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stinkymonz

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Everything posted by stinkymonz

  1. Eh you don't *have* to njc j.S dj j.S like you do j.S jc j.H; you actually have a fair amount of leniency there; plus since you're off the dash delaying it slightly seems to give you better forward movement than you would get if you had njced. Caveman had listed down all the possible ways to execute 5K JI HCL a couple of years ago: 5K 632147~8~9K (easiest in the sense that there's no weird timing or concept to use, just do fast and accurately) 63214K 7~8~96K (Caveman's preferred one, IIRC; buffer the half-circle in 5K and then just add 2 more inputs to complete the HCL motion) 5[K] 632147~8~96]K[ or 63214[K] 7~8~96]K[ (negative edged; makes it extremely easy once you can get used to button release timing) 5K 360K (an ok method; I don't like it since it's less accurate but if it works for you it works) Personally, I'm using the very first one since in some midscreen double CL FRC combos you'd need to walk forward before doing a 5K relaunch, so buffering the half-circle would instead place you further away than you need to be. The third method probably is the most efficient way, since it solves both inherent problems to the first (being really taxing on your hands to coordinate a hcb-f TK motion and not jump and doing 6FRC6 half a second later) and second method (inadvertently mess up spacing). Also, since in AC P dive has added bounceback recovery you have to do Throw FRC9 236P to make sure you get enough height to airdash back in. If you did the instant TK P dive off the FRC you'll probably be too low to do anything practical. Eh, of course you could do 236[9]P as in you hold the 9 and time the P dive so it's higher. Again, whatever works.
  2. You can semi-safely yomi his super-armor move whatever it is... Hammerfall(?) by jumping straight up and j.P. The j.P would have hit him but your vertical momentum puts you just above the hit and you fall just as he recovers. This is of course if your Pot thought you were gonna commit yourself to something like HCL or some one hit poke or the Pot's just nervous and throwing random shit to catch you.
  3. [Ok, never mind. I thought he meant I-No's matchup against Slayer and Pot. That makes sense, haha.] Also, 2/8 [for vs. May] is a bit extreme isn't it? The worst the Japanese gave the matchup is 3/7 and that's already unplayable.
  4. Er, 2D HCL should work on JO unless it's max range or pushback pushed you out too far from the corner if it was the corner. That's more fault of your TK rather than it doesn't or won't combo on Johnny. At 0:05's sequence, where you try it at midscreen I can see you TK AWAY from JO and it's high. JO's hitbox is nitpicky that way in that you don't have much leeway to vary your TKs; in fact optimally you should TK only to get the airdash, the height and spacing should not vary much if at all from the height of a regular ground HCL. Otherwise most of the time it won't even hit him as you have experienced. Not sure if you know this or not, but you can't TK HCL and combo off 5S on anyone; worth mentioning since you had put in 2 attempts of that. JI HCL > TK HCL
  5. Oh, no. It's just VCL is airborne from the 1st frame, so you could use it as a reversal to crush lows, throws or certain throw baits. There's no invince on it or anything; using anything else other than 2K would crush the VCL.
  6. Yeah, if the opponent's expecting a 6K.
  7. stinkymonz

    #R dizzy

    Honestly, I think you're just rushing out the inputs recklessly, without regard for precision or accuracy. 632146 P 632147P ~ 66 It shouldn't rightfully happen unless you had pressed 6P before you even got out of jump startup, which you shouldn't because... you'd use the visual cue of setting a bubble before buffering the airdash motion. You could also not input your bubbles from 6, and do it from 2. Playing Dizzy there's not much sense to practice 632146 inputs; you barely use them compared to I-No. I just thought, maybe you're using your HCL 6FRC6 timing and applying it here? That's super-autopilot, if it's the case. The other, really obscure thing is that your stick or your stick motions are fudgy so you hit inputs that you shouldn't in the process; I find I do some really random things if I rush it out or if it's a bad day; like I'd input P dive and it came out P note. Whatever it is, it's best you iron it out before you get too used to the flawed inputs. It'll be a lot harder to change once it's ingrained into muscle memory.
  8. Maybe; there were a couple of times (like last year's SBO, I think) where he's referred to as Nakamurahiro; not sure if it's the same person though the connection may be there.
  9. Yay, video! http://www.youtube.com/watch?v=LejfP8IM84g Criticise and comment if you have the time. Thank you!
  10. http://youtube.com/watch?v=rG3LIRiRVeY Probably the best show of me on video. There's more, but the rest are bad either because I wasn't on point or I had gotten tired; this chunk is from exactly after I found my game and before I got tired and couldn't IB Bandit Revolvers. Anyway, hoping you guys would critique on shit that I'm doing wrong or the wrong approach I'm taking to the matchup or my opponent's take on the matchup. Fundamental stuff, basically; wanna make sure we're all on the right track at the very least. Edit: Hahaha, 15 minutes later I hate it already. Oh well.
  11. Thanks for watching, BMS. I tend to choose my combos on the fly, and whether I feel like I can actually perform it in that moment. It sounds odd, but I usually need to build up some momentum and get a good feel of my own execution in general before I'll start not focusing on knocking down and really doing damage. That should explain why the CL combos are like, on and off. Anyway, yeah watching it again it really does seem like I'm trying too hard to get my own game going and not feeding off his game. I'll keep that in mind this weekend. Regarding 3:50, I was actually a bit surprised my dash avoided it, I meant to dash and jump but I didn't seem to press properly so I wasn't sure what to do. I've been trying to get her BnB since Slash era, and got it down enough for real matches by the time AC came out to consoles, so I've only been playing her in real matches in AC. Anyway, I think I know what my main problem is: not paying attention. I seem to have that problem playing Millia too, so it's a general gameplay problem really. Thanks again.
  12. May I piggyback the thread? Grim (Sol) vs. Monz (I-No) http://youtube.com/watch?v=AZQGeKAE7CY - part 1 http://youtube.com/watch?v=2Ih-nMxTDtE - part 2 http://youtube.com/watch?v=pr-qEFHw3Os - part 3 There's like over 20 minutes spread over 3 parts; I really appreciate it if you take the time to watch even one. All in all, my execution was ok and is usually a lot better; wouldn't say it's disastrous but I did miss all my 5K HCLs and messed up a TK UF combo. Criticism is most welcomed and appreciated.
  13. Slightly OT but is there a particular reason why every topic in this subforum is stickied?
  14. Eh, how could j.D beat 5K? That doesn't really make sense.
  15. I haven't tried this out since I haven't played an Axl but in theory, a meaty falling VCL should stuff any of his wake-up moves he has (projectile counter only activates 2F onwards, dps have no lower body invince or no upper body invince) except the super, which has a 14+1F startup and you should recover in time to block and punish. Also, at mid range you can beat his 5P with far slash for CH.
  16. So with the latest iteration of console AC, ArcSys had made a lot of distinct and deliberate changes to the EX version: - normal discs now don't knockback on hit - 5K now launches on normal hit, can't gatling (or special?) cancel, jump cancel point moved later, extended untechable time - j.K also has similar properties to 5K, pushes them really high and has an extended untechable time - unsure, BM has longer untechable time or has this always been the case with previous EXs? On top of that EX Millia still retains: - ground pin - aerial discs (with FRCs) and SG - #R-style throw - ADC and air-normal related changes with AC Millia - j.HS helicopter~ - AC Millia FBs - Lust Shaker options and TF recovery cancel It's interesting that they're actually putting effort into EX characters in AC+ rather than just being sprite dumping grounds as with previous console versions. Or perhaps EXs are just where they place their ideas for development of the character later on, as with I-No's VCL. That said, a ground pin would be really really awesome.
  17. Actually to get the most out of your CL combos you really shouldn't add ground moves when you don't have to. Of course if you aren't going to continue the combo after the CL then yeah you could, but otherwise try to gatling to HCL as soon as possible so your guard gauge doesn't decrease a lot.
  18. In my experience, it's not the best option to use. You can use it once in a while if for example you had a j.D knockdown at 30% or less from the corner so you run and 2K as late as possible, HS disc. UnFRCed HS disc though, you'll be very vulnerable to tech -> counterhit air normal -> combo. So to make it semi safe you'll have to spend 25%, either FRCing the disc or using the FB disc which would stop yourself short if you are doing it outside the corner. Both ways though, they'll have time to tech and AtG or airdash/double jump. You do get something of a 50/50 as if you did either safe disc options and they hit you you'd block and they'd land blocking right into the disc. If teched, you have anti-air options to reset pressure, so it isn't necessarily a huge risk. Use it to your own discretion, reading your opponent's tendencies and expectancies and such. Edit: oops forgot. By virtue OTGing would throw off reversal timing but only if they hadn't teched. You can still get reversals after being OTGed of course. See: Dogura.
  19. If your S is whiffing I think it's because your CL is too close, and it's a ground CL hit. I never had any problem with the S whiffing on 6P HCL or 2D HCL. Also, I believe you auto-ji as long as you land (and combo) from a jump (or the dash) with your jump options unused.
  20. For I-No, her C set is only put up for selection if you're fighting a Sol, Order-Sol or Axl, and only in an arcade match. For whatever reason, you'll never get it fighting those 3 characters on console.
  21. Frame-wise they both have the same startup: 7 and 3+4. So, yeah I guess?
  22. You could use whatever that works best for you. However, if you think you'll visit somewhere with a real arcade cab, then it's best to learn on default parts: ball top, 4-way stick, default button layout.
  23. 5K jc j.S won't combo, definitely have to have a j.K. Also I think 2 5Ks will be too high, but not too sure since I tend to use the 5k 5S© 2-hit throw combo on Baiken.
  24. Well, having a UF at the beginning (optimally right after the mixup hit or starting with the UF) and good height and spacing and corner goes to about 250es (I had noted 270es but I don't remember exactly what the combo was). UF, rj.S j.H [delay] P dive, slight delay ad j.S VCL, [walk?] 5S sjc j.S j.H P dive, ad j.H [P dive?} K dive goes past 220 at least. On non-Sols you can usually do 5S VCL right after the UF and relaunch again for your BnB dive combo. On higher UF hits like after j.D or if you had used the invince to beat some AtG or something generally requires you to superjump combo immediately which only goes to about 180 and relaunch generally isn't possible without using another 25%. Midscreen your only knockdown option is either dash-primed VCL or superjump j.H K dive immediately. Also, unprorated, doing 5H HCL FRC ad. j.S VCL x 2 , 5S jc j.S j.H K dive goes to 200++ on most chars. The only combo I think may go further is having unprorated 5H HCL FRC ad. j.S VCL x2 and running jump followup so you can do P dive stuff; I haven't tested this because I don't have the execution for it. I also don't think it really pushes the numbers much further because the guard gauge at this point is very low. :/
  25. To contribute to the throw combos: Throw, 6frc6 j.S jc j.S S dive, 5S VCL does about ~100 damage, KDs on all but lights and gives a lot of time for oki, plenty of time for a good falling VCL or TK note.
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