:3
nya
:3
nya
hey looks, koogy is back.
ready for a question that could use some of your insight?
how does somebody stick with a main, when all the characters are so unique, and in their own way, really fun to play.
this game has been tearing my soul apart for so long, and it kinda gets some people in my community confused at me, cuz they want me to stick to one character, and id like to, but its hard.
I can tell you that Faust’s 2p is low, and the first 2 hits of his 2K are mid, actually. That can’t be the only “exception.”
you find someone that sticks out to you. A lot of players deviate many times or learn other characters for variety. But the best players just stick with one character to use in tourney. you just have to discipline yourself to sticking with one character and make sure you practice with that character. Though its not bad to sandbag every once in a while :x
^
Even if it’s Anji who just feels natural and stands out as your favorite :/?
Play whatever character you want; whatever fits your style (even if you want to tier whore in every game). Just don’t be like one of those low tier matyr retards.
I found three characters that had vastly different gameplay styles.
Zappa was the most complicated character for me, because he helped me understand how to work with very little (in XX.)
Faust was my answer to deal with Potemkin in XX, before I played Slayer 100% hardcore / when Slayer sucked.
Slayer was my main, but in XX he was really boring to play. So I played the other two for fun. Then once #R came out, I went 100% Slayer.
So… to answer the question, I entertained myself by finding three totally different characters and learned them 100%. Took a looong time~
i guess its just sitting around at home that messes with my head. I end up playing different characters through arcade mode, then end up fiddling around with them some more, but when i do play the people at get togethers or the local arcade, i stick to one character.
last saturday didnt count tho, cuz i was on a sugar rush :3
just to note, ive been playing for some odd years now (actually competing, i guess since 06) Ive gone through reload and slash, but i havent really gotten out of my general area.
Im still pretty young (got about half a year before 21), so i still have a long way to go, but ill be heading out places sometime in the future. so yeah, im still “new” in a sense that i havent gotten as much competing experience as id like so far, but hey, walk before you run.
You have the basic idea. I personally don’t do any of the 7H unblockable setups, I know they’re the weird ones like after the super in the corner (which IMO is sort of an unstable knockdown in the first place), and you might not know that 9H can also be used in unblockable setups, like this one midscreen:
2K, 5S©(2), 2S, 2D FRC (if you have this spaced right, the FRC happens immediately as you hit with the 2D), 9H, Roger Get, running jump j.K (unblockable), 5K->6S, the rest
6set really is good too, it would be the best one but it has the longest recovery time of all of the grounded sets and canceling pokes into it leaves the other guy a lot of breathing room. It can be used as a followup to a simple 2D knockdown (which is a lot different from the knockdown you get off of Kickstart My Heart, if you want me to elaborate I can), after landing from an air combo, after the opponent has wasted his double jump/airdash option, and lots of space control stuff like that. Obviously there’s a little less to practice with it than with the 4set, which has all kinds of wacky offensive strings you can do.
The real important thing is the space it covers, although yes there are some setups involving it. Airdash 5set can be really confusing, it stalls you mid-air and can throw off anti-air timing… because the yo-yo is right in front of you, you can Roger Get if they froze up when they saw you do it, then pressure them if they again froze up and blocked that, etc.
It’s also good coverage for a backwards airdash.
Uhh… good question.
Bridget doesn’t have a really cut-and-dry mixup you can focus on and you kind of have to know how to get damage off of everything and decide when it’s not worth the loss of momentum to go for the air combo. A rule of thumb for when you’re starting out is if you started the combo with 2K (which will probably happen a lot), it prorates the damage of subsequent hits in the combo so it’s not worth it to do an air combo that won’t kill them.
The 623P at the end of the air combo… I don’t know, if that was in my guide on dustloop I definitely should have stressed that the extra damage isn’t really worth sacrificing the option of setting the yo-yo afterwards, either by canceling the j.2S into an aerial yo-yo set or landing and going from there. There are some really simple resets you can do after an air combo, like:
j.S->j.2S, djc, j.S->j.2S, 2set (that is, directly beneath you), immediate roll FDC, they tech forward, you airthrow (hold 4 so you throw them into the corner, Bridget’s airthrow throws them in the opposite direction).
j.S->j.2S, djc, j.S->j.2S, 3set, Jagged Roger
If they tech back they have to block or avoid Roger. Lots of little stuff like this.
Oh, but one of the most damaging things you can do is actually hit with a force break or Killing Machine (the 632146H super).
wow shi… i didn’t know many of these things. faust 2p is a low eh.
and i did mean 2s for robo-ky. my brain just didn’t function. :crybaby:
Anyone wanna take the time to lay down some B&Bs for Johnny for me as he has NO LOVE on the first page?
and if not, it’s okay, he’s scrubby. i understand. bottom tiers ftw!
Johnny shit
Ensenga - in air, 41236HS
LMF, MMF, HMF - Low/Mid/High Mist Finer - 236S/K/P
Jackhound - 214D
Coin - 236HS
KJ - Killer Joker - in air, 214S
Mistcancel
Go into Mist Stance (236P, or K, or S; and hold the button).
Then Cancel out of Mist Stance by pressing HS.
Use this to cancel the recovery of your moves.
Example: HS>236[P], HS. Which is commonly written as HS>MC
Use this to get in on people. Example, make them block a f.S, MC it, then use the frame advatage to dash in.
Use this to mixup. Example, K>tkEnsenga; K>2D; or K>MC, dash throw.
2S>MC, tkEnsenga; 2S>LMF; 2S>MC, dash, continue pressure.
You can often interchange a MC with a Coin, and vice-versa.
The higher level your mist finer is, the more frame advantage you get from MCing.
generic meterless aircombos, off 6P, 6K, throw, and whatever else happens to get them up into the air:
j.K-S>dj.K-S-D>Ensenga
j.K-S>dj.S-HS-D>Ensenga
j.K-P-S>dj.K-P-S-D>Ensenga
generic meter aircombos:
j.K-S>dj.K>KJ(frc), followup
j.K-S>dj.S-HS>KJ(frc), followup
j.K-P-S>dj.K>KJ(frc), followup
KJ(frc) followups
…>KJ(frc), S>tj.S-HS-D>Ensenga - for damage
…>KJ(frc), delay as much as possible, HS>DB - for knockdown
may need to throw in an extra punch or kick here and there.
Landing a coin:
Aside from doing a gatling then throwing a coin in there face,
throw, coin
some chars need a delay between the throw and coin. Throw, Coin; won’t work on: ABA, Baiken, Dizzy, Millia. Aside from a couple of exceptions, the coin can not be followed up with a combo and they can tech, so prepare a tech-trap.
2D(1)>Coin
Trip them, then otg a coin on them. Some chars like Millia, If you are close enough, the coin won’t hit otg, and you can continue with a bigger combo. Like, 2D>Coin, c.S-HS>236P. Like with the throw coin combo, otg coins can be teched. Prepare a tech-trap.
Low Mist Finer Level 2 combos:
LMF2 followup combos are very sensitive to distance.
7jump.K-S>9jump.K-S>Ensenga - not the best you can do, but works well on everyone, regardless of distance.
7j.K-S>dj.S-HS-D>Ensenga
c.S>j.K-S>dj.S-HS-D>Ensenga
These are the basic variations. Fool around with these in training mode. Play around with the distance and try making up other variations. Sometimes you can jump straight up, other times you need to jump backwards. You rarely need to jump forwards.
Mid Mist Finer Level 2 combos:
in corner
…gatling>MMF2, coin, dash, HS>HMF2, combo…
…gatling>MMF2, coin, Jackhound, combo/mist/coin
near mid screen
gatling>MMF2, dash, Jackhound, combo/mist/coin
I like the fact AC’s Instruction book is like GO TO TRAINING MODE NEWB! LOLOLOLOL
-SH
^you forgot to mention Johnny’s FD dash :o
Ugh, I just wanted to give him a little something for him to chew on.
Hold down Punch and Kick, then mash between back and forward, to FD Dash.
or go here for a more thorough explanation
http://www.dustloop.com/forums/showthread.php?t=3082
There’s too many new posts to read through ><
I’m “still” playing Dizzy quite religiously, I used to play her in reload all the time (against the computer…), then when slash came out I tried switching from pad to stick and figured why not learn new chars while I’m at it so I deviated to Baiken, Bridget, and Testament (learning stick is frustrating so I oftentimes just gave up). Then when AC popped up I was motivated enough to finish learning stick, and picked up Dizzy again for old time’s sake.
BTW the Dizzy guide I’m working on has been changed to http://dustloop.com/forums/showthread.php?t=3473
workinonit
I liked Jhonny a lot in Slash, but when AC came out, I was mind blown but the small changes made and dropped him, same case with A.B.A:sweat:
i havent tried this in training mode in AC, but for those who want to get down FRC’s if you turn on the commands in training mode, it should flash blue in the frames when you can FRC a move.
not sure if this is obvious to most ppl.
haha yeah i dont think this was actually mentioned once in the thread and is pretty useful
tip: SELECT RESETS TRAINING MODE WOAH
The frames on which you can FRC is the WHITE flash, not the blue. The blue flash follows the white flash, and is just there so that you don’t lose the white flash.