Wengan Report post Posted September 22, 2006 how to cancel a j.hs on parry on jam eg. sol j.hs , jam parry , sol cancels his j.hs and still block how to block after throwing a coin for johnny? eg - johhny does k coin and block the opponent's burst i never got an attempt to block sucessfully at all =/ Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 22, 2006 Timing, there is no magic cancel. Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted September 22, 2006 how to block after throwing a coin for johnny? eg - johhny does k coin and block the opponent's burst i never got an attempt to block sucessfully at all =/ Hold back after throwing the coin. It's free. Share this post Link to post Share on other sites
reaVer Report post Posted September 22, 2006 1 frame button press can be really easy depending on which other button you have to press:P The idea is to launch your finger that should be pressing the button with 1 frame with another finger. Share this post Link to post Share on other sites
Incendia Report post Posted September 23, 2006 Quick stupid question. OS can't double jump to escape I-No's full screen Mega cuz his jump is too low? I played Arcade for the fun of it and it seemed that way. Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted September 24, 2006 Double jump and then Storm Viper. Or just jump, Storm Viper AC might work. Or you could be really cool and Charge Burst through the whole thing. Share this post Link to post Share on other sites
Incendia Report post Posted September 24, 2006 Oh i didn't think of that. Cool i'll try it out. Thanks man :D Share this post Link to post Share on other sites
Honnou Report post Posted September 25, 2006 OS's super jump is really high too so you could just SJ at the last moment and be safe too. Share this post Link to post Share on other sites
Climhazzardous Report post Posted September 26, 2006 What's a full guardstun combo? This seems quite important but I don't understand what it is. Also, I was playing cpu Order Sol today and pulled off a gatling combo on him. I then threw him after a small pause (or midway, can't remember), but then after I continued to juggle him off Baiken's throw, the combo number kept rising. I found this a little wierd. Anyone know the trick behind this? Share this post Link to post Share on other sites
burningvigor Report post Posted September 26, 2006 time airthrows just right... it will continue the combo count, which is actually bad if it does.. Or if the person is staggering, you can throw them and keep the combo count going also. Share this post Link to post Share on other sites
shtkn Report post Posted September 26, 2006 i don't think the combo counter makes a difference, remember, it's the guard gague that determines how much scaling a hit suffers from, not how many hits in a combo Share this post Link to post Share on other sites
burningvigor Report post Posted September 26, 2006 the guard guage doesnt reset if you combo the airthrow.. at least thats what i thought.. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 26, 2006 I was pretty sure it did but I'm not entirely sure so I'll wait until someone can confirm one way or another. Share this post Link to post Share on other sites
XAQshinor Report post Posted September 26, 2006 airthrow still takes full damage. they only keep the number going when u airthrow on the first or first few frames after the recovery not sure about that one. but if youre talking about the reduction of damage if the throw is comboable afterwards it acts as if the throw was the first hit, i just tested it. Share this post Link to post Share on other sites
burningvigor Report post Posted September 26, 2006 OK i was testing it myself since im home now. Yeah the guard meter resets.. but the gravity or whatever you call it, that makes them pop up higher when you hit them doesnt. So in a sense its not good when it combos still. Got confused cause they always fell so fast when i would combo throws with johnny, baiken, Ino, or whoever. Never paid attention and thought the damage didnt reset cause of that. Rarely happens in a match.... http://www.youtube.com/watch?v=cuzqCirU0ck example if you care. Hard to see, but the guard meter resets and blood starts over Share this post Link to post Share on other sites
RedBeard Report post Posted September 26, 2006 I was gonna post that I thought the gravity doesn't reset if you combo the throw, because I tested it back in XX, but I wasn't sure if that's what it was cause it was so long ago. So yeah, comboing the throw, especially for Johnny, is not a good thing in general. Share this post Link to post Share on other sites
shtkn Report post Posted September 26, 2006 interesting, didn't know gravity did not reset when 'comboing' throws Share this post Link to post Share on other sites
Shoto Report post Posted September 27, 2006 afaik there is not such a thing as increased gravity during a combo. The only thing that changes is the untechable time of the chara, so that at some point he will be able to tech out of your combo, even that he would still have enough weight to be juggled again. As this seems to be dependent on the Beat Counter, a comboed throw shouldn't reset it (what now has been proven^^). but nevertheless, correct me if I'm wrong^^.. Share this post Link to post Share on other sites
xenophobian Report post Posted September 27, 2006 THERE IS increased gravity in combos...there are corner loops with jam that could have 3 repetitions and a finisher but due to gravity only 2 reps and a finisher are possible Share this post Link to post Share on other sites
Shoto Report post Posted September 27, 2006 ..but isn't that simply due to the fact that the move that is used to juggle the opponent won't bring him back to the same height as he was one repetition before? Go to practice: Take Axl and a light weighted Chara (Jam), put the recovery off. In corner do: throw, dash, S©, 9623H (Axl Bomber very low to the ground). You can do S©, 9623H five times before the pushback is too high for the S© to connect, as she won't loose height.. but put the recovery on she will recover after the 3rd loop. Actually you can even increase her height if you connect the S© early. (hm.. haven't yet tried, maybe you even have the time to dash in between to make it a real infinite if not for the recovery) If you have a fast enough move that gains height on the chara, you could juggle for infinity if not for the pushback or the decreased untechable time. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 27, 2006 Gravity increases due to the length of the combo... or possibly, they simple don't launch as high with each hit the longer the combo gets. Easy evidence, use Venom, combo two dark angel's into Dust. They will barely fly up at all. Share this post Link to post Share on other sites
Manta Report post Posted September 27, 2006 Is this a new Slash mechanic to prevent loops occuring? I'm having trouble noticing it in #R. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 27, 2006 No I'm pretty sure gravity has been around since X1. Share this post Link to post Share on other sites
burningvigor Report post Posted September 27, 2006 Yeah its not old at all. Turn off teching and do 2HS with Chipp and watch them pop up lower and lower and lower. Back in X1 i used to play a game of volley ball with 2HS with chipp. Seeing how many times i could do it doing 2HS RC dash repeat before it became too hard. Share this post Link to post Share on other sites
MiraiGen Report post Posted September 27, 2006 Does anyone have tips on distance for grabbing? I've always had troubles with grabbing in 2d fighters, and it really really hurts my Johnny game. Share this post Link to post Share on other sites