to fight against). to date, i have never played a good potemkin player.
  10. a few months late, but in case you or someone else is still having trouble with this: corner: throw -> KSD -> ensenga midscreen: throw -> KSKS -> rc ensenga her corner one hit is actually pretty easy. just delay the ensenga a bit later after the j.D (if you're currently landing both hits, do it a bit later than you think you should). you can never have too much info.
  11. the way the japanese burst (or don't burst) never ceases to confuse me. if n-o bursted out of the first hit of dc's combo at the end of round 1, i'm almost certain he would've won that round.
  12. since nobody's mentioned it yet, how about seeding players by area? like, have everyone write their area code/state/whatever when they register, so you don't have people from the same area playing each other.
  13. tie between calm passion and existence.
  14. insightful. glad to hear i haven't been missing out on much. though i still can't help but wonder what possible uses the high and mid mist finer's frc points could be used for. i guess it's just something theory fighters will throw around for a bit and maybe come up with something useful. or maybe not.
  15. so i've been wondering, has anyone actually found a use for frc'ing level 2 mist finers?
  16. apparently, there's hope yet for a console port. so if you haven't sent an email to them yet, do it.
  17. something i noticed against RO; you're letting him charge his meter for free. i know sometimes it's unavoidable, but like at the start of round 1 match 1, you're just sitting there poking low while he's on his mat. you should make him earn that damn meter. he should be hoping to god he can knock you down just once so he has a chance to charge it.
  18. qwerty

    [AC] Johnny vs May

    quite true. but keep in mind that because of 5h's range and relatively slow startup, may can slashback it if you get too predictable (take it from someone who's had many a 5h slashbacked on round start). the only other ways i like to open rounds against may is to either dash or iad back. coins are generally too risky (as they don't really beat anything she has) and most of your other pokes won't reach her at that distance.
  19. not that i know of. though really, no two matchup charts will be the same, regardless of how current they are. i do hope you know that most of what dictates character rankings are arbitrary distinctions made by top players and don't have much (if any at all) statistical backing to them.
  20. qwerty

    [AC] Johnny vs May

    basically, don't do it. somewhere in the footage from my casuals against phaethon h in november, there's a part where i try a wakeup super and it clashes with may's 6P.
  21. qwerty

    [AC] Johnny vs May

    you just never know what you'll discover in training mode. (pardon me if someone's discovered this before, but even in that case this combo is pretty awesome anyways so just read ahead) Midscreen vs. MA: 2D -> HMF2 -> coin -> KSSH -> KJFRC -> HDE 197 damage (note: you can turn this into a one hit without a roman cancel if you screw with your distancing a bit. that will lower the damage to 173, but you score knockdown) i started at one dash forward from round start distance. i got it to work two dashes from round start distance as well. at three dashes from round start distance, i end up whiffing the kj frc (perhaps this is something i'm doing wrong though). at four dashes from round start distance, the coin just goes right under may. figured since recoin combos are all the rage these days that i'd share it with you guys.
  22. outside of combos, i typically only use ensenga as easy abare off of random ch staggers and for zoning. tk ensenga on wakeup really only hits if you're either a) at the perfect position to land it and your opponent doesn't expect it at all or b) you're just really damn lucky. usually, it seems like the former but really is the latter; if you do it once, they'll be prepared for it next time. and even if you spend half tension to make it "safe" (really, tk ensenga is one of the most unsafe moves in the game), you still spent half tension. a better way to utilize tk ensenga's overhead properties is to use it in the middle of a mc pressure string when your opponent's crouched in the corner. especially if they're trying to get you off their ass by fd'ing, you can just throw it out of nowhere and for some reason nobody ever sees it coming.
  23. has anyone found a use for the jinhound yet? (other than randomly throwing it out and occasionally hitting people with it) i want to believe it's a good move.
  24. glad to know someone's been using it. any matchvids of you using it in practice?
  25. holy crap thanks. the 5H and 2D really make all the difference. edit: okay, so i finally had some time to try this combo out. 1. on OS and SO, jackhound doesn't land after dash -> 5H. it'll land after dash -> c.S, but then the 2D timing is different. 2. on MA, she techs out of the jackhound's float effect before she's in range for 2D. 3. not a problem i'm having with the combo, but it's incredibly easy to do on JO. i mean braindead easy . the timing for 2D is so lenient that even if you screw up slightly and end up turning the beat meter black, he still can't tech out of it.
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