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CrazyDazed

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About CrazyDazed

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    who cares
  • Birthday 03/17/1983

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    ReallyDazedGuy
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    64221240

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    over here and there
  1. Happy birthday cd!

  2. CrazyDazed

    [AC] Video Discussion Thread

    Thank you.
  3. CrazyDazed

    [AC] Video Discussion Thread

    Two questions: There's more matches other than Axl vs Slayer match, who are other players? Another question to confirm, that pink Axl player, is that Tsubasa? I ask this because all of their names are in Japanese and rtl42 didn't provide original name.
  4. CrazyDazed

    AC: Basic and Situational Combos

    Actually, axel, that's the match video that inspired me/gave me an idea for bomber loop and it's working very nicely on everyone. Sure, some people might need some tweaks here and there, but generally, it does work on everyone. -- "- Any startup (Rensen FRC, Throw, TK Bomber), Dash in, S.c -> 2S (JC) j.D XX Axl Bomber." I don't really like doing close S into 2S if I want to do a Bomber Loop because jumping Dust will push Axl too far for Bomber to whiff sometimes. So, if you want to start a bomber loop, just do any set up, dash in if necessary, 2S jD Bomber etc. Obviously you need to be close to the corner to pull it off. Otherwise, do other combos. Best finisher for bomber loops. Well, so far I'm finding Rensen into Twirly is a pretty good finisher. The catch is, it won't work on Sol because he will hit the ground before getting hit by Twirly thus he techs out! Another finisher is let them tech out from last bomber and tech trap them there. Go for air throw, go for 2S into another corner combo, so on. TK Bomber and dust are two different moves with same goal, overhead. Just because TK Bomber is an overhead doesn't mean dust is now obsolete. It's just another overhead opponents have to look out for. Throw in 6H and that's a lot of overheads! Although I do admit I've been using dust a lot less, but I still throw it out sometimes to catch them off guard. I've been trying to figure out the use of FB Bomber. So far it lets me combo from midscreen to corner and knock them down at that spot. I wouldn't use FB Bomber as a finisher though. You can follow up with more stuff after FB Bomber! You can connect P or 6K after counter super and continue whatever combo from there. Hope that answered most of your questions, Skankin Garbage!
  5. CrazyDazed

    AC: Basic and Situational Combos

    Either works. It just depends on characters and positions.
  6. CrazyDazed

    AC: Basic and Situational Combos

    I made a quick clip of Axl's bomber loop. I thought I'd post it to help Axl players see what does Bomber Loop looks like. The combo is: TK Bomber, 2S jD Bomber, TK Bomber, dash, 2S jD Bomber, Rensen -> Twirly Thingy http://www.youtube.com/watch?v=rjcJ4fvskls You gotta do Rensen -> Twirly Thingy to be able to knock them down at the end of the combo.
  7. CrazyDazed

    [/] Slash Johnny DB Combos For Those Who Are Interested FAQ

    Let's try this again, without all that unnecessary notations put in: DB FRC land H DB FRC jH DB FRC air dash KSD Ensenga This is another form of Jump Install, although not as obvious to Johnny player since it is common to other characters but Johnny doesn't really have much use to it in actual matches. This is an Auto Jump Install. This happens when you start the combo with jump in attack (DB FRC in this case), then you land and immediately do H, the Jump Install property is still stored. Player immediately does DB FRC, H, and then another DB FRC -- player hasn't used double jump or air dash yet so Jump Install is still there. Therefore, he is able to air dash at this point. More simpler example, let's use another character, Ky. Have him do: jump in H, H, 623H RC. His 5H is not jump cancellable, his 623H does not have Jump Install property (ie, Ky cannot air dash or double jump after RCing 623H). In this combo, he is able to double jump or air dash because he started with jump in and attacking immediately upon landing. Hope that clarifies the Auto Jump Install property. Addendum: Ky can air dash/double jump from simply doing empty jump in, H upon landing, 623H RC. So, all it needs an immediate attack upon landing from jump to start an Auto Jump Install property. Edit: The jump-in in the beginning has to be a normal or high jump in, since double jump in or air dashing in will not make Auto Jump Install work.
  8. CrazyDazed

    [/] Slash Johnny DB Combos For Those Who Are Interested FAQ

    Hard Slash isn't jump cancellable so tigerkneeing DB does not work. Zewo, just hit DB as early as possible. Keep practicing to get the feel for it. Stuff whiffs because you might be too high or opponent is too high. You can change the timing after hitting them with DB, there is a long delay before they are able to tech out after DB.
  9. CrazyDazed

    [/] Slash Johnny DB Combos For Those Who Are Interested FAQ

    Updated the FAQ for video link. Check it out!
  10. CrazyDazed

    General Audio/Video Help & Request Thread

    sigmaeva - Could you please post a new updates instead of editing your post? I had difficult time trying to figure out what's updated or not. Other than that, thanks for providing links!
  11. CrazyDazed

    [/] Slash Johnny DB Combos For Those Who Are Interested FAQ

    Divine Blade Combo Variations Versus Light Characters When fighting against Millia, Jam, Bridget, anyone else who are light (less than 1.00 weight), you'd probably find trying to connect KH would be a bit more trickier to land than on normal/heavyweights. This is because Jackhound has fixed untech time and lightweights float too goddamn high. The other alternative combo on these lightweights would be: H, mid MF, Jackhound, PS, jcKS, djKSD Ensenga Not exactly a DB combo. Boo. It still does a decent chunk of damage though. Better than nothing! The slash would have to be close slash. However, if you use low MF instead of mid MF, you might be able to dash instead of Jackhound and be able to do DB combo as normal. Low MF floats them straight up, but has shorter range than mid MF. Mid MF floats up and away from Johnny, making Jackhound feasible. Versus Heavy Characters Doing DB combo on Potemkin can be very tight on timing, and if you screw up you might eat their Potemkin Buster and that is scary! What a thrill! Basically you will want to make your Jackhound execution faster and tighter, and add some few more hits so he will float higher for the rest of combo. H, mid MF, Jackhound, 2PKH, DB FRC, KPS dj KSD Ensenga Crouching P will catch Potemkin just before he hits the ground, and adding more hits to air combo so he will eat Ensenga in the end. Substitutions You can substitute some normals for more damaging options. Obvious subtitution is replacing kicks with slash. Example: H, mid MF, Jackhound, SH, DB FRC, S, djKSD Ensenga You can delay a little bit after connected Divine Blade for air slash to connect so it won't whiff above their body. If you don't feel confident that you will get close slash before Divine Blade, then use kick instead. If you get far slash instead of close slash, the combo will miss. You can also substitute the last part of combo to Ensenga for more damaging string. It is a little picky on opponent's location with respect to Johnny, but with practice you'll have it down easy. H, mid MF, Jackhound, SH, DB FRC, S, djSHD Ensenga The difference here was double jump SHD Ensenga in the end. In fact that DB combo is the most damaging combo with one FRC. Well, you can start the combo with whatever you want, but don't start with 2K, 2S, or any other normals that prorates. It'll make the damage scale too badly. No meter? If you don't have enough meter to DB FRC for whatever reasons, you can just recoin, or go for air combo after K, close S string. If you decide to recoin, you can immediately dash towards opponent after recoining, and try to air throw their recovery attempt. Bonus points if you can throw them into corner for Bacchus Sigh goodness. Option Select Combo?! Too bad the actual match isn't training mode -- the opponent won't be in ideal position for you to start DB combos on. You will often end up being too far to be unable to DB FRC in time before they tech. Good news is that there is an alternative combo for this uncertain situation! H, mid MF, Jackhound, KH, DB FRC -- Let's pause right there. In a typical match setting, your Jackhound will often put you a little wee too bit far from opponent for you to KH, but you will do DB FRC it anyway. You will have a little surprise for your opponent if they are frantically mashing on teching out. H, mid MF, Jackhound, KH, DB FRC, 4HD, Ensenga What happened there?! If opponent did not tech out, you will connect H, then continue the combo as usual and end with Ensenga. Looks good, eh! However, what happens if they do tech out before H? Notice that I have been holding 4 (away from opponent) as well -- That's right, air throw their recovery attempt! It works like a charm. There you go, option select combo. If you have trouble trying to connect H (or air throwing), just press H immediately after FRC'ing, no delays at all. So cool. Johnny is so cool. What's even better is if your opponent antipicates your Divine Blade and burst there, you will FRC it and block their burst. Too good! But wait! What if you have at least 50% tension? Want to look stylish? Look no further! H, mid MF, Jackhound, KH, DB FRC, 4H, DB FRC, air dash, KSD Ensenga This combo is especially devatasting after you build up some guard meter, otherwise it does almost same damage as H, mid MF, Jackhound, SH, DB FRC, S, djSHD Ensenga version. Nonetheless, it is still a good combo plus option select to boot. Is there more?! I keep trying to find more DB combos, but I often find myself constantly adjusting little things here and there. The combos I have mentioned are pretty much the foundation of DB combos, and you can change a little here and there. Don't be afraid and make the magic happen! Video Demonstration! Check this thread http://www.dustloop.com/forums/showthread.php?p=45078 for video demostration!
  12. Slash Johnny Divine Blade Combos For Those Who Are Interested FAQ I am extremely bored and I would like to share my knowledge of his combos! Mostly his Divine Blade combos. They are difficult to do when you are starting out. However, with lots of practice, you should be able to do them in your sleep! What you probably WON'T find in this FAQ are: 1) Non-DB combos, 2) Black widow spiders, and 3) Woman's boobs. If you have a Slash console, you will find their training mode is all kinds of awesome. In the options, set MIST FINER to LV2 START, set TENSION to 100 or Infinite. That way if you mess up a combo, just hit Select button and you will have lvl2 Mist Finer ready without having to recoin at all! You are ready to go! Don't forget to put dummy on Back Recovery! The Most Basic DB Combo start right next to opponent, H, mid MF, dash, KH, DB FRC, jKD, Ensenga Specific notation - H 236K 66 KH 623S S FRC KD 41236H The only tricky part is Divine Blade part -- Just get used to FRC timing and practice a lot! This combo is basically stripped down DB combo without all kinds of bells and whistles. Practice! When you get comfortable with The Most Basic DB Combo, move on to: Jump Installed DB Combo start right next to opponent, H, mid MF, dash, KH, DB FRC, jK, djKSD, Ensenga Whoa! How did I do that? You can't do double jump after Divine Blade FRC?! Easy -- JUMP INSTALL! Specific notation - H 236K 66 K8H 623S S FRC K djKSD 41236H Notice that 8 in between K and H? That's when you jump install for Divine Blade so you'd be able to double jump or air dash after FRC. Neat eh! Basically, you are making the game think that you jump cancelled with K, but jump gets interrupted by H, and keeps the jump property until you stop comboing. So, in this case, jump is 'installed' for Divine Blade, therefore, gained an ability to doublejump/airdash after DB FRC. Don't worry if you dont understand, just tap up after K then hit H and move on! Practice! When you get comfortable with Jump Installed DB Combo, move on to: Whoa, wait! Before we get too hasty here, it is a good idea to start playing matches with people with these combos. Get the feel of them. Now, later on you might notice that the distance is starting to become a problem because you can't reach them with DB fast enough or they are too far away to be able to dash, KH, DB, etc. The solution to this is JACKHOUND! It is still a good idea to dash if you know that you'll be close enough to dash. Otherwise, substitute dash with Jackhound! Jackhound The motion for Jackhound is 214H. Simple, no? Try doing it after lvl2 mid Mist Finer and try to follow up with KH DB. Unfortunately, it won't work. 214H alone isn't giving it enough untech time. For that reason, you will have to do Jackhound from Mist Stance. It will give Jackhound a longer untech time, therefore the ability to connect KH after Jackhound. The motion for it? 236[K]3214H or 2363214H or 236[P]3214H. Looks ugly. Anyway, it doesn't matter which P, K, or S is held down because you want to be in Mist Stance anyway so choose whatever button is comfortable with you. My preference is K so I'll use K in this guide.The catch is, if you prematurely hit H before completing the 214 motion, you will get out of Mist Stance! You don't want that! Good news is that you don't have to actually rush it, just take your time with it and it will perform Mist Stanced Jackhound fluidly. Except when fighting Potemkin, he falls too fast. Damn Potemkin for making me doing it faster! Now you would probably want to practice the execution of Jackhound. It's going to be worth it in long run! 2D Jackhound Specific notation - 2D 236[K]3214H You will want the dummy to never recover from that simple looking two hits combo. If the dummy recovers, there might be three reasons for it: 1) Dummy is too light; 2) Doing Jackhound too fast, improper timing; and 3) Poor execution. Just keep practicing! Practice makes perfect! Also, having Mist Finer at level 3 makes this a LOT easy, simply because Johnny goes into Mist Stance almost instantly with level 3 ready. So, start with level three, then move on to level two, and finally level one. You will be using level one Mist Stanced Jackhound a lot. Good news is if you can consistently do level one Mist Stanced Jackhound, you'll do level 2 and 3 with EASE! Practice! When you get comfortable with Jackhound, move on to: Jackhound Jump Installed DB Combo H, mid MF, Jackhound, KH, DB FRC, jK, djKSD, Ensenga Specific notation - H 236K 236[K]3214H K8H 623S S FRC K djKSD 41236H Whew! This is pretty much all kinds of things you have learned previously jammed into this single and damaging combo. You can start this combo from training mode's starting position, so you don't have to reposition at all if you mess up and start over! Notice that it is ideal for you to be further away, the easier Jackhound combo will be. It is also ideal for your opponent to be almost touching the ground when you hit them with Jackhound, so they will not tech out prematurely. Read on the next post for more details on this topic! You might notice that you would be either on same side or other side of opponent after Jackhound. That is ok! Things like that will happen often in actual matches, so it's good for you to be able to pay attention and switch sides accordingly for executing Divine Blade!
  13. CrazyDazed

    California Love: The SoCali Thread

    Ugh you guys I'm terrible at keeping up with this shit. I am going to try to look at this thread more often okay. Lately I've been playing way too much Dragon Quest VIII and uh, Oblivion, and hmmm ate some food and drank some beverages. I'm ok though. My guilty gear skills is falling though and it makes me sad :*( (Sad face with star tear) edit: There is 60" HDTV in my living room and I played #R on it and it's pretty sweet. No lag. :] I can't wait for slash! blargh!
  14. CrazyDazed

    California Love: The SoCali Thread

    SoCal thread! Yay for more posts
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