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qwerty

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Everything posted by qwerty

  1. ps3 currently has vf5 version b while 360 has version c online. vf5r isn't just an update, it's an entire overhaul to the current engine and a completely different game. there isn't a confirmed console port yet, but most speculation is leaning towards ps3 exclusive with online via vf.net.
  2. i don't see how all of you guys aren't hype as fuck for this game, especially since it's basically become guilty gear in 3d. - heavy metal soundtrack? check. - androgynous males? check. - annoying chinese women? check. - token black guy and blonde american? check. - crazy, anime inspired costumes? check. - overpowered fat guys? check. - crazy damage combos that everyone bitches about? check. - coming to consoles? we can only hope :8/:. (actually, we can do more than just hope now) so yeah, just use this thread to dump vf5r videos, news, etc. 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
  3. from this thread: so, in essence, don't use any high risk pokes or specials against slayer, or else he'll bbu. then again, you shouldn't be using most of these against anyone to begin with. as a slayer alt, this matchup is particularly interesting to me because both slayer and johnny have to be very close to do good damage. keep him away with 5k, and link gatlings accordingly at every chance you get. remember that when he's given the chance, slayer tends to go for combo setups more than anything (sounds familiar... ), so watch out for pilebunkers and stomps when you're in the corner. also, as something worth noting, his j.H is almost identical to johnny's; you don't want to eat a CH from that shit.
  4. i'll usually use kick or slash mist stances if i'm on a pad, that way i can easily cancel it by sliding my thumb directly over high slash. but if remapping hs to r1 makes it that much easier for you, nobody's stopping you.
  5. still better odds than most other fighting games. 4-6 is pretty fucking good and leaves a lot of room for player's skill to determine the outcome (factored in with how said low tier character is disadvantaged, of course). again, this is something that accent core, by nature, is better than most other games at. look at all the low tier players in japan (dc, suzume, bleed, etc) and how well they place. look at the a-cho ranbats and how many low tiers rank within the top 8 (or win, even). a disadvantage is still a disadvantage- there's no changing that. luckily for us though, accent core doesn't have many matchups worse than 4-6, which is really just a step below 5-5 if you think about it (actually, that would be 4.5-5.5, but whatever ). point is, if accent core wasn't balanced and didn't have relatively shallow tier gaps, i wouldn't play it. there really is no survival borderline for this game, it's just a matter of having more knowledge and/or better execution than your opponent. if you play a higher tier character, you just have a slightly more forgiving margin of error.
  6. quotin this. also, be grateful that ggac's tier lists are actually subjective enough to be discussed (rather mindlessly) like this. i think it's a testament to how balanced the game is and how even with lower tier characters, you're still very likely to beat someone of relatively equal skill to you. too many people seem to think that ggac tiers are like 3s tiers, where every low tier is a 9-1 matchup and only three characters will ever win tournaments. ggac is up there with g:motw and vf5 in terms of having really shallow tier gaps, so just remember that when you discuss how tiers affect competition for this game.
  7. reaver: post those combos in their respective characters matchup threads. so long as they're accurate, it's not like they're going to be deleted or anything. on a more relevant note, i do think it's time to take some quality time and completely redo the resource threads. most of them haven't been updated much since redbeard first posted them, and the best way to fix that is to just delete them altogether and re-do them. the other thing that could really see some improvement are the matchup threads in the subforum. most of them don't have much info at all other than speculation from myself and others (and 4r5 gracefully critiquing/correcting everyone's posts). again, i know it must suck being the only active mod of this forum, but unless someone else with knowledge of the game steps up it's never going to get done. i would volunteer to help with all this, but my knowledge of accent core is.... selective, to say the least. of course, i'm still stuck on the "make a wiki" bandwagon, but that doesn't seem to be a viable prospect for the near future. it would honestly solve the problem of people asking the same redundant, easily answered questions all the time. i post on vfdc and the character subforums there see the most activity when there's something inaccurate with the wiki (which, honestly, given the size of the us vf community, is fucking amazing). i would like to reiterate to 4r5 that your work here really has been a big help in improving my game, and certainly others can say the same. your work here hasn't gone unappreciated, it's just that there's no way one person could possibly document something of the same caliber as say, a large, organized wiki. i'm sure that if there ever is something like that for ggac that you would play a large role in it, but as it stands, you're the single moderator of the johnny forum. i'm honestly surpsied you didn't give up a long time ago, given how (seemingly) little help you've gotten from the rest of the moderation crew over the past year or so.
  8. lol wut? you're acting like this is still slash and johnny can still do damage without "wasting" countless amounts of tension and coins. though, let me say this. i've used this forum as a resource since i first started playing ac (march of this year) and it's helped me at every step of the way. sure, some threads are somewhat redundant and some information is notably absent or hard to find, but compare this to the other forums here. at least we have an active mod who actually still plays the game and still documents most of the basics. though i think eventually it would be a good idea to replace the structure left by redbeard (dustloop wiki anyone? ), i also think that given how he's the only consistent contributor to this board, 4r5 has done a great job. do we need more mods? probably. would it be nice to have a comprehensive guide to every aspect of the game from a jo mains' perspective? definitely. will we get any one of these things anytime soon? probably not . for now, i have questions and 4r5 has answers.
  9. qwerty

    [AC] Johnny vs I-No

    huh, interesting. i'll have to try that next time i play him. i think though that the easiest solution to this (personally, at least) is to just not throw as much and land coins other ways (2D, MFKLV2 OTG strings, 6K, 6P, etc). my offensive oki game has actually gotten much better since the tourney i held on saturday (i can actually input enkasu's correctly on lightweights now) so next time i might just be that much more prepared. also, i've been trying out i-no for research purposes and god damn is chemical love hard to frc . now i know what all the i-no players have been bitching about.
  10. kj = killer joker 214S in air, 241S on ground nobody really plays #r anymore, so i don't think you'll get an answer from anyone other than one of the seasoned vets here.
  11. depends. in general, what you want to do is route your ps2's output into the input of some recording device (camcorder, laptop, capture card, etc) and the output of that device to a tv. if you don't have a device with in and output, use a coupler/splitter to have the ps2's output run to both the recording device and the tv. as for a program to record with, you can use anything that allows you to capture input devices. vlc does this in linux, maybe the windows port can too? i'm not too sure of exactly what programs to use honestly, i usually just go the camcorder route. before you start looking for programs though, make sure that your laptop has some kind of input (if there's only one vga/composite/svideo port, then it only has output). if it doesn't (and most don't), then you'll have to get one of those really shitty usb adapters that lag like hell and look like shit (unless they make usb capture cards? highly doubtful). i wouldn't bother trying it with a laptop, simply because most laptops don't have the hardware to do it. find some old sony handycam on craigslist or something with composite in and record with that.
  12. actually, this is just general ignorance among gg players. i've come across many people (some of which were even much better than me) who didn't even know what johnny's coins do .
  13. qwerty

    [AC] Johnny vs I-No

    hah, now i feel really stupid for saying that. i just remembered that there's no startup for throws right after i posted that too . as for tick throws, that's actually what i tried at first. he ended up doing exactly as you said though, throwing me before i knew what was coming. so you're probably right, he was just inputting it faster than i was. the other thing i noticed which i forgot to mention is that green notes are a massive pain in the ass. worse than ky's fb or may's whales/loops. i-no can restrict johnny's movement pretty well with them, and she can move in rather easily if you guard them and start her pressure game. it's best to avoid them altogether, but it's really easier said than done. the only times i was ever able to come out of a green note bait untouched was when he either had a bad setup (ie: as i was bursting) or when i went for an offensive burst after a successful bait. i-no is tricky. this was the first i-no i've played against, and it was wierd. she's like johnny but with actual mixups and zoning ability.
  14. qwerty

    [AC] Johnny vs I-No

    exactly the same range? it seemed like no matter how i approached that he had a clear advantage. maybe her throw has shorter startup? though, it would make sense that he was just inputting it quicker than i was too. i actually hadn't thought of that .
  15. qwerty

    [AC] Johnny vs I-No

    i played honnou today, and while i was mostly just on autopilot mindlessly poking and throwing coins, i did notice one thing. i-no's throw > johnny's throw, every time. it didn't help that honnou used to play johnny and knew my gameplan, but i'd imagine most good i-no's know that they can out-throw johnny no matter what. her throw just has so much more range that even when i tried bullshit "mixups" like kamae stance -> dash -> mc -> throw or whiff 2k -> dash -> throw, he'd go for a throw because there was a pretty good chance that every time he would either land his throw or tech mine. it's pretty frustrating to have such a staple technique shut down so often, but i guess johnny players are used to that kind of thing. just something i figured i'd shed light on in case anyone hasn't had a chance to play a decent i-no.
  16. map PKS to L2. seriously. when i was still playing on pad, it made things way easier. i know you can't use it in tournies or anything, but it makes learning the actual timing 100x easier than if you're trying to press three face buttons on a dualshock at once (whenever i do that i feel like i'm playing incredible crisis). of course, i'd still recommend you get a stick. i know that the transition isn't easy, especially for guilty gear's wierd ass layout. i found that playing games with simple layouts on stick (vf, sf2) helped me get used to the shape of a japanese stick and after i got past that, getting used to a five button layout didn't take much time at all.
  17. qwerty

    Need Critique

    i just read that part again and realized it made no fucking sense . sorry about that. i was just saying that the way i tend to follow up my corner OTG strings is a MFSLV2 after enkasu, that way no matter how potemkin guards it'll hit. you can try to keep him in the corner by doing a mid, but he might expect that and guard low/jump.
  18. qwerty

    Need Critique

    1:11 of match 3: when you're really close to potemkin like that, you should always backdash on oki. if you just walk you're in perfect range for a reversal pot buster, but if you backdash the worst he can do is a slidehead. don't iad though, because that's asking for trouble. 1:23 of match 3: jackhound on a guarding potemkin = bad. jack return on a guarding potemkin = really bad. you're lucky he didn't capitalize on that. if you wanted to keep him from rushing in (which is what it looked like) you should've opted for tk ensenga, j.S -> ensenga or 5K. i know we all make mistakes, but this is one mistake that you really can't afford to make. any good potemkin would've bustered you after the first one. other than that, your zoning is effective and even though you're dropping some combos, that can be fixed with practice. i would personally suggest you start to apply more pressure in the corner when you can. the way i like to do that is to land a MFKLV2 and start an OTG string (coin -> 6HMC -> 6HMC -> 5HMC -> combo). if you land an enkasu off of that setup, you can land baccus sigh on oki and go for a level 2 (hit check it though, you don't want to waste that coin). if you want to keep him in the corner, land another MFKLV2 and do it again. you might feel uncomfortable trying to keep potemkin cornered, but once you land a level 2 on him, he can't do anything until you end the combo. like 4r5 said; no guts, no glory.
  19. so even if you don't beat it, 6P's recovery is preferable to johnny's blockstun.
  20. the way jo's 6p beat fa's scalpel thing in this match caught my attention. from what i can tell, you can actually beat the move altogether so long as you time your 6p during the scalpel's startup or early active frames (don't quote me on this because this is only what i've been able to infer from pausing nicovideo). specifically at 0:29 and 0:55, you can see johnny counter it on reaction and completely beat it. is there any specific range you have to be at (ie: a specific hitbox on the scalpel) for that to work or can you throw it out with iffy timing and still win most of the time? it also caught my attention that every time he guards it he seems to be at approx. the same range (1:30 for a good example) so did he just make a mistake or would he not have been able to beat it from there? i've never played a good faust so i've never had a chance to really get to know how he works, but i've always known that you could abuse 6p pretty generously agaisnt him. i just don't know exactly how to .
  21. i was wondering why slayer was c tier.
  22. how up to date is this?
  23. i never find any good buri's to play against. all of the ones i've played just endlessly spam starship and are surprised when i figure out their "strategy". i'd imagine a good buri would be a pain in the ass for johnny though. especially with all that yo-yo zoning and what not. i do recall once instance where i had started a combo the second after buri called back the yo-yo and it hit me out of it .
  24. the name sounds familiar, but i can't find any other vids with him. that was a great fucking vid though.
  25. pardon the shameless plug in here, but i think that if anyone wants to make a ggac wiki (which i think is a great idea), we should avoid piggybacking on srk and create a wiki on our own site the same way vfdc did. if you look at their vf5 section, it's comparable in size and content to the entirety of the srk wiki (which ironically, includes their rather pathetic entry for vf5). and if you count the info they have on vf1-4e as well, then apply that at least twofold. you might be thinking "the only reason the vfdc wiki kicks so much ass is because they only have to focus on one game/series". and that, is exactly the reason why hosting a wiki here is a much better idea than using srk's. imagine that same kind of resource here at dustloop. there's already a basic strategy/techniques section along with (accurate) frame data- add that to character specifics (which could be handled by the current mods of their respective boards) and organize it in a similar fashion to vfdc and you have a definitive, community centric wiki. i know it's extra bandwidth, extra webserver space and extra work, but if you're serious about making a good wiki that people can turn to, this is the way to do it. even the wiki entries for the games the majority of srk members play (3s, marvel, st) are pretty shitty and could use a lot of work, so why even think of using their substandard system?
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