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qwerty

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Everything posted by qwerty

  1. i'll have to try this later. though i have a feeling i'll just end up whiffing a lot of mist finers.
  2. and even then, they're still the hardest enkasu's to land. are there any rc ensenga one hits you can use against hos? i'd rather spend half tension on that than quarter tension on an enkasu i have a high chance of screwing up.
  3. nothing against the beastly pad players out there, but i just can't do as well on it. notice all of those dbt's after blocked 5h's? those meant to be mc's. thanks, i'll get to working on all this. that was just a (failed) experiment. yeah, i do need to learn more of his character specific combos, i just can't frc consistently on pad :\. i can do all of the non-kjfrc enkasus (po, te, etc.) but i basically only play against slayer and may so that doesn't matter. that's why i'm glad you guys are here. JOfan, i didn't quote you, but i read your post as well. hopefully i can get that much better between now and january (when the next ggac event will be held here). also: me vs. RO @ 41:40 and before someone mentions it, yes, i'm aware i jump into missles a lot.
  4. not to excuse my shittiness, but i am playing on pad and those matches in the 5v5 were basically me just screwing around. i know i have a lot to work on, don't get me wrong, i'd just prefer if you watched the casuals (the first ten minutes or so is me vs phaethonh).
  5. first recorded matches of mine. really shitty quality (in more ways than one ) but it's all there is right now. hopefully magz will upload the casuals i had later, as they were much better matches. edit: here they are.
  6. mist stance jackhound should just be D, and ensenga shouldn't have to be tk'd otg.
  7. you mean this? it's pretty old, so i wouldn't take anything it states as fact.
  8. i would imagine the only way to effectively avoid that is to screw up her parry timing. so maybe instead of a meaty 3H, throw a coin and then go in with a 5H -> mist finer. just a thought.
  9. during a match with a friend earlier he heavenly'd me during an iad. out of frustration, i mashed H. and so, today i learned that you can beat a heavenly pot buster with a properly positioned j.H.
  10. actually, there's a similar glitch in vf3 regarding taka and shun's stage. maybe they were just paying homage.
  11. Arcadia 103 Tier List for VF5R Ver. A S: Lion, Eileen, Jeffry A: Aoi, Goh, Shun B: Sarah, Akira, Lau, El Blaze, Lei-Fei, Jacky C: Vanessa, Brad, Jean D: Wolf, Kage, Pai, Taka Arashi Kage, Pai, Vanessa and Brad dropped pretty badly. lol @ S tier Lion though. also, they might want to fix this for version b.
  12. johnny's maximum damage is very good, no doubt. combos off of level 2's (especially with a kj frc) can deal up to 60% damage with a neutral guard bar (and likewise, more with a high guard bar). but, johnny's average damage (normals, level 1's, etc.) is mediocre at best. his most damaging normals (5H, 6H, 2H, j.H) are all pretty risky moves with very long recovery, so usually followups aren't possible/probable (i mean, i can sometimes do an air to ground j.H -> ensenga for some decent damage, but that's pretty rare). even though the potential to do lots of damage is there, it can't really be harnessed unless he has a level 2 and/or 25% tension. and if you want to talk about mixups, guess what- johnny doesn't have any. all he can do to pressure is constant raping of the guard bar via mc strings and wait for the opponent to leave an opening to capitalize on. this is especially frustrating for johnny players, because even if they have a level 2/3 for faster mist canceling, they can still only do as much damage as their opponent will allow them to. if this was true, johnny would be at least b tier. but because he has such slow, shitty normals and no viable mixup options, he has to wait for his opponent to leave an opening to land any decent damage. and against characters like millia, jam and aba, this can be pretty hard.
  13. qwerty

    [AC] Johnny vs Jam

    whenever i play jam i'm always trying to push her in the corner with either a mc string (usually 5H or something to that effect) or get a level 2 via hitconfirmed return jackhounds out of gatlings. this way, you're either raping her guard bar in the corner or getting a level 2 to prepare to rape her guard bar in the corner. from there, it's all mindgames to see when she'll try to break out. sometimes delaying a mc from a distance will help bait something like 6H, and you can either counter 6H that or coin.
  14. vid of a very strong jacky. i'm loving those 6KG feints (especially into 64P+G. that is seriously just harsh).
  15. assuming everyone involved in coordinating a major has a tv, ps2 and copy of ac, i think it could be done rather easily. if they couldn't do it amongst themselves, then i'm sure people would bring their own setups for use if need be. of course, then this brings up the issue of liability, how to manage so many stations at once, etc; but, i think that a well organized major would be able to handle something like that. also, tio tournament organizer is a must have. it's easy mode compared to manually drawing out brackets (and helps a lot for late entrants, etc). though you'll probably want to back up the brackets on paper in the event a laptop explodes or is otherwise compromised.
  16. one tv per 8 entrants; everything just falls into place from there.
  17. millia (previously a tier) and many of the formerly b tiers have all been demoted to c tier, for whatever that's worth. eventually, we'll probably see an opposite fluctuation. anything between s and d tier is pretty much fair game at this point. but at this point, fuck making new tier lists- where the hell is a decent matchup chart?
  18. mist cancelling on pad is actually pretty easy once you just learn the motion for it. like faulty said, use slash mf instead of kick. it makes it much easier that way. also, press hs (circle) twice for each mist cancel. worst case scenario, you throw out a 5h and mist cancel that.
  19. after watching your videos killerwatt, i can tell what the problem is, and this is something i have trouble with as well; you have enough knowledge about the game, but you lack the wisdom to utilize it to your advantage. even though i tend to forget many specifics of the game's engine, i'm always trying to learn new things about how to utilize the basics to a point where i can use them to win consistently. i haven't recorded any of my matches yet (though i'm going to try to this weekend), but when i do, i want you to see what i do wrong so you can try to fix that in your own playstyle (actually, this is what you should be doing after watching matchvids anyways. don't mimic what wins matches, rectify what loses them). again, i'm probably no better than most people here, but i think that all you really need is more practice with good players. the best way to compliment that is to watch matchvids, see what costs people matches, and try not to do that. on a matchup related note, use 5K a lot against OS. it lands on him very easily if he's not careful and especially on ch, it gives you lots of options (5S -> 6H, coin, etc).
  20. tested out ways to counter dandy. unless noted otherwise, this was all done at round start distance. - 2H beats S dandy, lands ch and puts slayer in throw range. the timing for this is very lenient; you can even hit him with it after he gets behind you and still land the ch. - 5K also beats S dandy, though the timing is more strict than 2H and doesn't stagger on ch. still may want to use this if you suspect he might frc, as this is easily hitconfirmable. - 2D beats P dandy feint, lands ch for free otg coin, mist, etc. the timing for this is somewhat strict. - 2H clashes with P or S dandy pilebunker and puts you at a large advantage, as you can land a coin or low level 2 during his recovery. the timing for this is very lenient. - 6P clashes with the second hit of K dandy crosswise, puts you at a large advantage. good for coin or high level 2 (as a side note for you combo video makers, after it clashes, MFPLV2 -> SH -> KJ FRC-> H -> DB). will edit this post and add more to it later when i have more time to have fun with this.
  21. i like the idea of beating dandy with 2D for free otg coin, high level 3, mist, etc. gonna have to try that. how strict is the timing and could it still hit him if he frc's?
  22. i think the idea is that if you selectively fd certain moves (ie: ones with lots of pushback), you become more aware of what your opponent does; as opposed to just standing in the corner and holding fd until they get pushed away, disregarding whether or not the move is even worth fd'ing in the first place. though quite frankly, if you're not paying attention to everything your opponent does while they're pressuring you, you probably shouldn't be worrying about things like fd tapping.
  23. i find iad back -> j.H to be pretty useful; lands me lots of ch's. might be pretty risky to throw out all the time though.
  24. sent one of those awhile ago. if 5r doesn't come out on consoles, i'll probably stop playing vf . no sense in playing a game nobody else in the world will be playing (though i guess it's always felt that way for north american and european vf players, lol).
  25. qwerty

    AC: Combo Guide

    xaphiel pretty much covered it all. the only other thing i'd suggest is coins. they're actually a pretty useful method of locking down your opponent, so long as you don't go dc on their ass and use them all before you can actually land one.
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