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Everything posted by BagLunch
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http://img55.imageshack.us/img55/2926/imgp1726wz9.jpg How about a scan where you can actually see wtf is on the page
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Going My Way in the past was the generic combo ender. For instance, before the pogo did ground slide and did wall bounce instead, the thing you'd almost always do if you had no meter after a pogo hit is to Going My Way. A serviceable dust combo was just j.H j.H j.H xx Going My Way. And in Slash, the recovery for it was not only shorted from #R, but you were allowed to act afterwards... which led to Going My Way x N shenanigans (doesn't really work in AC due to increased recovery time). Nowadays with the advent of vacuum 2S, faust is encouraged to go for an air combo via jump cancel of 2S (possibly chained into 5K). Thing is, Going My Way doesn't fit into these combos very well. Going My Way done low to the ground still has its uses. You can use it in block strings using a jump cancellable move, for example. It is also useful when you land certain air moves, like j.2K (j.2K does not gatling into anything and is not jump cancellable). You can even use it following whiffed/blocked air moves to catch people trying to hit you back, or as a goofy crossup that deals little damage on hit but gives you a knockdown.
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Right, but the information in that regard isn't comprehensive. Devil's in the details!
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You know what would be really good? A list of reliable anti-airs against common jump-ins. I say this because it's said that Faust has one of the strongest sets of anti-air moves in the game along with Axl, but there's a ton of stuff that I don't know how to beat. Sure you can kick people out of moves with 5K during their jump/airdash, but once their move comes out 5K isn't always the answer. 6P only covers so much, and isn't going to save you from many crossups. 2S covers the right area for crossups, but I've found that I tend to trade or get counter hit when I try it... so am I just hitting it at the wrong time, or was the frame disadvantage such that it wouldn't have worked in the first place? I don't know. Take for instance Jam's 214K (flaming overhead kick). Aside from j.HS, I haven't managed to beat this move cleanly with any of his ground normals unless I hit her before it becomes active. Is j.HS the only answer? How about Baiken's j.HS and j.S? How about Johnny's j.HS? How about when he does that following a blocked coin? etc.
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Some of the characters can be really quite dumb, no matter the difficulty (Valhall or Helheim). e.g. Marilyn Marilyn often tries to end combos with 214+AB... except that the 214+AB doesn't combo. In either Valhall or Helheim, Marilyn will seldom do a combo that does more than 2k-3k (3k typically involves a super, anything beyond that takes her lvl 3). So as long as you aren't eating tons and tons of random hits, you'll soon find that as long as you have some decent combos, you can be VERY sloppy and still win. Some things are just funny: Pick Akatsuki and stand there, pressing A at a slow, measured pace. Marilyn will invariably jump at you and let you get an easy DP. Works better in Valhall than in Helheim. e.g. Wei Nevermind that the CPU's ability to combo with him sucks, if you ever block a standing/crouching jab of his, you can be sure that this blocked string will end in a charge move that you can parry. He doesn't vary the strength of the charge move much, either, so you can get by without even paying much attention to which one he's doing as long as you always do a low parry. You can also whiff a normal while he's down and throw him while he's getting up with an absurd chance of success. If you don't whiff the normal he's got a good chance of doing a wakeup uppercut, though.
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So what's the deal with Kira in AH original compared to Full? The saying with "KKK tier" was that Kamui, Konoha, and Kira were tops... in Full, Konoha got nerfed, but what about Kira? Or was it just Day 1 stuff that made everyone think that Kira was tops, when in fact she's not? Also, is there anybody that's actually good with the plant Arcana? Seems like it's agreed on as one of the crappier(-est?) picks...
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The single player Super Story Mode is pretty damn awesome if you're a jojo fan.
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Should be Average Damage
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- crazy larry
- dirty mary
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By that description, a word that contains much of that meaning is "deterrance". +1 for Faust, even though I already know the horrible lies it contains.
- 1,795 replies
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- crazy larry
- dirty mary
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The way they were both messing up their combos in the Raoh v Raoh was surprising. Sad about Hige... a good Raoh is tough for Souther.
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You complete recovery of slap while airborne, so all you have to do is dash :D BTW, if you are panic mashing: - 5P and throw are the best moves to panic mash. No normal is faster than 5P for FA (6f startup) other than throw. 2P is... not such a good idea. I keep trying it against Sol and Dizzy and I keep getting thrown. - Watch your super meter! This applies to everyone, really, but seeing as how FA has options that mostly consist of block/jump when he's at the receiving end of a rush, it counts. If you will soon have the meter for a DAA, think about whether or not DAA is desired (vs. Eddie = no, vs. most others = yes), and maybe you can just sit tight for a bit and get it rather than using FD and not being able to use it. Or maybe you are far from getting enough meter for it, so just consider whether or not you should FD. - 5D is not a panic mashing move. It is, however, incredibly satisfying to counter hit other people's 5Ds.
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I wonder what changes to the game will be made for its arcade release, now that it's been announced that it will get one... maybe even more 1P modes? :D I rarely see throws being done in match vids... is it that high/low/crossup is just much more effective, or are throws just generally ineffective if you aren't the grappler girl?
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5D generally speaking is not a viable defensive option against Eddie. The reasons are three fold: - little Eddie + big Eddie = lots of overlapping hitting frames. The invulnerability of 5D to strikes ends before the first hitting frame of 5D, so your chances of simply getting hit out of 5D are pretty good. - 5D does only one hit, and little Eddie's sprite may simply absorb the hit for big Eddie. Much like how you simply shouldn't DAA while both big and little Eddie are rushing you, 5D will mostly just not work... mostly, since with full meter you can still try for something like DAA RC 5D, but that's not something that happens all the time. - 5D does not have throw invulnerability. Eddie has a nice command throw that he has many setups for that are very practical and worth trying. You can guess how that turns out for FA. This is from my experience vs Teyah's ED. But if someone can work out better ways to make it work which I can't think of, I'd love to know.
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Nah, it's pretty much the same as it's been even in #R... many moves gatling to 5D, but that doesn't mean that it combos.
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Random point of interest: After regular Dio does 236S, he can dismiss his stand very quickly seemingly with almost no special timing. However, his 236S does not build super meter like Jotaro's.
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I'm not 100% sure on this one. On one hand it seems that there's a point in the attack where you can just hit the S button and it'll quickly disappear. On the other hand, this seems hard to do. I don't know exactly what the input delay is on the emulators for CPS3, but it's probably enough to make a difference. On the other hand, if you try holding the down direction after doing the attack, you'll find that you can flip the stand off quite quickly quite reliably. Dunno if it falls under N-cancel.
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Another thing about the big huge cancelling window: Try this: take regular Dio, put your opponent into the corner, and do 5C xx 236C. Do it fast like you normally would, and then mash on 5C for more hits. You'll see that your opponent gets slammed to the floor very quickly. Now, do the same thing, but delay the 236C slightly so that your opponent floats just a little bit before The World comes out. You'll notice that you can tack on a LOT more hits. Do you guys know about the lever/stick/N-cancel technique? (Zo-No calls it lever/stick cancel, SQ calls it N-cancel.) It allows for impossible links from rapid fire light attacks. e.g. Black Polnareff cannot normally combo "5A, 5B". It just doesn't link. However, if you do "5A, (tap down), 5B" with correct timing, it will combo. By changing the character's standing/crouching state during recovery of a rapid fire light attack, you can cut the recovery down and buy yourself enough time to link into a move that you would not normally be able to. Insert LOL CROUCH CANCEL LOL. Does anybody know how many frames of input delay there are on the CPS3 emulators, and whether it's a consistent delay or not?
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That said, some characters have good ways for hitting an opponent who has air recovered and in doing so keeping them in the air. SQ is the best jojo player I have ever seen... every time his site updates with a new digest vid it's like an early Christmas! Sadly, the last time that happened was around this time LAST YEAR. http://jojo.sakura.ne.jp/dc_2006.wmv His site also contains some useful info like general guides to Hol Horse and Black Polnareff as well as links to other sites that contain more detailed systems info.
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Just to add on that note, you can also in general cancel normals at any time; startup, active or recovery. Handy for all kinds of things, like fake outs, meter building, and poking.
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Full tension idiocy: (cornered opponent) [ 6HS 236S RC ] x 2 (run up) 6HS 236S pogo S pogo HS does terrific dmg on anybody it works on... Baiken (neutral guard gauge = 347 dmg!) and Bridget to name a few. But, doing a 6HS after the 236S on many others will cause them to bounce too high, making the next 236S whiff. On characters for which this happens, you can substitute the 6HS's after the first with 2HS. However, 2HS does 38 less dmg than 6HS... so this combo ends up being substantially weaker. Notable, since a bunch of character for which the 6HS bounces too high have naturally low defense ratings, such as Millia, Chipp, and Dizzy. But there's another but... if their guard gauge is high enough that the 6HS in the loop counts as CH, then their bounce is delayed sufficiently that the 236S will probably connect! But then, "cornered opponent + flashing guard gauge + full tension = FATAL KO DMG!!" isn't really all that special. Hooray for easy mode loops! 6HS, we love you even more. Bonus: (cornered opponent) CH j.D (run up) c.5S 5S 5HS 2D 236S RC (run up) 2HS 236S RC (run up) 2HS 236S pogo S pogo HS does a lot of dmg. You could probably substitute 6HS for 2HS on characters for which [ 6HS 236S RC ] is loopable. I only tested the combo on Millia. Haven't tried if picking the guy off the ground with some other move and doing 2S jc [air combo] does better dmg than another 2HS blah blah at the end.
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Typo... or PS2 bug? Because far 5S 2HS chain would be great; 80 dmg poke string? Count me in!
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far 5S doesn't chain into 2HS... are you sure you don't mean close 5S 2HS, or far 5S 5HS? or is this a link combo? Not so hard combo that should be useful: (cornered opponent): 214HS, 5P 2S jc. j.K jc j.K j.D While the old juggles following cornered opponent 214HS still work, this seems to be an easy an fairly reliable one that ends in j.D. I haven't done much testing with just how high you can take them before the j.D hit can be teched, but this one for sure cannot be. Waste of tension combo: (cornered opponent): 214D 236D (opponent lands) pogo S, pogo HS 214D finishes recovery with Faust still airborne, allowing you to hit with stuff like GMW or 236D. The ground flower hit must be OTG, otherwise they can tech before the pogo GMW hits them.
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For some of these combos that say: "Drill Cancel JC > j.2K" So you are doing j.2K FDC and then... j.2K? Or are you doing j.2K FDC j.k JC j.2K? Because if it's the first case, is the j.2K FDC actually necessary? Couldn't you just start with j.2K?
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I hope this game can be as good as Spectral vs. Generation.