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10stars

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  1. I have it down to muscle memory now, but i air dash as im FRCing, the windows small to do it. So x combo > 214S 6 FRC 6 or 214S FRC 66 really fast.
  2. well i mean, the mid mist finer frc isnt useful in the corner, since you have all of your options anyway, your slowest move (6h) can land off of the slide easily without the frc. Even with a dash, a 6h can still land (10 frame dash, cancel first recovery into 6h - 28 framesish) Then at mid screen if you want to pick up some damage off of a mmf2, you can KJT > KJ frc land 5©S > combo. In the situations that you're too far away from the kj to hit, frcing the mmf BARELY allows you enough time to get the kjt > kj off, i think its a situational damage increase, but imo still not worth it. The high mist finer frc can work two ways, but its pretty much the same as the low mist finer frc if you're using it in combos (please dont use hmf after 2ds and stuff, mist instead for higher damage) But, just for theory lets say you're fighting Slayer or someone that isnt a lightweight, you do lets say 5k > 2d > hmf2. Your followup from here against slayer is either dash > 5©S, 6h, or j.K. 5©S is better with KJ frc, and 6h is better if you dont have the frc so ill show both. Regular extended hmf 5k > 2d > hmf2 > dash 5©S > j.k > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.d > ensenga (192) Regular No KJ Frc There may be a higher damage combo than this sitting around, but this is what im seeing on Slayer, and since i dont 2d hmf unless its an enkasu / recoin, i cant say much for damage anyway) 5k > 2d > hmf2 > 6H > j.S > dj.s > ensenga (178) Now with the Hmf FRC however, you dont have to do a ground attack and jump install it to get the highest damage: HMF frc + KJ frc 5k > 2d > hmf frc > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.d > ensenga (207) HMF Frc regular 5k > 2d > hmf frc > j.s > dj.s > dj.h > dj.d > ensenga (180) In the situation that you're using l2mf as an anti air however, since the opponent is already elevated, you dont need to frc the hmf in order to land a j.s aka -> Anti air hmf hmf2 > j.s > dj.s > dj.h > kjfrc > dj.s > tj.s > tj.h > tj.d > ensenga (223) Yeah so uhm. If you're comboing off of 2d into hmf (DONT DO IT MANG, DONT DOOO ITT MIST INSTEAD!) you can get a little extra damage with the hmf frc. But if you're using the hmf as an anti air, and theyre even so slightly off the ground when it connects, you can do the same combo regardless of the frc. This is what im seeing after experimenting at least. Its a slight damage increase in a combo that you shouldnt use. If instead you mist into a meaty 3h > lmf2 combo, you'll get much more damage out of it. Maybe 4r5 has some information he can throw in on this, but as of right now im at the conclusion that the frcs on l2mfs are garbage.
  3. No no, i wont steer you wrong, the option of the damage is there with the l2lmf frc, but i NEVER use it, its simply not worth it to me. And even on whiff l2mfs do seem pretty safe, unless like, you throw a low one while they were jumping in or something. Lets look at the damage though: Slayer-> Extended BnB 5k > 5h > l2lmf > j.k > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.d > ensenga (213) Lets take out the KJ Frc ^ Basic BnB 5k > 5h > l2lmf > j.k > j.s > dj.s > dj.h > dj.d > ensenga (192) Lets add the KJ frc back, and add the l2lmf frc -> L2mf frc extended 5k > 5h > l2lmf frc > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.d > ensenga (223) Lets remove the KJ frc from the l2lmf frc combo -> l2mf frc basic 5k > 5h > l2lmf frc > j.s > dj.s > dj.h > dj.d > ensenga (193) So right there is all the damage set out. Pretty much, the regular bnb does 192 without a kj, and with a kj it does 213. The bnb with the l2mf frc does 193 without a kj (one extra point) and 223 with a kj frc. So you either A: reduce your damage output if you dont add the KJ frc (since you actually lose damage if you dont add the KJ frc to the l2mf FRC combos) B: gain a small damage increase at the cost of 50% tension instead of 25%. If you want to spend 50% tension on a bnb for a small damage increase, do the 5k[JI] > 5h > kjt combos: Slayer still: The better combo 5k[ji] > 5h > kjt > kj frc > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.d > ensenga (217) This is 6 less damage than the l2lmf frc combo, and you KEEP your level 2 mist finer. Overall, l2mf frcs are garbage, theres the damage set before you. I guess its worth it for that situation where 6 damage will kill someone. But if you're going to spend 50% in most situations, the KJT bnb is a better option, high damage and keep that level so you're still a threat.
  4. it can increase damage on bnbs by about 20 or so on heavier characters. For instance, against Jam Ino Bridget Baiken and the other lighter characters, after a l2lmf, you can j.S > dj.S > dj.H > kj frc > dj.s > tj.s > tj.hs > d > ensenga. However, against heavier characters like slayer you have to l2lmf > j.k because if you do j.s it wont link. Frc the mist finer and you can j.S though. As far as high and mid mist finer frcs, hell no, havent found a use yet. Someone used the mid mist finer frc in a combo video, but im pretty sure it wasnt worth the damage and it didnt give some great setup. And since l2 mist finers are safe anyway i dont see a use for the frcs other than the low one.
  5. Man suzume lost all his matches :[. He's still the Johnny i want to be. Awesome to hear you teamed with him.
  6. http://youtube.com/watch?v=s8b5cyX5O0w I-No character specifics are up.
  7. That slayer uses crosswise heel WAYYYY too much, and you're getting hit by it alot. Just block it, you can punish it with 5k > combo of choice everytime. Same thing with the pilebunkers, if it isnt a forcebreak, 5k > combo is free That slayer bursts every time you 5k > 5h > mist finer. Bait it and punish it next time, he's too scared of the damage to use his burst safely. Make him STOP opening the fight with mappas, 2s 5s and a handful of other things beat it out for free damage off the start. Johnnys j.H is threatening to Slayer if slayer doesnt have 25% tension to BBU. Im not saying jump every time you hit the ground and always try to make an air approach, but it is a viable option to throw a j.h in this fight. If slayer ever has 25% tension and you're in his corner pressure and intend to jump out, you NEED to FD in the air, or you're going to eat a bbu for free. Unfortunately this slayer doesnt seem threatened by johnnys pressure, so throw game is out until you apply enough pressure to make him not want to get hit. Work on your execution a bit, and character specifics. I see you almost have the KJ frc at 100%, once thats finished work towards getting the max damage out of every combo. Sit in practice mode a bit and look at slayers 6k, its hard to react to but its needed in this fight. In my opinion, this is a wait and see or a rush and destroy fight. You cant really throw random pokes at slayer that well once you're in a corner, so you have to wait and watch what he does, eventually he'll make a throw attempt or throw a mappa and get hurt for it. Or you can 2h his under pressure from dandy step. If he ever throws a BBU waiting for you to jump and you're blocking, its a free punish, pile bunker and crosswise are free too. He takes extra risks as a slayer player that arent needed. On the other hand, if you get the upper hand first and 5k > 5h > mist finer, and he bursts it, its a free punish, and from there you can be up a coin and up on the pressure and tension game, giving you the ability to decide alot of the fight.
  8. Thought it was impossible because he dashed out of it and after a handful of time i couldnt figure it out, so i came here and realized i was failing because i wasnt sjtking.
  9. 10stars

    [AC] Johnny vs May

    If a johnnys disrespecting someone with a taunt at the end of a round, the opposing player should start the fight with an overdrive, not a slashback :P
  10. 10stars

    [AC] Johnny vs May

    I havent read all of the posts here, but if no one else knew : At the start of the match, johnnys 5h beats everything May has besides her 3K, her 3k can be beaten by johnnys 2d and 3h (as far as i can tell at least, correct me if im wrong) getting ahead in the pressure game in this fight is really helpful, so the opening attack can change alot.
  11. Since i dont have time to run through all of the posts to see if you've come in contact with him, i was wondering - have you ever run into Suzumes Johnny?
  12. My apologies for taking so long on that, i stopped recording for awhile because i was up in philly playing BB almost every day.
  13. http://www.youtube.com/watch?v=NVUWq_ogHlc The 23 easiest (imo at least) character specific corner throw enkasus. Uploaded by request. I thought 4r5 had this posted somewheres but i couldnt find it to link to the kid on youtube that asked. edit: http://www.youtube.com/watch?v=9BdsO7ZfcBM Also the 5k > kjt bnb setups and strengths over the l2lmf combos.
  14. start throwing hmfs in the corner against that robo, he thoroughly enjoys jumping out of your corner pressure. This way you'll scare him into sitting instead of jumping, and wont have to spend all your coins in one place.
  15. you can do mmf2 in the corner into 6h > kj frc > j.h > j.d > land (j.k > kj frc) on most of the cast two times, and on pot 3 times ( i think the highest damage ive gotten out of it on pot is like 276 off the l2mmf, but i only practiced it for a couple days after i saw it in another combo video) Isnt really all that useful giving the spacing and setups for it imo, but its there at least.
  16. Bum jiyuna is a BUM!

  17. Edited for star requirements. Also Main page: Kishuu: 623A(1): A command dash of sorts. Reportedly has upper body invincibility. Covers more distance than his normal dash, and can be cancelled into as a combo extender. Enma: After Kishuu, press A: Cancels the command dash into an uppercut. Launches opponents on hit, and can be jump cancelled on hit or block. Enma costs a star to use, so Kishuu alone is 1, the uppercut afterwards, is another 1 star. Changed it. Thanks for the heads up - I must have deleted the star requirement when I changed it from JP to english (Took me a couple hours to figure out what the kanji Enma meant) Edit: Was at UP again today, figured out the following: 41236C > 5C > 236A (wall bounce) > 6C > 632146C is a nasty combo off of the overhead, however it requires you to be somewhat near a corner, and it requires *8* stars, however it can be started with 7) Theres a video of this being done somewheres as well, just wanted to make sure it was listed after testing it. 6C > 632146C is ALWAYS guaranteed! If you're running low on time and want to win by that oh so lame time out, this combo takes a pretty big chunk out of the timer: 5T > 236A > 5C > 236A > 5C ect ect, can be done until you run out of stars, and requires you to be near a corner. Wall bounces with 8 stars takes almost 6 seconds off the clock I'll post some gimmicky shit after the tournament the 24th.
  18. Combo listing time! Since i actually got to figure some stuff out with hakumen today, these combos work and all do 3.5k+: 6A>6B>214B>623A~A>j.B>dj.C>214B>tj.C 6 Stars, you can begin the combo with 5 and get the 6th before the last hit is needed. 5C>623A~A>j.B>dj.C>j.214B>tj.C 4 stars, can start with 3 and 1/2 5D Counter > j.C > j.214b >dj.C 2 stars, can start with 1 because you gain a star off of the counters (im pretty sure, dont quote me on this) Throw > 236A > 5B > j.C > j.214B > dj.C (Near the corner only from what i could figure out, if you're mid screen the 236A will connect, but the timing is tight, and after the wall bounce the 5B connects as well, however getting the j.C out afterwards seems impossible.) 5C > 623A~A> j.2C Air dash > j.2C > Falling j.C > land 2.C > j.2C Air dash > j.2C > j.2C > j.2C (This combo has to be done near the corner, otherwise j.2C gives a ton of blowback in air hit) 2 star combo, can be started with 1 and 2/3 I have not found a combo out for his j.D counter yet. If you hit someone in the air with the 236236D distortion, you can 5C otg into 623A~A>j.B>dj.C>dj.214b>tj.C (Note this was tested at range! off of a jin frostbolt) 6D you can otg with 623A~A and do the standard j.B > dj.C >dj.214B > tj.C I'm almost 100% sure that you can do more than this, but its what i've been working with. 4 star combo, can be started with 3 and 2/3rds Note, that all of the combos that i listed that start with 5C, can also be started from a j.C counter hit, so j.C (CH) land 5C > Combo. Hope this helps, hakumens really fucking flashy during his combos, and im sure better shit will be released than whats here, but this should get everyone off the ground. OH, shippu the 632146C distortion, it prorates like trash off of alot of hits, and it isnt guaranteed off of any poke as alot of people thought.
  19. Bang in bang install mode can run away from pretty much everyone besides Rachel and Arakune for a time out, its probably the first thing i tested when i picked up Bang. And since he has the ability to pass through you, following him into a corner isnt really all that safe, he can dash through the startup of Hakus hits >.>
  20. 5C > 623A~A > j.B > dj.C > dj.214B > tj.B > tj.C works for about 4k, got up to philly and tested it today. Ive found that not every move links into the shippu distortion unless its a counter hit. OH, and for the players who said that arakune is pretty much impossible for Hakumen, i have to disagree - strongly. His j.C will get rid of the air D cloud from Arakune, like, literally destroy that shit. j.C also destroys projectiles such as jins ice swords, however it does not destroy rachels projectile lightning rod bean bags, but j.Cing them will nullify them from hitting you.
  21. I couldnt make it up to the arcade today but after maining bang, i decided to alt hakumen. I've only seen a few of his guaranteed combos so far, but i was wondering if this would work: 5C > 623A~A > j.B > dj.C > dj.214B > tj.C > tj.214C Overall it should look like a ground downward slash, into the dash forward uppercut, jump kick, jump slash, weird ink kick, another jump slash, seal slash for a knocckdown (and roughly 4k?) This is only assuming that 214b resets your jump options like its says on the main page. Eh, i'll try it next time.
  22. The KJ in KJT is different from a standalone KJ. The KJ in KJT does not reset your jump option, so you are forced to JI it for both mixup, and regular combo purposes.
  23. Jump installing allows you to jump in situations you otherwise wouldnt. Aka: You do 5k > 5h > KJT-KJFRC > j.S. From here, you cant do anything but j.h > kj frc > bnb, or j.h > j.d > ensenga. If instead, you do this: 5k > 8 > 5h > KJT-KJFRC > j.S You can do j.S > dj.S > dj.HS > KJFRC > dj.s > tj.s > tj.h > tj.d > ensenga It does this because 5k is jump cancelable. So when you do 5k then hit 8, the engine reads that you canceled 5k into a jump. However, if you cancel the jump into a 5h, and the jump never happens - you instead trick the game into thinking you've jumped once and are already aerial, so the engine thinks that you have a double jump still available. Because of that, when you do a move that puts you in the air then FRC or RC it, that double jump still exists and can be used. Edit: well i didnt read this page xD so 4r5 cleared this up before i posted this.
  24. ive never thrown an ensenga at anyone waking up. 3 active frames can be pretty easily backdashed by everyone in the cast, so even if you have the tension to rc it, you can still be punished for it. just my two centz.
  25. Havent seen it before that video, im suprised no ones used it in matches etc. A new nifty mixup added to the collection.
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