<?xml version="1.0"?>
<rss version="2.0"><channel><title>Johnny Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/20-johnny/</link><description>Johnny Latest Topics</description><language>en</language><item><title><![CDATA[Johnny Player Index & Match Videos]]></title><link>https://www.forums.dustloop.com/forums/topic/4596-johnny-player-index-match-videos/</link><description><![CDATA[
<p>
	02/08/2017: Finally added videos to this post <img alt=":sweatdrop:" data-emoticon="" src="https://www.forums.dustloop.com/uploads/emoticons/default_sweatdrop.gif" title=":sweatdrop:" /></p>

<p>
	<strong>Japanese Johnny Players (Listed by skill, highest to lowest):</strong><br />
	1. Satou/Satu~ (usually さとぅー, likely comes from "Satou" 佐藤) (“Wet dog shit” Brown-Green)<br />
	2. Suzume/Chin (雀)/(ちん) (“Thriller” White)<br />
	3. Kabegiwa no DC (壁際のDC) (“McDonalds” Yellow, “Drop Dead Sexy” Default)
</p>

<p>
	4. Yuua ("Ferrari" Red)
</p>

<p>
	5. Jonio (じょにお)
</p>

<p>
	6. MK ("Bandito"White)<br />
	7. Omito (おみと) (“Thriller” White)<br />
	8. BLEED (“Drop Dead Sexy” Default)<br />
	9. FC (“Drop Dead Sexy” Default)<br />
	10. Kid (“Gundam Epyon” Maroon)
</p>

<p>
	 
</p>

<p>
	Videos of Satou:
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/bOYezef373I?feature=oembed" width="459"></iframe>
	</div>
</div>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/17Q4-wyCeFo?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/y_IKpGUKE2I?feature=oembed" width="459"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	Videos of Kabegiwa no DC:
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/JQgYpsSd0M4?feature=oembed" width="480"></iframe>
	</div>
</div>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/lt4cosuDIn8?feature=oembed" width="459"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	Videos of me:
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/hx5rGA7iLoU?feature=oembed" width="480"></iframe>
	</div>
</div>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/IZ5QkqhM_uw?feature=oembed" width="480"></iframe>
	</div>
</div>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/JYFA7N7UObg?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	(Watch the Johnny player after me in this one, he's awesome)
</p>
]]></description><guid isPermaLink="false">4596</guid><pubDate>Mon, 20 Feb 2012 00:50:25 +0000</pubDate></item><item><title>ACR Changes</title><link>https://www.forums.dustloop.com/forums/topic/5039-acr-changes/</link><description><![CDATA[
<p>Didn't see anyone else posting this, so I thought I would!!</p><p>
</p><p>
- 214H : Glitter is gold, New move</p><p>
 - 236236H (airbone) : New overdrive</p><p>
 - Divine Transport's trajectory changed</p><p>
-  Divine Blade changed (?)</p><p>
 - He releases the mist quicker now</p><p>
- Noticed 6k pass through horizontal chemical love</p><p>
- Can double jump after super jump (?)</p><p>
- Jackhound still force break</p><p>
- New coin not overhead</p><p>
- New coin causes knockdown on hit in air</p><p>
- Lv2 S Mist finer seems to launch behind him very often, still possible to combo though. (I think it already did that.)</p><p>
</p><p>
Copy and Pasted from the loketest thread.</p>
]]></description><guid isPermaLink="false">5039</guid><pubDate>Sat, 02 Jun 2012 15:39:33 +0000</pubDate></item><item><title>enkasu tensionless corner loops</title><link>https://www.forums.dustloop.com/forums/topic/9446-enkasu-tensionless-corner-loops/</link><description><![CDATA[
<p>hi everyone , so i play jhonny in ggxxac+r ... i know that many parts of the game like neutral , pressure , defense are critical to good play but i like the flashiness of the combos ( satou is the player i wtch the most) and i always was impressed by these unblockable enkasu setups<br>
i saw these vids <a href="" rel="external nofollow">http://www.youtube.com/watch?v=eSv8A6tQN08</a> <a rel="external nofollow">and 
</a></p><div class="ipsEmbeddedVideo"><a rel="external nofollow"></a><div><a rel="external nofollow"><iframe width="480" height="270" src="https://www.youtube.com/embed/ZS6OyP7ANiQ?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></a></div><a rel="external nofollow"></a></div><a rel="external nofollow"></a> <br>
i then went to the lab and i jsut wanna share these setups principally inspired by the vids above
<div>coin 6k PSD Ensenga works on pot,robo,</div>
<div>coin 6k PD Ensenga works eddie,venom,ky,testament,aba,jhonny,slayer,anji,zappa</div>
<div>faust,justice PSD ensenga</div>
<div>jam,bridget,chipp  KPD ensenga</div>
<div>axl,milia,baiken PKD ensenga</div>
<div>kliff coin 6k D ensenga</div>
<div>sol,Hos 2p,5k,MFlvl2(k)  coin 6k IAD (asap on sol,leniant on OS) SD ensenga </div>
<div>ino coin 6k IAD SD ensenga</div>
<div> </div>
<div>basically some setups in corner that can be looped (if you have the consistency) , the benefits are that they are not so hard (maybe the one on sol and hos ) hope you like it i will try to make some presentation vids when i get may capture stuff ... feel free to feedback <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"> hope we get jhonny in xrd </div>
]]></description><guid isPermaLink="false">9446</guid><pubDate>Tue, 09 Sep 2014 18:47:12 +0000</pubDate></item><item><title>ACR combo discussion</title><link>https://www.forums.dustloop.com/forums/topic/6296-acr-combo-discussion/</link><description><![CDATA[
<p>Since the PS Vita version is out, and the lack of online mode means it's only good for combo experimenting, thought that a thread for early players to discuss combos would be appropriate.</p><p>
</p><p>
(coin means 236HS, high coin means 214HS)</p><p>
</p><p>
<strong>MF-P(2) loop:</strong></p><p>
</p><p>
<span style="text-decoration:underline;">The starters:</span></p><p>
6K &gt; MF-P(2)</p><p>
5K &gt; 6P &gt; MF-P(2)</p><p>
5K &gt; 2D &gt; MF-P(2) (character specific, range specific. Works wonders on Baiken. Should use on lightweights)</p><p>
5K &gt; 2D &gt; MC(2) &gt; 5K &gt; 5HS &gt; MF-P(2) (character specific)</p><p>
Throw &gt; MF-P(2), not recommended for obvious reasons.</p><p>
5K &gt; (c.S) &gt; 2D &gt; Jackhound, 5K&gt;5HS or f.S &gt; MF-P(2)</p><p>
Coin/high coin anti-air</p><p>
Corner 5K &gt; (c.S) &gt; 5HS &gt; MF-K(2), coin, dash 5HS &gt; MF-P(2), (optional loop), ender. Not sure if the Enkasu ender works here.</p><p>
Corner point-blank/near point-black MF-K(2), high coin, 3HS &gt; 6HS &gt; MF-P(2). For those delicious corner mist setup. Huge damage.</p><p>
</p><p>
<span style="text-decoration:underline;">The loop:</span></p><p>
Midscreen loop: MF-P(2), delay coin, dash (optional 5HS for normal/heavy weight) &gt; MF-P(2), repeat until appropriately close to corner (or you don't want to waste more coins)</p><p>
Corner loop: MF-P(2), slight delay coin, (optional 5HS for normal/heavy weight) &gt; MF-P(2)</p><p>
High damage corner loop: MF-P(2), high coin, 3HS &gt; (coin hits) &gt; 6HS &gt; MF-P(2). This push Johnny back too far and let the opponent float too low, so most enders (knockdown, mist, enkasu) wouldn't work on normal/heavy weights. It's a bit better on lightweights, but I can't seem to do Mist ender properly.</p><p>
25% meter midscreen loop: MF-P(2), delay coin, MF stance, coin hits, Jackhound, 5S &gt; 5HS &gt; MF-P(2)</p><p>
25% meter corner loop: MF-P(2), coin, dash jump j.SH &gt; KJ FRC, j.HD, MF-P(2)</p><p>
Most of the time, the coins prorate too much for these variations to be worth the 25% meter.</p><p>
</p><p>
<span style="text-decoration:underline;">The ender:</span></p><p>
Easy-mode ender: MF-P(2), coin, dash jump air combo &gt; Ensenga. Works at all range. If you're too far away, change dash jump to IAD.</p><p>
Mist ender: MF-P(2), high coin, mist (Lv2 + Mist)</p><p>
Knockdown ender: MF-P(2), high coin, (depending on range) f.S or 5K&gt;5HS&gt;DBT DB (Lv2 + Knockdown)</p><p>
Damage ender: MF-P(2), high coin, 3HS &gt; (coin hits) &gt; 6HS &gt; j.S &gt; Enkasu (Lv2 + Damage)</p><p>
Oki ender: MF-P(2), high coin, 3HS &gt; (coin hits) &gt; 6HS &gt; MF-P(2), throw a high coin for best oki setup. (Lv1 + Damage + Best oki)</p><p>
Enkasu ender: MF-P(2), coin, IAD j.PSD/j.KSD enkasu. (Lv2 + Mist + Knockdown). Pat yourself on the back every time you pull this off I guess.</p><p>
</p><p>
ACR Johnny can recoin + mist / knockdown from lots of starter, even midscreen, without resorting to ridiculously bound-to-fail midscreen enkasus. Good stuff.</p><p>
</p><p>
<strong>Throw combos</strong></p><p>
</p><p>
New coin combos:</p><p>
Throw, delay 5HS &gt; coin (SO, PO, BR,...</p><p>
Throw, high coin (BA,...) (reliable Baiken coin option!)</p><p>
</p><p>
New (probably) DB knockdown combos, sorted by damage:</p><p>
Throw, 5HS &gt; DBT DB (all non-lightweights)</p><p>
Throw, dash j.PSH DB (FA, PO, BR, ED, AN, BA, KY) (ED &amp; AN timing is tough)</p><p>
Throw, dash j.SH DB (FA, SO, DI, ...) (tight timing)</p><p>
Throw, dash j.KSH DB (FA, BA, KY) (for 3 extra damage, not worth the much more difficult timing)</p><p>
Throw, dash j.PSSH DB (FA, SO,...)</p><p>
</p><p>
<strong>MF-S(2) midscreen combos:</strong></p><p>
</p><p>
5K &gt; (c.S) &gt; 5H &gt; MF-S(2), jump(7) j.KSSH / j.SSH (on lightweights) &gt; air overdrive, dash 5K &gt; c.S &gt; coin. 200 something + recoin. Worth the meter.</p><p>
5K &gt; (c.S) &gt; 5H &gt; MF-S(2), back dash 5S &gt; high coin (if the opponent crossed up, change the motion to 236H). 120 something + recoin</p><p>
5K &gt; (c.S) &gt; 5H &gt; MF-S(2), jump(7) j.SSH&gt;DB. Meterless knockdown combo for Sol and Slayer. Also works on lightweights but will not knockdown.</p><p>
</p><p>
(Pot-only) 5K &gt; (c.S) &gt; 5H &gt; MF-S(2), backdash 5S &gt; 5HS &gt; coin (124) (or 5K &gt; 5S &gt; 5HS &gt; high coin, a bit more damage but less reliable)</p><p>
(Pot-only) 5K &gt; (c.S) &gt; 5H &gt; MF-S(2), backdash c.S &gt; j.KSH &gt; DB (153 + knockdown)</p><p>
</p><p>
<strong>Misc combos:</strong> </p><p>
(5HS CH) &gt; MF-S(1), high coin. Yes, MF-S(1) floats now, it's damn strange.</p>
]]></description><guid isPermaLink="false">6296</guid><pubDate>Thu, 25 Apr 2013 05:01:20 +0000</pubDate></item><item><title>AC: Combo Guide</title><link>https://www.forums.dustloop.com/forums/topic/134-ac-combo-guide/</link><description><![CDATA[
<p><strong><span>CONTENTS</span></strong></p><p>
</p><p>
<strong>1.00 Basic Combos</strong></p><p>
</p><p>
</p><p>
- 1.01 <span>Introduction/Special Notes</span></p><p>
</p><p>
- 1.02 <span>Key/Legend</span></p><p>
</p><p>
- 1.03 <span>Throw Combos</span></p><p>
--- 1.03a Damage Combos</p><p>
--- 1.03b Coin Combos</p><p>
--- 1.03c Knockdown Combos</p><p>
--- 1.03d Enkasu Combos</p><p>
--- 1.03e Mid-Screen Enkasu Combos</p><p>
</p><p>
- <span>1.04 Air Throw Combos</span></p><p>
</p><p>
- 1.05 <span>6P/6K Combos</span></p><p>
</p><p>
- 1.06 <span>Basic Coining Combos</span></p><p>
</p><p>
- 1.07 <span>Basic MFLV1 Combos</span></p><p>
</p><p>
- 1.08 <span>Basic MFLV2 Combos</span></p><p>
</p><p>
- 1.09 <span>Basic MFLV3 Combos</span></p><p>
</p><p>
- 1.10 <span>Basic Jackhound Combos</span></p><p>
</p><p>
- 1.11</p><p>
- 1.12</p><p>
- 1.13</p><p>
<strong>2.00 Advanced Combos</strong></p><p>
- 2.01</p><p>
- 2.02</p><p>
- 2.03</p><p>
- 2.04</p><p>
- 2.05</p><p>
- 2.06</p><p>
- 2.07</p><p>
- 2.08</p><p>
- 2.09</p><p>
- 2.10</p><p>
</p><p>
</p><p>
<strong><span>1.00) BASIC COMBOS</span></strong></p><p>
</p><p>
</p><p>
</p><p>
<strong>1.01) INTRODUCTION</strong></p><p>
</p><p>
This section is purely for combos. I will not be including too much information about when to use what in this section, this is moreso pure reference for combos. For specific uses in gameplay, refer to the Offensive/Defensive guide.</p><p>
</p><p>
<strong>NOTE #1:</strong> E(1) or Ensenga(1) means that ONLY the second hit of Ensenga hits, IE the damaging part. E(2) means that both hits of Ensenga hit. Enkasu means that only the first, untechable hit of Ensenga hits.</p><p>
</p><p>
<strong>NOTE #2:</strong> ^ next to someone's name means that that combo has specific stipulations in order to work on them, such as specific delays in order for the combo to work. This generally indicates that it is not as easy to do this combo on this specific character.</p><p>
</p><p>
<strong>NOTE #3:</strong> Just a small note, keep in mind that everyone's life total is 420. The damage listed is all taken from combos performed on Sol or someone else of average defensive value(Testament, Johnny, Zappa, Faust, etc).</p><p>
</p><p>
</p><p>
<strong>1.02) KEY/LEGEND</strong></p><p>
</p><p>
<strong>Position:</strong> Where the combo starts. Will be listed as "Anywhere", "Corner", "Close to Corner", "Air", "Mid-Screen" etc.</p><p>
<strong>Combo:</strong> How to do the actual combo. If you have trouble reading my notation please refer to the FAQ for notation info.</p><p>
<strong>Damage:</strong> How much damage the combo does on a character of average defense unless otherwise noted.</p><p>
<strong>Tension:</strong> How much tension the combo costs.</p><p>
<strong>Start MFLV:</strong> What Level of Mist Finer you must begin the combo with. THIS INFO IS ONLY INCLUDED WHEN RELEVANT!</p><p>
<strong>End MFLV:</strong> What Level of Mist Finer you will have after the combo finishes. THIS INFO IS ONLY INCLUDED WHEN RELEVANT!</p><p>
<strong>Notes:</strong> Random notes about the combo. Such as if it knocks down, leaves them in the corner, or is character specific.</p><p>
</p><p>
</p><p>
<strong>1.03) THROW COMBOS</strong></p><p>
</p><p>
</p><p>
<span>1.03a) DAMAGE COMBOS</span></p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.K-&gt;j.S-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 89</p><p>
Tension: 0</p><p>
Notes: Standard, lazy combo. Works on nearly everyone but does 4-6 points less damage than the character specific combos.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 91</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: AB, AN, ED, OS, PO, RO, SL, SO, TE, VE.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 92</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: FA, KY, ZA. j.P comes out 1F faster than j.K, so for these 3 it's necessary for their best damage as KSSHDE will not work for them.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.S-&gt;dj.K-&gt;j.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 93</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: PO^. Kind of specific and only does 1 point more damage than his standard. Up to you if you want to go the extra mile for this one.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.K-&gt;j.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 94</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: JO, ZA^</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 95</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: AX, BA, BR, CH, DI, JA, MA, MI (AB^, OS^, SL^, SO^).</p><p>
</p><p>
Combo: Throw-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 96</p><p>
Tension: 0</p><p>
Notes: Best Throw Damage vs: IN, DI^. Not really worth doing on Dizzy because it does the same damage as KSSHDE on her due to her low defense, and is slightly harder to do. Perfect for I-No though.</p><p>
</p><p>
Combo: Throw-&gt;PSSH/KSSH/KPSSH-&gt;KJ FRC-&gt;j.S-&gt;tj.S-&gt;j.H-&gt;j.D-&gt;Ensenga(1)</p><p>
Position: Anywhere</p><p>
Damage: 105-109</p><p>
Tension: 25%</p><p>
Notes: Eh, just for that bit of extra damage if you need to kill someone. Use the respective PSSH/KSSH/KPSSH per character.</p><p>
</p><p>
</p><p>
<span>1.03b) COIN COMBOS</span></p><p>
</p><p>
Combo: Throw-&gt;Coin</p><p>
Position: Anywhere</p><p>
Damage: </p><p>
Tension: 0</p><p>
Start MFLV: Any</p><p>
End MFLV: +1</p><p>
Notes: Works on everyone but: AB, BA, DI, MI. In the corner, you may need to take a small step back before tossing the coin in order for this to work on: JO, KY, RO, SL.</p><p>
</p><p>
</p><p>
<span>1.03c) KNOCKDOWN COMBOS</span></p><p>
</p><p>
<em>NOTE: Anyone marked with an asterisk(*) in this section means that you MUST delay the KJ FRC after the j.H as long as possible. This allows the opponent to plummet closer to the ground allowing knockdown.</em></p><p>
</p><p>
Combo: Throw-&gt;j.S-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 75</p><p>
Tension: 0</p><p>
Notes: Knockdown used vs: BR, FA, PO, SL, TE, ZA</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=13IQlfnCfYE</a></p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 78</p><p>
Tension: 0</p><p>
Notes: Knockdown used vs: JO.</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=z6MP6c8Odk8</a></p><p>
</p><p>
Combo: Throw-&gt;j.S-&gt;j.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 91</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: AB, AN, AX, BA, CH, DI, ED, IN, JA, KY, MA, MI, OS, RO, SO, VE. This combo is much easier to perform than the combos listed below but does a few points less damage.</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=Difvluqy1j8</a></p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 92</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: BA, BR, JA, MA, MI. This combo is a HUGE pain in the ass to perform and only does 1 point more damage. Your choice.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 92</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: AN*, ED*, PO, TE*, VE*.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 93</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: JO.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 96</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: AB, AX, CH*, ED*, FA, KY*, MI*, OS, RO, SL, SO, ZA. The timing on the initial KSS for Eddie is VERY strict. If you're having trouble performing this on him, use KPSS. Millia has a really weird timing on this where you have to jump late...kind of a pain in the ass and hard to do, might just wanna stick with her normal combo.</p><p>
</p><p>
Combo: Throw-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;j.H-&gt;DB</p><p>
Position: Anywhere</p><p>
Damage: 96</p><p>
Tension: 25%</p><p>
Notes: Knockdown used vs: DI, IN.</p><p>
</p><p>
</p><p>
<span>1.03d) ENKASU COMBOS</span></p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.P-&gt;j.P-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 61</p><p>
Tension: 0%</p><p>
Notes: This Enkasu works on: AN. This is important as it's the only non tension 1 hit to work on Anji that doesn't require dashing. You'll want to do a late jump and catch Anji kinda low, and the timing is fairly strict but it works.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.P-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 63</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on:  RO, TE, ZA. Possibly others as well. This is an alternative 1 hit and not necessarily the best. Has greater pushback than most 1 hits.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 64</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on: BA, BR, IN, JA, RO, TE. Possibly others as well. An alternative 1 hit that has less pushback than usual and can allow for an easier time 1 hitting some characters because you will be more "under" them. I personally use this against Jam.</p><p>
</p><p>
Combo: Throw-&gt;Coin-&gt;j.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 65</p><p>
Tension: 0</p><p>
Start MFLV: Any</p><p>
End MFLV: +1Lv</p><p>
Notes: Only works against Faust. If you do not have him coined after a corner throw, go with this variation as you will still get a knockdown. If he is already coined, refer to the KPSDE variation.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 67</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 69</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on: FA, PO, TE, ZA. Possibly others. Mostly important for FA, PO, ZA.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.K-&gt;dj.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 71</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on: Untested. This is an alternative Enkasu which doesn't do great damage but has very little pushback due to mostly punches and kicks.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.S-&gt;dj.P-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 72</p><p>
Tension: 0</p><p>
Notes: This Enkasu works on: AB, BA, BR, CH, DI, IN, KY, SL, TE, VE. An alternative to KSKSDE which is easier, again, due to less pushback from j.P.</p><p>
</p><p>
Combo: Throw-&gt;j.S-&gt;KJ FRC-&gt;AD-&gt;j.K-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 76</p><p>
Tension: 25%</p><p>
Notes: This Enkasu works on: OS, SO, AN. Most of the time, this is not worth attempting on OS and SO because of the sheer difficulty of landing it will usually result in you wasting 25% tension. I reccomend the other 50% tension variant against Sol or OS. This shouldn't be as much of a problem vs. Anji though.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.K-&gt;j.S-&gt;KJ FRC-&gt;j.D-&gt;Enkasu</p><p>
Position: Corner</p><p>
Damage: 84</p><p>
Tension: 25%</p><p>
Notes: This Enkasu works on: OS, SO, AN. This is slightly weirder to time but better damage and since 1 hits on OS/SO/AN are hard anyways you are probably better off going this route.</p><p>
</p><p>
</p><p>
<span>1.03e) MID-SCREEN ENKASU COMBOS</span></p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;AD-&gt;j.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Mid-screen/Close to corner</p><p>
Damage: 92</p><p>
Tension: 25%</p><p>
Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu.</p><p>
</p><p>
Combo: Throw-&gt;j.P-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;AD-&gt;j.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Mid-screen/Close to corner</p><p>
Damage: 93</p><p>
Tension: 25%</p><p>
Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu.</p><p>
</p><p>
Combo: Throw-&gt;j.K-&gt;j.S-&gt;dj.S-&gt;j.H-&gt;KJ FRC-&gt;AD-&gt;j.K-&gt;j.S-&gt;j.D-&gt;Enkasu</p><p>
Position: Mid-screen/Close to corner</p><p>
Damage: 96</p><p>
Tension: 25%</p><p>
Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu.</p><p>
</p><p>
Combo:</p><p>
Position:</p><p>
Damage:</p><p>
Tension:</p><p>
Start MFLV:</p><p>
End MFLV:</p><p>
Notes:</p><p>
</p><p>
Combo:</p><p>
Position:</p><p>
Damage:</p><p>
Tension:</p><p>
Start MFLV:</p><p>
End MFLV:</p><p>
Notes:</p><p>
</p><p>
Combo:</p><p>
Position:</p><p>
Damage:</p><p>
Tension:</p><p>
Start MFLV:</p><p>
End MFLV:</p><p>
Notes:</p><p>
</p><p>
AB, AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JO, KY, MA, MI, PO, OS, RO, SL, SO, TE, VE, ZA.</p>
]]></description><guid isPermaLink="false">134</guid><pubDate>Sun, 17 Jun 2007 23:13:21 +0000</pubDate></item><item><title>Mist Stance Dash Jackhound</title><link>https://www.forums.dustloop.com/forums/topic/4566-mist-stance-dash-jackhound/</link><description><![CDATA[
<p>This thread will refer to the <a href="" rel="external nofollow">System Guide</a> and assumes a decent level of familiarity with both Johnny and GGXX. If you don’t know what Mist Canceling is, you shouldn’t be reading this yet.</p><p>
</p><p>
<strong>Table of Contents:</strong></p><p><strong>
1.1: Intro</strong></p><p><strong>
1.2: Practicing MSDJ</strong></p><p><strong>
1.3: Improving Consistency</strong></p><p><strong>
1.4: Combo Potential</strong></p><p><strong>
1.5: MSDJ vs MSJ</strong></p><p>
</p><p>
<strong>1.1: Intro</strong></p><p>
</p><p>
<em>What is a Mist Stance Dash Jackhound?</em></p><p>
</p><p>
It is just as it sounds; a Mist Stance Dash (66 after 236P/K/S) canceled mid-way into a Jackhound (214D).</p><p>
</p><p>
<em>But hold on, I thought Jackhound was nerfed in AC?</em></p><p>
</p><p>
Well, sort of. It’s true that a naked Jackhound is pretty bad in AC, and even Mist Stance Jackhound is only situationally useful. However, if you look at the <a href="" rel="external nofollow">frame data</a>, you’ll find that the maximum stagger for a Mist Stance Dash Jackhound is a whopping 65 frames!  Not only that, but it has the least proration of any version of Jackhound, only reducing your follow up combo to 80% of its normal damage.</p><p>
</p><p>
<em>So how exactly does this work?</em></p><p>
</p><p>
Simply put, you confirm into this off of just about anything you want, and the other guy is put in a stagger that’s nearly impossible to get out of. It lets you do pretty much whatever you want after Jackhound, which sends Johnny’s random hit damage potential (or <em>abare</em>)  through the roof.</p><p>
</p><p>
<em>Is this necessary for me to learn? It seems pretty hard...</em></p><p>
</p><p>
At lower levels of play, you can feasibly play Johnny without knowing how to do this. It’s absolutely crucial, however, for high level Johnny play, since it allows him to score damage at ranges where Low Mist Finer and JI Killer Joker won’t connect. It also allows him to score damage off of pokes that aren’t jump cancelable and thus can’t be jump installed, namely 2S and f.S.</p><p>
</p><p>
<em>Can this be performed on pad?</em></p><p>
</p><p>
I’ve tried it on both a PS2 pad and on a PSP, and while it’s definitely possible, it’s much harder than it should be. I can’t do it with any consistency on pad, myself. Not to discourage you from trying if you’re set on it, but I highly suggest you get a stick if you feel that you’re at the level where learning techniques like this is your next step.</p><p>
</p><p>
<em>How do I go about practicing this?</em></p><p>
</p><p>
Glad you asked; that’s what this thread is for, after all!</p><p>
</p><p>
<strong>1.2: Practicing MSDJ</strong></p><p>
</p><p>
First of all, you have to be aware of the fact that the timing does change depending on which Mist Finer level you’re currently at. Level 1 being the strictest, Level 2 being a bit more lenient, and Level 3 being even more lenient. I suggest learning on Level 2, since it’s what you’re going to be doing most in actual matches. Level 1 is important as well, but that’s just gonna make you wanna tear your hair out if you learn it first. </p><p>
</p><p>
The reason the timing changes between Mist Finer levels is simply because the higher the level, the faster you can enter the Mist Stance. The hitstop on the normal you Mist Canceled stays the same, but you can cancel the move’s recovery faster at higher Mist Finer levels.</p><p>
</p><p>
Now let’s take a look at the actual input:</p><p>
</p><p>
<strong>236K/S 66 214D</strong></p><p>
</p><p>
(Author's note: I seriously advise against using P for MSDJ, lol)</p><p>
</p><p>
Simple enough, right? The thing is that the input needs to be done <em>quickly</em> and <em>smoothly</em>.</p><p>
</p><p>
Before we go any further, let’s set up training mode. Set your Mist Finer level to 2, set the CPU Slip Recovery to Level 2 (since realistically, you can’t get out of this stagger unless you start mashing before the move even hits), and turn on the input display. </p><p>
</p><p>
Hold on to your hats, because shit’s about to get frustrating.</p><p>
</p><p>
One of the aforementioned benefits of MSDJ is that it lets you score damage off of pokes that can’t be jump installed. Of those pokes, f.S benefits the most from being able to MSDJ, since it’s Johnny’s farthest reaching ground normal. In many matchups, Johnny uses this move to control space at long range, since many characters can’t out-poke him there nor safely approach him from the air.</p><p>
</p><p>
The problem with f.S, as I’m sure most people reading this know, is that it’s very risky; it hits inconveniently high and it’s a death warrant on whiff. However, it’s a risk that Johnny has to take, and one that pays off if you can MSDJ.</p><p>
</p><p>
So, if you want to learn MSDJ the hard and practical way, the best way to do it is off of a normal hit f.S. If you can perform it from that, you can perform it from anything.</p><p>
</p><p>
If you’re struggling with that, you can try CH f.S first. Just know that you’re given way more time to buffer your inputs due to the added hitstop.</p><p>
</p><p>
After that, you should try performing it from a gatling. 5K 5HS, 5K c.S 5HS, 2K c.S 5HS, etc. You don’t have to confirm directly into the Jackhound, which makes life easier, but you do have to be able to buffer the input during normal hit hitstop.</p><p>
</p><p>
<strong>1.3: Improving Consistency</strong></p><p>
</p><p>
Now for what most of you have been waiting for this entire time; advice on how to improve your consistency!</p><p>
</p><p>
If you ask me, the easiest way to perform MSDJ is to hold the second 6 input of the dash and then input 214D as soon as you confirm that you’ve dashed. It works because this game gives you a very lenient buffer window, and because you can visually confirm the dash; you just have to be quick about it.</p><p>
</p><p>
Another way I like to perform it, particularly at Level 1, is to input the first 6 immediately after entering the Mist Stance, and then immediately input the second 6, in one fluid motion. The timing is pretty strict, but at Level 1 you’re usually going to be doing it from a gatling, anyways; if you do it fast enough and right as you enter the Mist Stance (which, remember, starts a bit later than it does at Level 2), it should come out with no problem.</p><p>
</p><p>
If needed, I can make a video tutorial since I know how useful those can be for stuff like this. Just know that if you’re getting the inputs but not getting the results, you have to either start later (at Level 1), perform it faster, or both.</p><p>
</p><p>
<strong>1.4: Combo Potential</strong></p><p>
Of course, this thread wouldn’t be complete without talking about the combos you can do after a MSDJ.</p><p>
</p><p>
<a href="" rel="external nofollow">Gravity</a> screws with things a bit here, but if you only did 1-3 hits before the Jackhound, you’re probably fine with doing whatever.</p><p>
</p><p>
At Level 2:</p><p>
</p><p>
- f.S -&gt; Low Mist Finer -&gt; Air combo</p><p>
- f.S -&gt; Mid Mist finer -&gt; Corner combo (spacing permitting)</p><p>
- 2D -&gt; MSJ -&gt; Bacchus Sigh (spacing permitting)</p><p>
- 5K 5HS -&gt; JI KJ FRC -&gt; Air combo (spacing permitting)</p><p>
- f.S -&gt; MSDJ xN -&gt; 2D -&gt; Bacchus Sigh</p><p>
</p><p>
In other words, WHATEVER YOU WANT (spacing permitting).</p><p>
</p><p>
At Level 1, I just like to link a 2D and land a coin.</p><p>
</p><p>
<strong>1.5: MSDJ vs MSJ</strong></p><p>
</p><p>
The problem with MSDJ is that sometimes, you end up too far away to follow up with anything. That, and not being confident in my ability to confirm it will lead me to sometimes do a Mist Stance Jackhound instead.</p><p>
</p><p>
The upside to a MSJ is that it doesn’t have the momentum of the dash, so you’re always put close to your opponent. At the max range of f.S, for example, you’re put right next to the opponent, which means you can throw (using an option select such as 6P+HS, of course) if, say, you’re at Level 1 and really want to land a coin. Or, perhaps you’re at Level 1, but you have 50% tension and the other guy’s a combo away from death. You can confirm from a max range f.S, and then do 2P 5K 5HS JI KJ FRC -&gt; Air combo. Or whatever. Just keep in mind that with MSJ, you have less time to hit the other guy after Jackhound, so you should be looking to either land a throw or a very fast (6 frame or less) move.</p><p>
</p><p>
That concludes the Mist Stance Dash Jackhound tutorial, for now. Below is a video demonstrating common misinputs, as well as a correctly performed MSDJ.</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/yA-0bvlz2wI?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
]]></description><guid isPermaLink="false">4566</guid><pubDate>Fri, 17 Feb 2012 10:24:52 +0000</pubDate></item><item><title>Must Know Combos</title><link>https://www.forums.dustloop.com/forums/topic/6206-must-know-combos/</link><description><![CDATA[
<p>Heya all,</p><p>
</p><p>
I'm new to Johnny and the Combo Guide is good but all it has is Throw combos, and tons of it.</p><p>
I want to learn the major Johnny Combos so I could get the hang of it, and then improvise combos.</p><p>
Thanks guys.</p>
]]></description><guid isPermaLink="false">6206</guid><pubDate>Thu, 21 Mar 2013 19:58:31 +0000</pubDate></item><item><title>This is important, check it out</title><link>https://www.forums.dustloop.com/forums/topic/6163-this-is-important-check-it-out/</link><description><![CDATA[
<p>Alrighty, this turned out to be a long post... but trust me, this is worth it. To be honest I've been sitting on this tech for a while, as I've been itching to get my hands on recording equipment in order to demonstrate the following in video form, but it looks like that's just not going to happen by this point. I've been wanting to generate some discussion anyway, so without further ado...</p><p>
</p><p>
</p><p>
Do you find yourself getting confirms against crouching opponents at MF level 1 and wishing you could UNLEASH THE BEAST, but when you MSJH you end up right next to them, making certain followups impossible? Then have I got some smexiness for you! It's quite a simple piece of notation, and hella easy compared to learning MSDJH, never mind doing that consistently in matches... you know how at level 2/3 there's the 5H MC link into f.s &gt; 6H? This is way easier, and nets you almost the same damage... sounds godlike, right? But this is real, Old Spice Man ain't got <em>nothing</em> on this shit.</p><p>
</p><p>
</p><p>
Here it is... I proudly (very proudly, I must say) submit the following for the benefit of JO mains everywhere:</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
Confirm &gt; MSJH &gt; 5K (Delay)&gt; f.s &gt; 6H (xN)</p><p>
</p><p>
</p><p>
Yes, that's right. Even at the closest possible range (such as after AD j.H into the corner) if it's against a crouching opponent, somehow his scrub-ness yours truly managed to randomly discover that 5K will stun long enough for you to literally wait to cancel it until the pushback gets you to f.s range, and f.s will still combo. At said range it's a tough "link" not unlike those wielded by GG's resident broken Vampire... but as I said above, it's far easier to execute than 5H MC (while netting you almost equal damage) and it works at any MF level.</p><p>
</p><p>
</p><p>
There is literally only one downside to this setup... well a total of 6 downsides actually, those being the characters it doesn't work against whilst they're crouching. f.s whiffs against Chipp/Millia outside the max range, and completely misses the tiny hitboxes of May/Bridget and the odd ones of Zappa/Faust. That said, in +R it's possible none of these characters will low-profile their way out of this. Idk for sure, but even if they do, it's still going to work against a significant portion of the cast, so... yeah.</p><p>
</p><p>
</p><p>
That's a lot of matchups where this setup can give you the breathing room to seriously mess up your opponent without needing to land a coin first, and with significantly less cause to worry about dropping your combo. If you time it early, you still get c.s, from which you can easily follow up with 2D/coin, or 5H &gt; MSJH. The latter causes you to end up in f.s range, thus still allowing you to deal more of those deliciously juicy chunks of combo damage any GG player craves. Also if you're planning on spending the meter for another Jack, you can basically option select into it via holding 6 when inputting the S and the H, since c.S doesn't chain into 6H... thus making it easy as hell to confirm. If you input it too late, they can block... but even so, this isn't <em>quite</em> a 1-2 frame deal. In any case, you're still just canceling out of the last few frames of 5K's recovery as opposed to returning to neutral before the input, so it feels incredibly smooth compared to an SF combo or the like. As I said, not unlike Slayer's "links"... of course, Slayer drops the input entirely in the event you do it too early, an issue this setup has no trouble with.</p><p>
</p><p>
</p><p>
...Sold yet? You'd better be, so unless you're still too new to Johnny or GG to confirm into your stuff, whip out your training mode and learn this chain. It shouldn't take you more than 10 minutes to get consistent at, and you won't believe how good it feels to do in a match. Slayer mains will seethe with jealousy at the sight of this setup, it's that good. I've even been doing this in online play, that should tell you how easy it is.</p><p>
</p><p>
</p><p>
Try it or not, if you've got questions, praises and/or protests, by all means post them. Discussion of attempts and results are also more than welcome.</p>
]]></description><guid isPermaLink="false">6163</guid><pubDate>Tue, 12 Mar 2013 17:37:48 +0000</pubDate></item><item><title>[AC] How to hit people</title><link>https://www.forums.dustloop.com/forums/topic/737-ac-how-to-hit-people/</link><description><![CDATA[
<p>I'm going to start this off with my post-OD mindgames(!)</p><p>
</p><p>
<strong>OD...</strong></p><p>
</p><p>
<strong>..., 2K(whiff), walk, throw</strong></p><p>
<em>Why it works:</em> They think the 2K is a meaty, so they sit there and block. You can whiff two 2K's on ABA.</p><p>
<em>Why it doesn't work:</em> They think the 2K is a meaty, so they do a reversal. They have a bigger throw range then you.</p><p>
<em>So what?</em> Since half the setup is non-committable, if you smell something fishy you can still back out. If your nose was right, since all you were doing was walking, you still have another chance to counter them.</p><p>
</p><p>
<strong>..., 2K(whiff), dash, throw</strong></p><p>
<em>Why it works:</em> Same as above.</p><p>
<em>Why it doesn't work:</em> Same as above, but dashing raises your commitment.</p><p>
<em>So what?</em> Same as above, but more committed.</p><p>
</p><p>
<strong>..., 2K(whiff), walk, tkDB</strong></p><p>
<strong>..., 2K(whiff), dash, tkDB</strong></p><p>
<em>Why it works:</em> They tried to stop your throw.</p><p>
<em>Why it doesn't work:</em> They tried to stop your "throw" with something that just so happens to also stop your tkDB. (Like a VV)</p><p>
<em>So what?</em> FRC-able. If they block or backdash, you still have secondary mixups. The FRC can also let you block, or even counter, their counter.</p><p>
</p><p>
<strong>..., 2K(whiff), 2K</strong></p><p>
<em>Why it works:</em> They thought you were going to throw them.</p><p>
<em>Why it doesn't work:</em> They did a reversal.</p><p>
<em>So what?</em> They above doesn't work unless you give them a reason to block, and this is their reason.</p><p>
</p><p>
<strong>..., 2K(whiff), D</strong></p><p>
<em>Why it works:</em> They weren't paying attention.</p><p>
<em>Why it doesn't work:</em> They were paying attention.</p><p>
<em>So what?</em> A high to go with your low.</p><p>
</p><p>
<strong>..., 2K(whiff), OD</strong></p><p>
<strong>..., 2K(whiff), walk, OD</strong></p><p>
<strong>..., 2K(whiff), dash, OD</strong></p><p>
<em>Why it works:</em> They (didn't want to deal with your bullshit so they) did a reversal. (Like a VV)</p><p>
<em>Why it doesn't work:</em> They weren't afraid of your gimmicks and block your OD.</p><p>
<em>So what?</em> Sometimes OD is the only counter-counter you have to beat their counter. Resets on hit! If you're crazy like me, you may even consider RC'ing the OD, if they block, and dash up for a throw/2K/tkDB.</p><p>
</p><p>
<strong>..., DBT&gt;DB</strong></p><p>
<em>Why it works:</em> Crosses up on a fair amount of the cast. On really wide people, you can even choose not to crossup.</p><p>
<em>Why it doesn't work:</em> Doesn't crossup on the really thin people. Some characters, it will only hit if they are standing or crouching.</p><p>
<em>So what?</em> FRC-able and flies over some people's reversals. Jump-Install it to expand followup mindgames.</p><p>
</p><p>
<strong>..., KJT&gt;KJ</strong></p><p>
<em>Why it works:</em> Same as above.</p><p>
<em>Why it doesn't work:</em> Same as above, but tends to whiff on a lot of crouchers.</p><p>
<em>So what?</em> Same as above, but different trajectory.</p><p>
</p><p>
<strong>..., 2K(whiff), DBT&gt;DB</strong></p><p>
<em>Why it works:</em> Same as above.</p><p>
<em>Why it doesn't work:</em> Same as above, but since these aren't meaty, you opponent has more wiggle room.</p><p>
<em>So what?</em> Our post-OD whiff-2K already has high, low, and throw associated with it. Now we've just added crossups!</p><p>
</p><p>
</p><p>
Of course, all these can work off any knockdown that gives you the right positioning and enough time. The one you will go to the most is: 2K(whiff), 2K. It's really just a slight variation of the usual meaty 2K, but with a bit of added misdirection that makes all the other stuff "work".</p>
]]></description><guid isPermaLink="false">737</guid><pubDate>Thu, 26 Jun 2008 06:59:43 +0000</pubDate></item><item><title><![CDATA[2D > Mist Finer Cancel > 5K help]]></title><link>https://www.forums.dustloop.com/forums/topic/6003-2d-mist-finer-cancel-5k-help/</link><description><![CDATA[
<p>As seen in tittle I'm having lots of issues executing 2D &gt; Mist Finer Cancel &gt; 5K &gt; ect.</p><p>
Also is does that work for every character?</p><p>
Please give me tips and tricks on executing this! Thanks</p>
]]></description><guid isPermaLink="false">6003</guid><pubDate>Mon, 24 Dec 2012 04:36:24 +0000</pubDate></item><item><title>arcade mode training</title><link>https://www.forums.dustloop.com/forums/topic/3600-arcade-mode-training/</link><description><![CDATA[
<p>okay since this game and forum are dead and anyone reading this will be doing so from the future where ggpo2 has support for naomi games i figure i'll post my last and only good piece of advice right now before i forget</p><p>
</p><p>
alright so this is aimed primarily at intermediate/high intermediate players but if you SUCK you can try this anyways. anyways remember how when you first started playing guilty gear you just grinded nonstop against the maniac cpu and then once you could beat it you were done with arcade mode? WELL YOU WERE WRONG, because arcade mode serves one, very useful purpose, even if you're "good".</p><p>
</p><p>
put simply, the cpu is random. you can't make any sense of anything it does which means it's not a very good way to train for playing vs real people, with one exception; it can teach you how to space.</p><p>
</p><p>
pretty much you just do this: stay near the cpu, approximately at the range where 5K whiffs but f.S doesn't. then when you see the cpu do something, you judge the movement (this wonderful thing called reaction is actually pretty FUCKING good) and either do f.S or (dash) jump and airthrow; your fireball and dp respectively.</p><p>
</p><p>
this will teach you how to control space with two of the most difficult and rewarding moves johnny has. it's the best way there is to learn how to space airthrows in a realistic application (outside of whiffing j.HS in actual matches and people laughing at you) because you're actually reacting to a jump and trying to get in range (unlike setting the training mode dummy to jump). it's also a good way to get a sense for when to use f.S vs when to use 5K; f.S is a very good move, and you should be forcing people to respect it and get past it (then once they do that that's when you mash 5K). the thing is that f.S is also really hard to use (whiffs some crouchers, some moves low profile under it, have to be good at mist stance dash jackhound to get damage off of it, etc) so a lot of johnny players just become LAZY FUCKS and never use it but you don't wanna be one of those now do you? of course it's hard to use f.S vs some characters (axl makes you his bitch at that range, zappa has to press a button to get hit by f.S, etc) but that's why you learn to use it vs the cpu and not when you're qualifying for sbo.</p><p>
</p><p>
so yeah just do this for maybe 20 minutes a day or when you're on the bus/train on the psp port or whatever and you'll realize pretty quickly that you've been missing out on two of johnny's best tools to control space with and then you'll feel dumb but then you'll beat everyone that lives near you because chances are they don't know how to space themselves. whelp that's it I'M OUT <img src="https://www.forums.dustloop.com/uploads/emoticons/default_balljo.gif" alt=":JO:"></p>
]]></description><guid isPermaLink="false">3600</guid><pubDate>Sun, 17 Jul 2011 21:11:12 +0000</pubDate></item><item><title>6K Kara Throw</title><link>https://www.forums.dustloop.com/forums/topic/4604-6k-kara-throw/</link><description><![CDATA[
<p>This is something that I've known about for awhile, but didn't really try to get down until last night when Hellmonkey talked about it on a stream chat.</p><p>
</p><p>
His explanation:</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hellmonkey" data-cite="Hellmonkey"><div>you can still option select between throw and FD even on the ground. do a forward option select with 6P+H or 6K+H on the same frame, which will do your normal forward option select using 6P or 6K, then immediately (2f window?) input back, and you can FD cancel your 6P or 6K. johnny can kara throw using this.</div></blockquote><p>
</p><p>
Of course, kara throws aren't exactly common in Guilty Gear (this is the only one I know of, actually), so you may find this hard to believe without trying it.</p><p>
</p><p>
The input for this is <strong>6 K+H4</strong>. That last part has to be done with 1-2f timing, and you need to hit both the buttons as well as the 4 on the same frame.</p><p>
</p><p>
The way I do it is I hold 6, then when I press K+H I hold them down, and then while I'm doing that I already have the stick going through neutral so I can hit 4 at the same time. You'll know if you got it by seeing Johnny move forward more than he normally does + an FD flash. </p><p>
</p><p>
It isn't easy, and arguably not practical since I've yet to see any Johnny player use it in a match. But, it's cool to know.</p><p>
</p><p>
Tutorial vid might come once I can do it consistently. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">4604</guid><pubDate>Mon, 20 Feb 2012 22:16:08 +0000</pubDate></item><item><title>[AC] The 1-hit/Enkasu Video edition</title><link>https://www.forums.dustloop.com/forums/topic/437-ac-the-1-hitenkasu-video-edition/</link><description><![CDATA[
<p><strong>Hail Johnny.</strong></p><p>
I know it can be frustrating, trying and trying to get those 1-hit ensengas, but i hope that what i am doing now will help the people of Johnnywood, in a forum far far away into </p><p>
"the world wide web" called Dustloop.com</p><p>
</p><p>
I am going to release a series of movies concerning the art of 1-hit ensenga/ Enkasu.</p><p>
</p><p>
It will be a series of movies containing 1-hit ensengas for all of the cast.</p><p>
</p><p>
Executed from:</p><p>
</p><p>
<strong>Corner throws</strong></p><p>
Mid-Screen throws</p><p>
<strong>Combos</strong></p><p>
</p><p>
<em><span><strong>dashjump/cancel's Included </strong></span></em></p><p>
<strong>AND! a <span>mini toturial</span> on how to do it as well!</strong></p><p>
</p><p>
The Inputs will be listed under the working footage</p><p>
and there will be balls to the wall Metal BGM's.</p><p>
</p><p>
All movies will be hosted by Guiltygear.se</p><p>
Link: <a href="" rel="external nofollow">http://www.guiltygear.se/vids/enkasu/</a></p><p>
</p><p>
All movies will be posted on youtube.com</p><p>
Link: <a href="" rel="external nofollow">http://www.youtube.com/view_play_list?p=4E269F4988833F60</a></p><p>
</p><p>
<strong>Progress</strong> : </p><p>
Working on frying bacon</p><p>
</p><p>
Before watching : <strong><span>Make sure you understand the Legend/command explainations used in the Johnny forum.</span></strong></p><p>
</p><p>
Preview Beta Test :</p><p>
Characters : Ky, Dizzy, Baiken, ?, ?, ?, ?, ?</p><p>
Difficulity : Easy</p><p>
Links : <a href="" rel="external nofollow">http://www.youtube.com/watch?v=DBno4BM9iHk</a></p><p>
------------------------------------------------</p><p>
</p><p>
<strong>How to?</strong> :</p><p>
</p><p>
<span>The 1-hit ensenga Explained. </span></p><p>
Players : Camo, Mitsurugi</p><p>
Links : Coming soon</p><p>
<span>Dashjumpcancel (DJC) after throw explained.</span></p><p>
Players : Camo, Nattak</p><p>
Links : Coming soon</p><p>
<span>Placing the mist, or recoining after a 1-hit ensenga.</span></p><p>
Players : Camo, Mitsurugi</p><p>
Links : Coming soon</p><p>
<span>Ensenga, second hit canceled by landing on the ground, explained.</span></p><p>
Players : ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
BGM : A.S.H - Conclusion'06, A.S.H - March of the wicked king'06</p><p>
</p><p>
<strong>A.B.A</strong> :</p><p>
Difficulity : Easy</p><p>
J.d-&gt;Ensenga delay : Short </p><p>
Recoin : ?</p><p>
Players : Camo, Nattak</p><p>
BGM : Children of bodom - Blooddrunk</p><p>
Links : <a href="" rel="external nofollow">http://www.youtube.com/watch?v=f9qNRgbeLIM</a></p><p>
Errors : At 00:48, there is a wrong subtitle for the current footage. It should be</p><p>
Throw, j.k, j.p, KJ(Frc), j.d, Ensenga</p><p>
</p><p>
<strong>Anji</strong>:</p><p>
Difficulity : Hard</p><p>
J.d-&gt;Ensenga delay : Very long</p><p>
Recoin : 2s, coin</p><p>
Players : Camo, Nattak, Tj3ssa1, Mitsurugi</p><p>
BGM : Before the dawn - Wrath</p><p>
Links : <a href="" rel="external nofollow">http://www.youtube.com/watch?v=nLCpVPY0L50</a></p><p>
Error : None yet.</p><p>
</p><p>
<strong>Axl Low</strong>:</p><p>
Difficulity : Medium/Hard</p><p>
j.D-&gt;Ensenga delay : Long</p><p>
Recoin : 2s, coin</p><p>
Players : 4r5, Camo, Nattak</p><p>
BGM : Megadeth - Duke Nukem theme</p><p>
Links : <a href="" rel="external nofollow">http://www.youtube.com/watch?v=M-_9rr9uurw</a></p><p>
Errors : none yet</p><p>
</p><p>
<strong>Baiken</strong>:</p><p>
Difficulity : Easy</p><p>
j.D-&gt;Ensenga delay : Short</p><p>
Recoin : ?</p><p>
Players : Nattak, hideki, Camo, 4r5, Redbeard?</p><p>
BGM : ?</p><p>
Links : Coming soon, TRailer <a href="" rel="external nofollow">http://www.youtube.com/watch?v=B2NuiIZvCtE</a></p><p>
</p><p>
<strong>Bridget</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Chipp</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Dizzy</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Eddie</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Faust</strong>:</p><p>
Difficulity : Easy/Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>I-no</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Jam</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Johnny</strong>: <strong>HEEEEEEEEY!</strong></p><p>
Difficulity : Medium/Hard</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Ky Kiske</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>May</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Millia</strong>:</p><p>
Difficulity : Easy</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Order Sol</strong>:</p><p>
Difficulity : Hard</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Potemkin</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Robo-ky</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Slayer</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Sol Badguy</strong>:</p><p>
Difficulity : Hard</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Testament</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Venom</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Zappa</strong>:</p><p>
Difficulity : Medium</p><p>
Players : Nattak, ?, ?, ?, ?</p><p>
Links : Coming soon</p><p>
</p><p>
<strong>Record Settings :</strong></p><p>
-mpeg2</p><p>
-720*480</p><p>
-2000~6000 Kbits/s</p><p>
-Audio : none</p><p>
</p><p>
Players : Nattak, 4r5, Camo, Mitsurugi, Tj3ssa1, Pacstrife, Redbeard.</p><p>
Editor : Nattak</p>
]]></description><guid isPermaLink="false">437</guid><pubDate>Mon, 25 Feb 2008 02:58:24 +0000</pubDate></item><item><title>General Johnny Questions</title><link>https://www.forums.dustloop.com/forums/topic/129-general-johnny-questions/</link><description><![CDATA[
<p>This is where you ask questions relating to Johnny instead of forming whole new topics just to ask 1 question. Your question can be anything. Please take a glance at the Forum FAQ to see if your question was already answered before asking here.</p>
]]></description><guid isPermaLink="false">129</guid><pubDate>Sun, 17 Jun 2007 10:44:32 +0000</pubDate></item><item><title>[AC] Johnny Video Links/Video Discussion</title><link>https://www.forums.dustloop.com/forums/topic/130-ac-johnny-video-linksvideo-discussion/</link><description><![CDATA[
<p>This topic is for linking to random JO matches/combo vids of interest, whether your own, Japanese, American, European, Korean, whatever. Feel free to both post videos and discuss the videos posted in this topic.</p><p>
</p><p>
Useful Links:</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/FourAreFive</a></p><p>
</p><p>
4r5's YouTube archive of Johnny matches and Johnny combo vids.</p><p>
Matches: <a href="" rel="external nofollow">http://www.youtube.com/view_play_list?p=A3497F2610EBAA3D</a></p><p>
Combox: <a href="" rel="external nofollow">http://www.youtube.com/view_play_list?p=3FC52F254AD7B2C5</a></p>
]]></description><guid isPermaLink="false">130</guid><pubDate>Sun, 17 Jun 2007 10:57:10 +0000</pubDate></item><item><title>The Last Johnny Tutorial</title><link>https://www.forums.dustloop.com/forums/topic/2723-the-last-johnny-tutorial/</link><description><![CDATA[
<p>I started making a reminder to self kind of thing for the fact of how bad I fell off since playing at Evo. I started writing something to remind myself of all the matchups, and things to remember when fighting people. Eventually it evolved into a tutorial, and even though I consider myself pretty good with the character. I'm obviously not the best with him, that is why I feel the perspectives of other "OG Johnny" and new Johnny players. The more perspectives I get, the more I could use to explain the intricacies of the characters dimensions. I want input on:</p><p>
</p><p>
Movement</p><p>
</p><p>
All Pokes but your top 5 pokes</p><p>
</p><p>
Normals</p><p>
</p><p>
Set ups</p><p>
</p><p>
Spacing</p><p>
</p><p>
Specials</p><p>
</p><p>
Overdrive</p><p>
</p><p>
Enkasu: two ways to do an enkasu for a character and the one you prefer</p><p>
</p><p>
Defensive options</p><p>
</p><p>
Offensive options</p><p>
</p><p>
Etc, etc....</p><p>
</p><p>
I will be coming back periodically to ask notes on certain things. I don't care if Johnny is your secondary, it would be interesting to get the input.</p>
]]></description><guid isPermaLink="false">2723</guid><pubDate>Tue, 23 Nov 2010 02:57:31 +0000</pubDate></item><item><title>AC: Offensive/Defensive Guide</title><link>https://www.forums.dustloop.com/forums/topic/133-ac-offensivedefensive-guide/</link><description><![CDATA[
<p>Saved space until I can finish this writeup...</p><p>
</p><p>
====================</p><p>
Dunno what RedBread has up his sleeves, but what ever it is, I'm sure MCing will be a part of it. With AC coming out soon, a lot of people will want to know what MCing is all about. So here it is..</p><p>
</p><p>
Ugly How-to to Mist Canceling</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=-DuMPPotslk</a></p><p>
</p><p>
what?</p><p>
236P/K/S is Mist Finer. Holding Punch, Kick, or Slash will keep you from releasing your sword, this is called Mist Stance. While in Mist Stance, you can exit Mist Stance by taping HardSlash.</p><p>
Canceling your normals into Mist Stance, then quickly exiting out of Mist Stance is called Mist Canceling, or MC for short.</p><p>
</p><p>
how?</p><p>
Enter Mist Stance with either Punch, Kick, or Slash. Hold down what ever button you used, to remain in Mist Stance. While still in Mist Stance, tap HardSlash.</p><p>
</p><p>
Notation looks like this: 236[P/K/S], HS</p><p>
</p><p>
why?</p><p>
Makes your moves safe. Before you can have an offense or defense, you need to know how to be safe. MCing is part of keeping Johnny safe.</p><p>
</p><p>
why not just throw a coin?</p><p>
Using a coin to cancel out your normal moves isn't quite as fast as MCing. Plus you only have eight. But that isn't to say you should never cancel into coin. Both coin and MC have their time and place.</p>
]]></description><guid isPermaLink="false">133</guid><pubDate>Sun, 17 Jun 2007 23:11:37 +0000</pubDate></item><item><title>Pokes/FRCs/Specials: Tricks and Uses</title><link>https://www.forums.dustloop.com/forums/topic/140-pokesfrcsspecials-tricks-and-uses/</link><description><![CDATA[
<p><strong><span>CONTENTS</span></strong></p><p>
<strong>1) INTRO</strong></p><p>
<strong>2) KEY/LEGEND</strong></p><p>
<strong>3) DASH/NORMALS/THROWS</strong></p><p>
<strong>4) SPECIALS/FORCEBREAKS</strong></p><p>
<strong>5) OVERDRIVES/INSTANT KILL</strong></p><p>
</p><p>
</p><p>
<strong><span>1) INTRO</span></strong></p><p>
</p><p>
This guide is meant to give you a very detailed, but general overview of Johnny's pokes and specials. Note, however, that this guide will not include advanced strategies such as Coin Pressure or MC Pressure. This guide is moreso intended to give you a good idea how to use each normal and special in match play. There are several other stickied topics intended to adress specific uses of specials/normals such as the Matchup topic, Combo topic, or the Offense/Defense topic.</p><p>
</p><p>
I'm going to be using quickstats for each move. Generally just quick info like Startup, Active, and Recovery frames, and Frame Advantage/MC Frame Advantage. If there's something that stands out about that move(such as 3H having GB+ of 20x2), then I will note it otherwise I'll just stick to basic info I feel is relevant. If you want to look into each move's detailed stats on your own, feel free to take a look at the framedata: <a href="" rel="external nofollow">http://www.dustloop.com/data/ac/johnny.html</a></p><p>
</p><p>
</p><p>
<strong><span>2) KEY/LEGEND</span></strong></p><p>
</p><p>
DMG: Damage.</p><p>
ST: Startup Frames.</p><p>
AC: Active Frames.</p><p>
RE: Recovery Frames.</p><p>
FT: Frame Total</p><p>
FA: Frame Advantage.</p><p>
MCFA: Mist Cancel Frame Advantage. First # is Lv1, 2nd is Lv2, 3rd is Lv3.</p><p>
LV: Attack Level.</p><p>
GB+: Guard Balance Increase</p><p>
GB-: Guard Balance Decrease</p><p>
TG: Tension Gain</p><p>
SP: Special Notes about the move.</p><p>
Notes: Notes I include on the useful applications of the move.</p><p>
</p><p>
</p><p>
<strong><span>3) DASH/NORMALS/THROWS</span></strong></p><p>
</p><p>
<strong><span>DASHES</span></strong></p><p>
</p><p>
</p><p>
<strong>Forward Dash</strong></p><p>
</p><p>
TG: ??</p><p>
SP: 1-&gt;10F Johnny is airborne. 11F Recovery. 21F total. Johnny can FD, Jump, or Attack during the recovery of his Dash, but he may not block(without FD), Dash, Backdash, Walk Forward, or Walk Backwards. Johnny may cancel his dash into a jump during any point of it. If Johnny cancels his dash into a jump, he retains momentum.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Essentially what the special notes mean is that if you're doing MC pressure or coin pressure, dashing is only 10F total if you attack right as your dash recovery begins.</p><p>
</p><p>
You can test the recovery bit yourself by dashing with Johnny then holding forward. You'll notice it takes Johnny a moment to continue his movement. Now dash and attack immediately as you land and you'll notice you do not need to wait for his recovery to end. This is why FD Dashing is much faster than normal dashing, because you're canceling the recovery with FD and immediately dashing again, whereas with normal dashing you need to wait for the recovery to finish. (VIDEO COMING SOON)</p><p>
</p><p>
VIDEO RIGHT NOW</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=DcG59NavR5s</a></p><p>
</p><p>
There IS advantage to normal dashing over FD dashing though, as normal dashing is a good source of increasing Johnny's tension as well as his tension pulse. During MC pressure or coin pressure you should stick to normal dashes unless you intend to do a mixup with FD Dashing.</p><p>
</p><p>
Dashing is used everywhere. In MC pressure, coin pressure, combos, etc. Basic technique but knowing that it is a 10F dash becomes important in knowing your frame (dis)advantage.</p><p>
</p><p>
</p><p>
<strong>FD/Wave/Fast Dashing</strong></p><p>
</p><p>
SP: Does repeated, 10F quick dashes. Tension Gain is crappy though because if you use FD, your TG becomes 20% of it's normal for 1 second(60 frames).</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
First of all, to do the FD Dash just hold down PK and mash 646464646464 on your stick. If you are using a controller or pad, you are outta luck because this manuever is much harder to perform on pad from my experience and from others' testimony. (VIDEO COMING SOON)</p><p>
</p><p>
Controlled, rhythmic mashing will get you the max speed results but it's still quick mashing. If you are successful, Johnny should do several quick hops in a row due to cancelling his dash recovery with FD.</p><p>
</p><p>
The intended use for this is to get across the ground quickly. It's also worth noting that if you're doing this perfectly, Johnny is only staying on the ground for 1 or 2 frames while you FD because he is considered airborne during his dash. Perhaps helpful for things like gliding over a Slide Head quake.</p><p>
</p><p>
FD Dashing and Double hopping are two different things, and in general double hopping is more useful but it's based off the same technique as FD Dashing.</p><p>
</p><p>
</p><p>
<strong>Double Hop</strong></p><p>
</p><p>
SP: Does a quick double hop to cover ground quickly and effeciently. Low tension gain.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Performed by pressing 66[PK]4646 or 66[PK]646 rapidly. (VIDEO COMING SOON)</p><p>
</p><p>
This is commonly used in Coin pressure to get on the opponent quickly or to do a tick throw. The double hop covers ground very quickly and is useful for staying on an opponent during coin pressure.</p><p>
</p><p>
</p><p>
<strong><span>NORMALS</span></strong></p><p>
</p><p>
<strong>5P</strong></p><p>
</p><p>
DMG: 12</p><p>
ST: 5</p><p>
AC: 4</p><p>
RE: 6</p><p>
FA: 0</p><p>
MCFA: -4, -1, +1</p><p>
LV: 1</p><p>
SP: JCable.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Not too much to say about this. It blocks bursts, you can't air combo off of it...it combos into c.S which is nice because you CAN aircombo off of that...but in general this poke isn't used too much if at all, it kinda lost it's purpose after #R. You can do a few very specific burst blocking combos with it but nothing terribly useful.</p><p>
</p><p>
If you're crossed up trying to do a 6P it MAY save you and anti-air them. It's really not terrible anti-air but it's not good either, chain into c.S if this freak accident happens and aircombo it or coin them. All in all you'll rarely, if ever, use it.</p><p>
</p><p>
The only other use I can think of for it is feinting throwing a coin because 236H and 5P have very similar animations. Still not terribly useful.</p><p>
</p><p>
Not worth to MC at Lvl1.</p><p>
</p><p>
<strong>5K</strong></p><p>
</p><p>
DMG: 16</p><p>
ST: 6</p><p>
AC: 5</p><p>
RE: 9</p><p>
FA: -2</p><p>
MCFA: -2, +1, +3</p><p>
LV: 2</p><p>
SP: JCable.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
This move is one of Johnny's absolute staple. Lots of active frames, JCable, links and combos into many important moves such as 5H or 2D...although one of it's great uses has sadly gone which is that it no longer blocks bursts because blue bursts have had their startup lowered to 19F, whereas 5K has 20F total in it's animation. So it's still close to burst block safe but if your opponent times his burst just as your 5K starts, it will no longer block properly so be careful of that.</p><p>
</p><p>
Otherwise this move is used in rushdown and for his basic high/low/tick throw setup all the time. It's also commonly used for Jump Installing and several other useful things. All in all, a very important poke.</p><p>
</p><p>
<strong>c.S</strong></p><p>
</p><p>
DMG: 26</p><p>
ST: 6</p><p>
AC: 3</p><p>
RE: 8</p><p>
FA: +3</p><p>
MCFA: +-0, +3, +5</p><p>
LV: 3</p><p>
SP: JCable</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
</p><p>
<strong>f.S</strong></p><p>
</p><p>
DMG: 34</p><p>
ST: 8</p><p>
AC: 3</p><p>
RE: 25</p><p>
FA: -11</p><p>
MCFA: +3, +6, +8</p><p>
LV: 4</p><p>
SP:</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Combos to 6HS on crouching and on standing CounterHit.</p><p>
</p><p>
<strong>5H</strong></p><p>
</p><p>
DMG: 42</p><p>
ST: 11</p><p>
AC: 2</p><p>
RE: 33</p><p>
FA: -16</p><p>
MCFA: +5, +8, +10</p><p>
LV: 5</p><p>
SP:</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
</p><p>
<strong>6P</strong></p><p>
</p><p>
DMG: 25</p><p>
ST: 11</p><p>
AC: 6</p><p>
RE: 10</p><p>
FA: -2</p><p>
MCFA: +-0, +3, +5</p><p>
LV: 3</p><p>
SP: 1-&gt;4f Upper Body Invincibility. 5-&gt;16f Above Knee Invcibility. Ground hit cuases 18f float effect. 80% proration.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Anti-air.</p><p>
</p><p>
<strong>6K</strong></p><p>
</p><p>
DMG: 30</p><p>
ST: 16</p><p>
AC: 4</p><p>
RE: 16</p><p>
FA: -3</p><p>
MCFA: +3, +6, +8</p><p>
LV: 4</p><p>
SP: 7-&gt;13f Upper Body Invicibilty. 35f float effect. CH causes WallStick (78f untechable, 30f WallStick.) FRC: 12-&gt;13f</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
<strong>6HS</strong></p><p>
</p><p>
DMG: 64</p><p>
ST: 18</p><p>
AC: 2</p><p>
RE: 32</p><p>
FA: -15</p><p>
MCFA: +5, +8, +10</p><p>
LV: 5</p><p>
SP: JCable</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
</p><p>
</p><p>
<strong>5D</strong></p><p>
</p><p>
DMG: 22</p><p>
ST: 28</p><p>
AC: 8</p><p>
RE: 6</p><p>
FA: 0</p><p>
MCFA: n/a</p><p>
LV: 5</p><p>
SP: CH causes Stagger (53f max.) 1-&gt;35f, Johnny is in CH state.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
<strong>3H</strong></p><p>
</p><p>
DMG: 28, 28</p><p>
ST: 11</p><p>
AC: 8(2)2</p><p>
RE: 31</p><p>
FA: -14</p><p>
MCFA: +5, +8, +10</p><p>
LV: 5, 5</p><p>
SP:</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
You can MC at anytime, so long as the 1st hit connects.</p><p>
</p><p>
<strong>2D</strong></p><p>
</p><p>
DMG: 25, 25</p><p>
ST: 9</p><p>
AC: 2(3)3</p><p>
RE: 22</p><p>
FA: -8</p><p>
MCFA: +3, +6, +8</p><p>
LV: 4</p><p>
SP: 2nd hit causes KnockDown.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
<strong>j.P</strong></p><p>
</p><p>
DMG: 12</p><p>
ST: 7</p><p>
AC: 5</p><p>
RE: 9</p><p>
FA:</p><p>
MCFA: n/a</p><p>
LV: 2</p><p>
SP:JCable</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
<strong>j.S</strong></p><p>
</p><p>
DMG: 32</p><p>
ST: 10</p><p>
AC: 2</p><p>
RE: 23</p><p>
FA:</p><p>
MCFA: n/a</p><p>
LV: 3</p><p>
SP: Ground CH causes Stagger effect (39f max.) Air hit causes plummet.</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
<strong>j.D</strong></p><p>
</p><p>
DMG: 44</p><p>
ST: 8</p><p>
AC: 7</p><p>
RE: 14, 5 landing recovery.</p><p>
FA:</p><p>
MCFA: [finput][/finput]</p><p>
LV: 3</p><p>
SP: 24f WallBounce. 5f landing recovery.</p><p>
</p><p>
<span>NOTES:</span></p>
]]></description><guid isPermaLink="false">140</guid><pubDate>Tue, 26 Jun 2007 12:44:10 +0000</pubDate></item><item><title>[AC] The List o' Mist Setups</title><link>https://www.forums.dustloop.com/forums/topic/397-ac-the-list-o-mist-setups/</link><description><![CDATA[
<p>New game, new 1-hits. This has been a bit over due. Let's get a list going. Any and all contributions are encouraged. Ideas, testing, comments on validity, whatever; post away. I'll update the first post as I have time. Right now they're are just two categories, confirmed and unconfirmed. Confirmed are where I will put all the combos that I've personally verified, I think video proof should be fine too. Unconfirmed are where supposed combos that have not yet been proven to 1hit go. We can work out the organization details as we go along.</p><p>
</p><p>
</p><pre class="ipsCode prettyprint lang-auto">faq</pre>
<p>
<strong>Q) What's a Mist Setup?</strong></p><p>
</p><p>
<strong>A)</strong> Anything the will force Mist (214P) on to your opponent.</p><p>
</p><p>
<strong>Q) What does the Mist do?</strong></p><p>
</p><p>
<strong>A)</strong> The Mist will make your MistFiners (236P/K/S) unblockable.</p><p>
</p><p>
<strong>Q) What is a 1-hit/Enkasu?</strong></p><p>
</p><p>
<strong>A)</strong> Ensenga is composed of two strikes. The first strike is untechable (except for some extreme cases.) The second strike is techable. A 1-hit, or Enkasu, means to hit with only the the first strike and getting the second strike to whiff. Thus, giving you a knockdown which you can use for a recoin or a Mist setup. The second strike lights your opponent on fire. You know you have hit with only the first strike when your opponent isn't set on fire.</p><p>
</p><p>
<strong>Q) Even though I'm doing the right combo, why can't I get only the first hit, of Ensenga, to connect?</strong></p><p>
</p><p>
<strong>A)</strong> There's no general rule, for connecting an Enkasu, that will work for all setups. Each combo will have a different timing, and even the same combo can have different timings when done on different characters.</p><p>
</p><p>
As you can see, I made no attempt to signify timing in any of the listed combos. The kind of timings we are talking about are incredibly minute. The difference of one combo done on one character to the same combo done on a different character can be as small as a 1/60th of a second. The best anyone can hope to describe these differences are as feelings. And what may feel short to one person might feel long to another. Instead I ask each of you to develop your own feel for the timings.</p><p>
</p><p>
<strong>Q) So how do I get a feel for the timings?</strong></p><p>
</p><p>
<strong>A)</strong> Practice, practice, and more--repetitive--practice.</p><p>
</p><p>
Personally, this is how I figure out the timings for these combos, or anything else really. First I start out by just doing it. If I consistently get it on my first few tries, then cool, the combo works under my natural rhythm.</p><p>
</p><p>
Otherwise I start over, but this time doing everything as fast as I can, and as early as the game will allow. If I get it, then cool. It's a bitchy combo, but at least I know what I need to do.</p><p>
</p><p>
If I still don't get it, then this is where I start adding delays. I pick one spot where I think delay might help and insert the smallest delay I can muster in that spot. If it still doesn't work, then I increase the delay. If now I have so much delay that the combo falls apart, I repeat the step on a new spot. And if that doesn't work, I start adding delays to two spots. Then three, four, etc.</p><p>
</p><p>
</p><pre class="ipsCode prettyprint lang-auto">the big list of mist setups</pre>
<p>
<strong><span>-- Corner Throw --</span></strong></p><p>
</p><p>
<span>- No Tension -</span></p><p>
</p><p>
throw, j.K-S-D&gt;Enkasu</p><p>
AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE</p><p>
</p><p>
throw, j.P-S&gt;dj.P-S-D&gt;Enkasu</p><p>
AB, BA, BR, CH, DI, IN, KY, SL, TE, VE</p><p>
</p><p>
throw, j.P-S-D&gt;Enkasu</p><p>
BA, BR, IN, JA, RO, TE, etc?</p><p>
</p><p>
throw, j.K-P-S-D&gt;Enkasu</p><p>
FA, PO, TE, ZA, etc?</p><p>
</p><p>
throw, j.K-P-P-P-D&gt;Enkasu</p><p>
RO, TE, ZA, etc?</p><p>
</p><p>
throw, j.K-S&gt;dj.K-S-D&gt;Enkasu</p><p>
DI, KY, SL, etc?</p><p>
</p><p>
throw, j.P-P-P-D&gt;Enkasu</p><p>
TE, RO</p><p>
</p><p>
throw, j.P-P-S-D&gt;Enkasu</p><p>
FA, ZA</p><p>
</p><p>
throw, coin, j.K-S-D&gt;Enkasu</p><p>
FA</p><p>
</p><p>
<span>- With Tension -</span></p><p>
</p><p>
throw, sj.K&gt;KJ(frc), K-D&gt;Enkasu</p><p>
AN, AX, JO</p><p>
</p><p>
throw, j.S&gt;KJ(frc) ad.K-D&gt;Enkasu</p><p>
AN, OR, SO</p><p>
</p><p>
throw, j.K-j.S&gt;dj.K-S&gt;KJ(frc), D&gt;Enkasu</p><p>
AN, OR, SO</p><p>
</p><p>
throw, j.K&gt;KJ(frc), D&gt;Enkasu</p><p>
OR, SO</p><p>
</p><p>
<strong><span>-- Midscreen Throw --</span></strong></p><p>
</p><p>
<span>- With Tension -</span></p><p>
</p><p>
throw, Coin, HMF3, Coin, MSJH, Mist</p><p>
CH(98), FA(79), JA(82), JO(79), TE(64)</p><p>
</p><p>
throw, Coin, HMF3, Coin, d.2D(2)&gt;Mist</p><p>
JO(78), KY(76), TE(75), ZA(76?)</p><p>
</p><p>
<strong><span>-- Corner MMF2 --</span></strong></p><p>
</p><p>
<span>- No Tension -</span></p><p>
</p><p>
K-HS&gt;MMF2, Coin, iad.K-S-D, land, j.K-S&gt;dj.K-S&gt;D&gt;Enkasu, land, Mist</p><p>
AB(149)</p><p>
Notes: K-HS omitable.</p><p>
</p><p>
K-HS&gt;MMF2, Coin, iad.K-S-D&gt;Enkasu, land, Mist</p><p>
BA(161), BR(143), DI(155), ED(143), MA(143)</p><p>
Notes: K-HS omitable.</p><p>
</p><p>
<span>- With Tension -</span></p><p>
</p><p>
K-HS&gt;MMF2, Coin, MSJH, 2D(2)&gt;Mist</p><p>
BA(165), BR(147), DI(159), FA(124), IN(145), JA(145), KY(142), MA(145), MI(168)</p><p>
Notes: K-HS omitable.</p><p>
</p><p>
K-HS&gt;MMF2, Coin, d.HS&gt;MSJH, 2D(2)&gt;Mist</p><p>
AB(136), BA(164), BR(165), DI(177), IN(164), JA(164), JO(157), KY(159), MI(188), OR(148), PO(133), RO(136), SO(157), TE(157), ZA(157) </p><p>
Notes: K-HS omitable.</p><p>
</p><p>
<span><strong>-- Midscreen LMF2 --</strong></span></p><p>
</p><p>
<span>- No Tension -</span></p><p>
</p><p>
<span>- With Tension -</span></p><p>
</p><p>
</p><pre class="ipsCode prettyprint lang-auto">unconfirmed</pre>
<p>
Corner throw, no tension</p><p>
</p><p>
<span>throw, j.P-K&gt;dj.K-S-D&gt;Enkasu</span></p><p>
AN?, AX?, etc?</p><p>
</p><p>
<span>Mid to corner, no tension</span></p><p>
</p><p>
throw, j.K-P-S&gt;dj.S-HS&gt;KJ(frc), ad.K-S-D&gt;Enkasu</p><p>
etc?</p><p>
</p><p>
throw, j.P-S&gt;dj.S-HS&gt;KJ(frc), ad.K-S-D&gt;Enkasu</p><p>
etc?</p><p>
</p><p>
throw, j.K-S&gt;dj.S-HS&gt;KJ(frc), ad.K-S-D&gt;Enkasu</p><p>
etc?</p><p>
</p><p>
LMF2, j.7K-P-S&gt;dj.K-S-D&gt;Enkasu</p><p>
TE?</p>
]]></description><guid isPermaLink="false">397</guid><pubDate>Fri, 25 Jan 2008 18:54:35 +0000</pubDate></item><item><title>[#r] #reload Johnny Discussion</title><link>https://www.forums.dustloop.com/forums/topic/426-r-reload-johnny-discussion/</link><description><![CDATA[
<p>imo johnnys signature move is when he continually coins for untechable mistblade against a wall.

thing is i cant get a clear sight of what pros r doing in low quality-barely visable(the camera focuses on the opponent) johnny replays.

im sure theres tons of notations for weight/distance but gimme an example for against ky what u can do as they fall .. what ive been trying and thought i have seen is (sometimes K) HS coin upperMF.  and far slash, coin, upper MF but it rarely ever hits

is there any staple way to hit a falling char with a coin -&gt; MF like how i can almost always get K D ensenga after any launcher</p>
]]></description><guid isPermaLink="false">426</guid><pubDate>Mon, 11 Feb 2008 09:39:07 +0000</pubDate></item><item><title>AC: Gameplay Specifics</title><link>https://www.forums.dustloop.com/forums/topic/132-ac-gameplay-specifics/</link><description><![CDATA[
<p><strong><span>CONTENTS</span></strong></p><p>
</p><p>
<strong>1.00 General Information</strong></p><p>
- 1.01 Framedata</p><p>
- 1.02 Throw Range</p><p>
- 1.03 Air-Throw Range</p><p>
- 1.04 Defense Modifiers</p><p>
- 1.05 Guts Rating</p><p>
- 1.06 Dizzy Resistance</p><p>
- 1.07 Guard Guage Modifier/Guard Recovery</p><p>
- 1.08 Jumping/Airdash Specifics</p><p>
- 1.09 Wakeup Framecount</p><p>
- 1.10 Character Gravity/Weight</p><p>
- 1.11 Backdash Specifics</p><p>
- 1.12 Stagger Specifics</p><p>
- 1.13 Mist Cancel Chart</p><p>
<strong>2.00 Character Specific Combo Information</strong></p><p>
- 2.01 Key/Legend</p><p>
- 2.02 Highest Throw Damage</p><p>
- 2.03 Coin Throw Combo</p><p>
- 2.04 Knockdown Throw</p><p>
- 2.05 Enkasu</p><p>
- 2.06 Mid-Screen Enkasu</p><p>
- 2.07 Enkasu Difficulty</p><p>
- 2.08 OTG Recoin</p><p>
- 2.09 Misc Info</p><p>
</p><p>
</p><p>
<strong><span>1.00) GENERAL INFORMATION</span></strong></p><p>
</p><p>
This section is for various character statistics. This is a good reference for how Johnny is compared to the rest of the cast in various categories, as well as a good resource for various statistics that are good to know about Johnny's opponents(Such as their defense modifiers, backdash Framedata, or Gravity/Weight).</p><p>
</p><p>
</p><p>
</p><p>
<strong>1.01) FRAMEDATA</strong></p><p>
</p><p>
Please feel free to look over Johnny's frame data at the following adress: <a href="" rel="external nofollow">http://www.dustloop.com/data/ac/johnny.html</a></p><p>
</p><p>
Note that there are some minor errors in the framedata that currently aren't fixed. Those are:</p><p>
</p><p>
2K's damage is 12. (Listed as 20)</p><p>
2K's level is 1. (Listed as 2)</p><p>
Johnny's Divine Blade (in air 236S and 623S&gt;S) cancels projectiles while retaining hit potential. (Not noted)</p><p>
</p><p>
<em>These errors have been fixed.</em></p><p>
</p><p>
</p><p>
</p><p>
<strong>1.02) THROW RANGE</strong></p><p>
</p><p>
55: PO</p><p>
49: DI, ED, SL</p><p>
45: AB, AX, BR, FA, IN, <strong>JO</strong>, RO, TE, ZA</p><p>
43: AN, JA, KY, MA, OS, SO, VE</p><p>
40: BA, MI</p><p>
36: CH</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
So in short, Johnny is about in the middle for throw range. This, of course, doesn't take command throw range which is drastically better than normal throws. However, even characters with command throws use normal throws on defense and it can be important to position yourself in a spot where you're capable of throwing them, but they are incapable of throwing you.</p><p>
</p><p>
</p><p>
<strong>1.03) AIR-THROW RANGE</strong></p><p>
</p><p>
104: PO</p><p>
96: IN, MA</p><p>
88: AB, AN, AX, BA, BR, CH, DI, ED, FA, JA, <strong>JO</strong>, KY, MI, OS, RO, SL, SO, TE, VE, ZA</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Well, this really isn't that important because virtually everyone in the game has the same airthrow range. I suppose it's good to know that PO, IN, and MA outrange you in the air though. May come in handy!</p><p>
</p><p>
</p><p>
<strong>1.04) DEFENSE MODIFIERS</strong></p><p>
</p><p>
0.87: PO</p><p>
0.89: AB, RO</p><p>
0.96: OS, SL</p><p>
1.00: FA, <strong>JO</strong>, SO, TE, ZA</p><p>
1.03: KY</p><p>
1.06: AN, AX, ED, JA, IN, MA, VE</p><p>
1.07: BR</p><p>
1.15: DI</p><p>
1.18: BA</p><p>
1.21: MI</p><p>
1.30: CH</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Nice little bonus, JO has a slightly above average Defense Mod. So he'll take a little less damage from everything which is always good.</p><p>
</p><p>
</p><p>
<strong>1.05) GUTS RATING</strong></p><p>
</p><p>
5: AN, BA</p><p>
4: CH, <strong>JO</strong>, PO</p><p>
3: JA, MA, MI</p><p>
2: KY, OS, SL, ZA</p><p>
1: AX, DI, IN, SO, VE</p><p>
0: AB, BR, ED, FA, RO, TE</p><p>
</p><p>
Guts Rating Calculation</p><p>
</p><p>
A= 100%-&gt;56% health left</p><p>
B= 55%-&gt;41% health left</p><p>
C= 40%-&gt;31% health left</p><p>
D= 30%-&gt;21% health left</p><p>
E= 20%-&gt;16% health left</p><p>
F= 15%-&gt;11% health left</p><p>
G= 10%-&gt;6% health left</p><p>
H= 6%-&gt;0% health left</p><p>
S= Guts Rating</p><p>
</p><p>
S----A------B-----C------D-----E-----F-----G-----H</p><p>
5 	x 1.00 	x 0.94 	x 0.85 	x 0.75 	x 0.60 	x 0.48 	x 0.40 	x 0.36</p><p>
<strong>4 	x</strong> 1.00 	x 0.96 	x 0.88 	x 0.78 	x 0.64 	x 0.50 	x 0.42 	x 0.38</p><p>
3 	x 1.00 	x 0.98 	x 0.91 	x 0.82 	x 0.66 	x 0.54 	x 0.44 	x 0.38</p><p>
2 	x 1.00 	x 1.00 	x 0.94 	x 0.85 	x 0.68 	x 0.56 	x 0.46 	x 0.38</p><p>
1 	x 1.00 	x 1.00 	x 0.98 	x 0.89 	x 0.72 	x 0.58 	x 0.48 	x 0.40</p><p>
0  	x 1.00  x 1.00  x 1.00 	x 0.92  x 0.76  x 0.60  x 0.50  x 0.40</p><p>
</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Another nice bonus. Johnny is very high on the Guts rating list. He will take much less damage when he gets low on life than most people.</p><p>
</p><p>
</p><p>
<strong>1.06) DIZZY RESISTANCE</strong></p><p>
</p><p>
80: AB, PO, RO</p><p>
70: <strong>JO</strong>, MA, SL</p><p>
65: AN, FA, JA, TE</p><p>
60: AX, ED, KY, OS, SO, VE, ZA</p><p>
55: BA, BR, IN, MI</p><p>
50: CH, DI</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Yet again, Johnny is high on the Dizzy resistance list which will make it much harder to get a free combo on him or IK him or anything like that. Noticing a trend? <img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)"></p><p>
</p><p>
</p><p>
<strong>1.07) GUARD GUAGE MODIFIER/GUARD RECOVERY</strong></p><p>
</p><p>
Guard Guage Modifier:</p><p>
</p><p>
0.8125: FA</p><p>
0.875: DI, <strong>JO</strong>, SL</p><p>
1: AB, AX, BA, BR, ED, IN, JA, KY, MA, OS, PO, SO, TE, VE, ZA</p><p>
1.125: CH</p><p>
1.25: AN, MI, RO</p><p>
</p><p>
Guard Guage Recovery:</p><p>
</p><p>
Fast: PO</p><p>
Normal: AB, AX, BA, BR, CH, ED, IN, JA, <strong>JO</strong>, KY, MA, OS, RO, SL, SO, VE, ZA</p><p>
Slow: AN, DI, FA, MI, TE</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Johnny is superior in Guard Guage "defense", meaning he will recieve less GB+ any time he blocks and can block more attacks before his guage begins to blink. He is, however, in the middle for recovery which means that once he is not in a state of blocking, his guage will recover at a standard rate, as well as take a standard period of time before it begins to recover...unlike Potemkin who will begin to recover pretty much immediately if he is not blocking and recovers at a very high rate.</p><p>
</p><p>
Combined with all of his other defensive bonuses Johnny winds up one of the more naturally defensively boosted characters in the game.</p><p>
</p><p>
<strong>1.08) JUMPING/AIRDASH SPECIFICS</strong></p><p>
</p><p>
Jump Startup:</p><p>
</p><p>
3F: AB, AN, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, OS, SO, ZA</p><p>
4F: AX, FA, <strong>JO</strong>, SL, TE, VE</p><p>
5F: PO, RO</p><p>
</p><p>
Jump Height:</p><p>
</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
</p><p>
<strong>1.09) WAKEUP FRAMECOUNT</strong></p><p>
</p><p>
Character is face up on the ground:</p><p>
</p><p>
Currently Unknown: AB, OS, RO</p><p>
32F: TE, ZA</p><p>
34F: KY</p><p>
35F: PO, IN</p><p>
36F: AN, AX, BA, BR, DI, ED, FA, <strong>JO</strong>, MA, MI, SO, VE</p><p>
37F: SL</p><p>
39F: JA</p><p>
41F: CH</p><p>
</p><p>
Character is facedown on the ground:</p><p>
</p><p>
Currently Unknown: AB, OS, RO</p><p>
31F: SL</p><p>
32F: AN, AX, BA, CH, IN, KY, SO</p><p>
33F: ED, MA, PO</p><p>
34F: BR, MI</p><p>
35F: DI, <strong>JO</strong>, VE</p><p>
36F: JA,</p><p>
37F: TE</p><p>
38F: ZA</p><p>
40F: FA</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
This is mostly important information to know in regards to 1-hit Ensengas as well as timing meaties. For 1 hit Ensengas, characters get up FACE UP. So with characters who take longer to get up face-up, you generally wind up on better frame advantage after a 1hit-&gt;mist. I currently don't have the data for ABA, Order-Sol, or Robo-Ky. OS and Robo-Ky get up probably very similar to or exactly the same to their Sol/Ky counterparts. ABA gets up super fucking slow either way.</p><p>
</p><p>
Keep in mind that 1-hit frame advantage is also largely dependant on character gravity and which setup you use to achieve the 1 hit, so how slow someone gets up doesn't necessarily indicate guaranteed frame advantage.</p><p>
</p><p>
</p><p>
<strong>1.10) CHARACTER GRAVITY/WEIGHT</strong></p><p>
</p><p>
0.94: PO</p><p>
0.95: RO</p><p>
0.98: AB, <strong>JO</strong>, OS</p><p>
1.00: AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA</p><p>
1.05: DI, IN, MI</p><p>
1.10: BA, BR, JA, MA</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Characters with lower numbers(0.94 for PO) means they are heavier and will fall faster than other characters. While JO may seem like he falls like a rock, it's actually moreso due to his frame being screwed up and going straight horizantal very quickly so a lot of stuff will miss him after "plummet" hits. ABA suffers a very similar effect from plummet hits.</p><p>
</p><p>
</p><p>
<strong>1.11) BACKDASH SPECIFICS</strong></p><p>
</p><p>
*SPECIAL NOTE*: MO and GM are Moroha and Goku Moroha mode for A.B.A.. Her properties change depending on her mode only for a few specific things. I will generally only include MO or GM if there is a change present.</p><p>
</p><p>
Backdash Frame Total:</p><p>
</p><p>
11F: <strong>JO</strong>, MI, ZA</p><p>
13F: FA, JA, MA, VE</p><p>
14F: RO</p><p>
15F: BR</p><p>
16F: AN, AX, BA, DI, ED, IN, KY, MO, OS, SO, TE</p><p>
17F: AB</p><p>
20F: GM</p><p>
21F: CH, PO</p><p>
28F: SL</p><p>
</p><p>
Backdash Invincibility:</p><p>
</p><p>
20F: PO</p><p>
19F: SL</p><p>
11F: IN</p><p>
10F: RO, ZA</p><p>
9F: AN, BA, CH, DI, KY, MA, TE</p><p>
8F: AB, AX, BR, OS, SO</p><p>
7F: ED, FA, JA, <strong>JO</strong>, MI, VE</p><p>
</p><p>
Vulnerable Frames:</p><p>
</p><p>
1F: PO, ZA</p><p>
4F: <strong>JO</strong>, MA, MI, RO</p><p>
5F: IN</p><p>
6F: FA, JA, VE</p><p>
7F: AN, BA, BR, DI, KY, TE</p><p>
8F: AX, MO, OS, SO</p><p>
9F: AB, ED, SL</p><p>
12F: CH, GM</p><p>
</p><p>
Backdash Velocity:</p><p>
</p><p>
14.0: MI, ZA</p><p>
12.5: <strong>JO</strong></p><p>
12.0: MA</p><p>
10.0: JA</p><p>
9.7: GM</p><p>
9.5: FA</p><p>
9.0: AB, BR, DI, IN, KY, MO, OS, RO, SO, VE, TE</p><p>
8.5: BA, CH</p><p>
8.0: AN, ED</p><p>
7.0: AX</p><p>
3.5: PO</p><p>
0.0: SL</p><p>
</p><p>
Overall:</p><p>
</p><p>
Great: IN, <strong>JO</strong>, MA, MI, PO, RO, SL, ZA</p><p>
Good: AN, BR, JA, KY, TE, VE</p><p>
Average: AB, BA, CH, DI, FA, MO</p><p>
Bad: AX, ED, GM, OS, SO</p><p>
</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
Backdash Frame Total: Total number of frames it takes to complete a dash. Johnny's is tied for fastest in the game to complete.</p><p>
</p><p>
Backdash Invulnerability: 1F-&gt;?? are invulnerable for everyone's backdash in the game, so Johnny's would be 1F-&gt;7F invul. Tied for lowest total invul count.</p><p>
</p><p>
Vulnerable Frames: How many frames on the tail end of the back dash that character is vulnerable for. Johnny has a very short(4F) window in which he can be hit.</p><p>
</p><p>
Backdash Velocity: How quickly the character moves backwards. SL with a value of 0 is because he doesn't gain any kind of momentum. His backdash moves him set distances with no velocity. This is because his backdash is JCable and they specifically do not want to allow him to keep momentum from it to get farther away. Total distance the backdash covers is some kind of formula between backdash Velocity and Total Framecount, but I'm unsure how to calculate it to get an exact dot count. JO's backdash is among the quickest in the game.</p><p>
</p><p>
Overall: General rating taking all different aspects into account on how good each character's backdash is. Every backdash in the game is useful regardless of their rating, it's just more of a general rating to give you a better idea of how good each one is. You'll notice a character like Faust's backdash has decent stats, but his frame is also gigantic while backdashing so he gets negative points for that because it's so easy to hit him out of it, so I took those kinds of things into account.</p><p>
</p><p>
</p><p>
<strong>1.12) STAGGER SPECIFICS</strong></p><p>
</p><p>
Stagger Moves:</p><p>
</p><p>
2H(CH): 53F Max</p><p>
j.H(CH): 39F Max</p><p>
JH: 47F Max</p><p>
MSJH: 52F Max</p><p>
MSDJH: 65F Max</p><p>
</p><p>
</p><p>
Stagger Links:</p><p>
</p><p>
<strong>2H(CH)</strong></p><p>
</p><p>
2H(CH)-&gt;5D: MAX</p><p>
2H(CH)-&gt;f.S: Lv2</p><p>
2H(CH)-&gt;5H: Lv2</p><p>
2H(CH)-&gt;2D: Lv2</p><p>
2H(CH)-&gt;2S: Lv2</p><p>
2H(CH)-&gt;3H: Lv2</p><p>
2H(CH)-&gt;236K(2): Lv2</p><p>
2H(CH)-&gt;236S(2): Lv2</p><p>
2H(CH)-&gt;6K: Lv1</p><p>
2H(CH)-&gt;6H: Lv1</p><p>
2H(CH)-&gt;Dash-&gt;Throw: Lv1</p><p>
</p><p>
<strong>JH</strong></p><p>
</p><p>
JH-&gt;RJ: MAX</p><p>
JH-&gt;Throw: Lv3</p><p>
JH-&gt;5P: Lv2</p><p>
JH-&gt;2P: Lv2</p><p>
JH-&gt;5K: Lv2</p><p>
JH-&gt;c.S: Lv2</p><p>
JH-&gt;2H: Lv2</p><p>
JH-&gt;2K: Lv1</p><p>
JH-&gt;f.S: Lv1</p><p>
JH-&gt;5H: Lv1</p><p>
JH-&gt;OD: Lv1</p><p>
JH-&gt;3H: Lv1</p><p>
JH-&gt;2D: Lv1</p><p>
JH-&gt;6P: Lv1</p><p>
JH-&gt;2S: Lv1</p><p>
JH-&gt;236K(2): Lv1</p><p>
JH-&gt;236S(2): Lv1</p><p>
JH-&gt;Coin: Lv1</p><p>
</p><p>
</p><p>
<strong>MSJH</strong></p><p>
</p><p>
MSJH-&gt;RJ: MAX</p><p>
MSJH-&gt;Throw: MAX</p><p>
MSJH-&gt;5P: Lv3</p><p>
MSJH-&gt;5K: Lv3</p><p>
MSJH-&gt;c.S: Lv3</p><p>
MSJH-&gt;2P: Lv3</p><p>
MSJH-&gt;2H: Lv3</p><p>
MSJH-&gt;Coin: Lv3</p><p>
MSJH-&gt;f.S: Lv2</p><p>
MSJH-&gt;5H: Lv2</p><p>
MSJH-&gt;2K: Lv2</p><p>
MSJH-&gt;2S: Lv2</p><p>
MSJH-&gt;2D: Lv2</p><p>
MSJH-&gt;6P: Lv2</p><p>
MSJH-&gt;6K: Lv1</p><p>
MSJH-&gt;OD: Lv1</p><p>
MSJH-&gt;236K(2): Lv1</p><p>
MSJH-&gt;236S(2): Lv1</p><p>
</p><p>
</p><p>
<strong>MSDJH</strong></p><p>
</p><p>
MSDJH-&gt;5P: MAX</p><p>
MSDJH-&gt;5K: MAX</p><p>
MSDJH-&gt;c.S: MAX</p><p>
MSDJH-&gt;f.S: MAX</p><p>
MSDJH-&gt;2P: MAX</p><p>
MSDJH-&gt;2K: MAX</p><p>
MSDJH-&gt;2S: MAX</p><p>
MSDJH-&gt;2H: MAX</p><p>
MSDJH-&gt;2D: MAX</p><p>
MSDJH-&gt;OD: MAX</p><p>
MSDJH-&gt;RJ: MAX</p><p>
MSDJH-&gt;Throw: MAX</p><p>
MSDJH-&gt;Coin: MAX</p><p>
MSDJH-&gt;5H: Lv3</p><p>
MSDJH-&gt;6P: Lv3</p><p>
MSDJH-&gt;6K: Lv3</p><p>
MSDJH-&gt;6H: Lv3</p><p>
MSDJH-&gt;236K(2): Lv2</p><p>
MSDJH-&gt;236S(2): Lv2</p><p>
</p><p>
</p><p>
<span>NOTES:</span></p><p>
</p><p>
This section notes the required mashing by the opponent in order to escape specific links involving moves of Johnny's that stagger. This will let you know how escapable certain links are. In general:</p><p>
</p><p>
Lv1: Very mashable if they have general mashing down(which any good player will). Stuff like this will generally only connect if they got lazy or really didn't see it coming(which is certainly possible with stuff like 2H CH or j.H CH).</p><p>
</p><p>
Lv2: Iffy if they'll mash out of it unless they knew it was coming or have fairly fast mashing reaction. If you're facing players with good JO experience, you may need to use your Lv3 safe moves to achieve links but Lv2 mash is still not simple to achieve on reaction.</p><p>
</p><p>
Lv3: Nearly impossible to escape, the player MUST be mashing like before the move even hits and mashing very fast at that. For all purposes and intents there is a very low chance of escaping something that requires Lv3 mash, especially on reaction.</p><p>
</p><p>
MAX: Impossible. Even if you begin mashing your heart out before the move ever hits it's pretty much physically impossible to mash at "MAX" level, generally only the CPU does this.</p><p>
</p><p>
N/P: Not possible to mash, period, even on max stagger. As far as I know nothing like this exists for Johnny as even Return Jack is mashable no matter how fast it's done if the CPU is set to MAX recovery.</p><p>
</p><p>
The only move I didn't include that staggers is j.H, as it depends on how high in the air you hit it from so it'd be impossible for me to document how safe certain links were.</p><p>
</p><p>
Also note that all of these values assume you hit the link on the FIRST POSSIBLE FRAME, so some of these MIGHT be 1F links(MSDJH-&gt;6H is a 1F link) under the conditions listed, though most have some leeway with the timing.</p><p>
</p><p>
</p><p>
<strong>1.13) MIST CANCEL CHART</strong></p><p>
</p><p>
<strong>2.10) MIST CANCEL CHART</strong></p><p>
<em>(Thanks goes to 4r5 for making the chart)</em></p><p>
4r5: Something looks wrong with this. I'm going to go through the checks, again.</p><p>
2007/08/15: Ok, fixed it. Red is no-no. Blue is a-ok, if you can do it fastest.</p><p>
</p><p>
</p><pre class="ipsCode prettyprint lang-auto">LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F)

Hit Level == Mist Level 1/2/3
        1 ==  -4/ -1/+1
        2 ==  -2/ +1/+3
        3 == +-0/ +3/+5
        4 ==  +3/ +6/+8
        5 ==  +5/ +8/+10

Attack ==  SD/MC1/MC2/MC3
  P    == [B]+-0[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/+1
  K    ==  [B]-2[/B]/ [COLOR="Blue"][B]-2[/B][/COLOR]/ +1/+3
  c.S  ==  [B]+3[/B]/[COLOR="Red"][B]+-0[/B][/COLOR]/ [COLOR="Blue"][B]+3[/B][/COLOR]/+5
  f.S  == [B]-11[/B]/ +3/ +6/+8
  HS   == [B]-16[/B]/ +5/ +8/+10

  6P   ==  [B]-2[/B]/+-0/ +3/+5
  6K   ==  [B]-3[/B]/ +3/ +6/+8
  6HS  == [B]-15[/B]/ +5/ +8/+10

  3HS  == [B]-14[/B]/ +5/ +8/+10

  2P   ==  [B]+1[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/[COLOR="Blue"][B]+1[/B][/COLOR]
  2K   ==  [B]+2[/B]/ [COLOR="Red"][B]-2[/B][/COLOR]/ [COLOR="Red"][B]+1[/B][/COLOR]/+3
  2S   ==  [B]-4[/B]/+-0/ +3/+5
  2D   ==  [B]-8[/B]/ +3/ +6/+8</pre>
<p>
As noted in red, 5P, c.S, 2P, and 2K are pointless to MC at level 1. Everything else is beneficial to MC.</p>
]]></description><guid isPermaLink="false">132</guid><pubDate>Sun, 17 Jun 2007 21:59:54 +0000</pubDate></item><item><title>[AC] Johnny AC Discussion</title><link>https://www.forums.dustloop.com/forums/topic/152-ac-johnny-ac-discussion/</link><description><![CDATA[
<p>I baleted the older thread because most of it was Pre-AC speculation stuff, I saved all of the useful posts made by Wim and others etc so people don't need to look through 20 pages of speculation to find something <img src="https://www.forums.dustloop.com/uploads/emoticons/default_toot.gif" alt=":toot:"></p>
]]></description><guid isPermaLink="false">152</guid><pubDate>Fri, 13 Jul 2007 18:35:13 +0000</pubDate></item><item><title>tips and advice?</title><link>https://www.forums.dustloop.com/forums/topic/1518-tips-and-advice/</link><description><![CDATA[
<p>Hey guys, new to the forum, although I've been playing Guilty gear casually since X for the dreamcast, just got into it pretty hardcore, and I've chosen Johhny as my main.  I've already looked through all the posts on this board, and what I'm asking for is just some general tricks of the trade. Things like going for the one hit enkasu instead of the two hit.  Thanks for any help.</p>
]]></description><guid isPermaLink="false">1518</guid><pubDate>Tue, 05 Jan 2010 19:16:14 +0000</pubDate></item><item><title>[AC] Quick AC Johnny Newb Guide</title><link>https://www.forums.dustloop.com/forums/topic/183-ac-quick-ac-johnny-newb-guide/</link><description><![CDATA[
<p><span><strong>Quick AC Johnny Newb Guide</strong></span></p><p>
</p><p>
With AC finally available in the US there's going to be alot of new players. And alot of new players means alot of Johnny newbs. I guess people like his hat or something. While I familiarize/finish-up/revise/destroy RedBread's work, all you newcomers can get some of the Johnny basics from this. Plus, nobody ever reads the stickies, I know I haven't.</p><p>
</p><p>
</p><p>
<span><strong>Mist Canceling:</strong></span></p><p>
First thing first, Mist Canceling. I don't care if you haven't memorized his command list or know what his normals look like, you aren't getting anywhere with Johnny if you don't know how to Mist Cancel.</p><p>
</p><p>
So let's get started. Quarter-circle-forward plus either Punch, Kick, or Slash is your Mist Finer. If you do that, but this time hold the button, you won't release your Mist Finer and you will stay in Mist Stance. While in Mist Stance, tap HardSlash. Now you've just exited out of Mist Stance. If you tapped HardSlash but still got a Mist Finer, then you did it wrong. Make sure you don't release the button till after you hit HardSlash.</p><p>
</p><p>
Now that you got this, practice doing it off of 5HS, 6HS, f.S, and 2D. It'll come in handy.</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=-DuMPPotslk</a></p><p>
</p><p>
</p><p>
<span><strong>Make sure you read:</strong></span></p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/forums/showthread.php?t=372</a></p><p>
Particularly the: 'Notation Guide', 'What is Prorating?', and 'What is a Reversal? What can I reversal?'.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/forums/showthread.php?t=3016</a></p><p>
Make sure you pick up the Johnny lingo.</p><p>
</p><p>
</p><p>
<span><strong>Johnny stuff:</strong></span></p><p>
Johnny doesn't have a run like everyone else, he has a dash. While dashing he can't do anything, but he can cancel his forward dash at anytime into a jump, and he will retain his dash momentum into his jump. He can also cancel the recovery of his forward dash into an FD block (but not a normal block) or any attack/throw.</p><p>
</p><p>
Johnny has a coin. Every time this coin hits, it raises his Mist Stance/Finer up one level. Max level is 3. That's two coins. Doing a Mist Finer will reduce your level back to 1. Higher levels makes going into your Mist Stance and Mist Finers faster. And each level changes the properties of each of your Mist Finers.</p><p>
</p><p>
<span><strong>Tiger Knee'ing Ensenga:</strong></span></p><p>
The motion for Ensenga is half-circle-forward plus HS, in the air. To TK Ensenga: Starting from the ground, do a half-circle-forward, but instead of stopping at the forward continue the stick up into up+forward. This will cause you to jump. After you jump, press HS to complete the motion for Ensenga. If you get a 6HS, then you tapped HS to early, before you jumped. If you get some sort of jumping HS, then you tapped HS too late, your half-circle-motion has left the input buffer. Now that you know how to tkEnsenga, you want to practice doing it low to the ground, we didn't just go through all this fancy foot work just to do a high in the air Ensenga. You'll know you've done the lowest possible tkEnsenga when you don't see the 'puff-of-smoke' effect that happens when you jump. Good dummies to practice on are Zappa, Faust, ABA, Sol; with them set to crouching.</p><p>
</p><p>
</p><p>
<span><strong>Closing the gap:</strong></span></p><p>
Generally to get in on people, you make them block a normal move, MistCancel that move, then use your resulting frame advantage to dash in. Repeat as needed. Some good normals to use are 5K, f.S, 5HS, and 2D. And sometimes 6K, since it already moves you forward, just MC it. Coins can also be used to cover your approach.</p><p>
</p><p>
</p><p>
<span><strong>Mixing it up:</strong></span></p><p>
Johnny got three ranges. At close range, your mixup is low or throw. You're too close for a tkEnsenga to hit and dust is too slow to hit most people, all that's left are your lows and your throw. Poke them low or dash up throw, pretty simple. At far range, where you are too far to dash up and throw, you only got your Low Mist Finer (assuming you're at level 2, otherwise it's too slow for most people to get hit by) and your tkEnsenga. Most people won't be able to react to a tkEnsenga, but if it's blocked, you may be screwed. Then the magical mid range. It's about the max range a 2D will hit and about as far as you can be while still being in one dash of a throw. At this range you can mixup between high, low, or throw. As you pressure your opponent you often move out of, in to, and back out of this range. The tricky part is staying in this range. Attacking pushes you out. Dashing can over shoot. Walking can give your opponent a chance to escape. Once you do get in this range, you can throw coins to maintain some pressure without pushing you out.</p><p>
</p><p>
So yeah, you got these three ranges: close, mid, far. Your best game is at mid range, but it's hard to stay in. Far is your worst game, usually just want to work your way back in, while keeping an eye out for if they try to escape. Close range isn't so bad, 50/50 is all you need to hit someone. You'll be moving in and out of these ranges pretty fast. Plan out your your strings so that you are at the range you need to be, to do the mixup you want to do, when you need to do it.</p><p>
</p><p>
</p><p>
<span><strong>Command List:</strong></span></p><p>
<strong>236[P/K/S]</strong> - Mist Stance</p><p>
..&gt; <strong>release button</strong> - Mist Finer High/Mid/Low</p><p>
..&gt; <strong>6/66</strong> - Walk/Dash Forward</p><p>
.. ..&gt; <strong>214D</strong> - Mist Stance Dash JackHound</p><p>
.. .. ..&gt; <strong>236D</strong> - Return Jack</p><p>
..&gt; <strong>4/44</strong> - Walk/Dash Backwards</p><p>
..&gt; <strong>214D</strong> - Mist Stance JackHound</p><p>
.. ..&gt; <strong>236D</strong> - Return Jack</p><p>
..&gt; <strong>HS</strong> - Stance Cancel</p><p>
<strong>236HS</strong> - Glitter is Gold</p><p>
<strong>214P</strong> - Bacchus Sigh</p><p>
in air, <strong>41236HS</strong> - Ensenga</p><p>
<strong>623S</strong> - Divine Blade Transport</p><p>
..&gt; <strong>S</strong> - Divine Blade</p><p>
in air, <strong>236S</strong> - Divine Blade</p><p>
<strong>421S</strong> - Killer Joker Transport</p><p>
..&gt; <strong>S</strong> - Killer Joker</p><p>
in air, <strong>214S</strong> - Killer Joker</p><p>
<strong>214D</strong> - JackHound</p><p>
..&gt; <strong>236D</strong> - ReturnJack</p><p>
</p><p>
<strong>632146HS</strong> - That's My Name</p><p>
</p><p>
</p><p>
<span><strong>Normals of note:</strong></span></p><p>
<strong>5P</strong> - 5frame startup. One of your 3 fastest ground moves. It doesn't cover alot of range, but at the range it will cover it's among the fastest you got. Situational anti-air. You'll get this alot, when you try to 6P a crossup, but you get a 5P and it still hits them.</p><p>
</p><p>
<strong>6P</strong> - Your main anti-air of choice. Can also be used against high hitting pokes. Like Johnny's own f.S and Faust's 5K. Can also be used to avoid projectiles. Like Ky's Stun Edge and Scared Edge, but not stuff like Sol's Gunflame. Launches into air combo.</p><p>
</p><p>
<strong>5K</strong> - Your poke of choice. Fast, decent range, and recovers quickly. It's speed and range lets you stick this out in from of people to beat out their poke attempts. While it's fast recovery leaves you safe, if you anticipated wrong and whiff. Chains into 2D for a knockdown.</p><p>
</p><p>
<strong>6K</strong> - Has similar-ish upper body invulnerability as 6P. Can FRC for a funny throw setup. Launches into air combo.</p><p>
</p><p>
<strong>f.S</strong> - Pretty good, just try not to whiff it. Whiffs over some crouching and running chars.</p><p>
</p><p>
<strong>5D</strong> - Your only other quick(...) overhead besides a tk'ed Ensenga. At worst you are at +-0 on block (or -3 on IB). On the most awesomest of meaties (at best) you are at +6 (or +8 on FD). Aside from the 28 frames of startup, it's not so bad. Also has deceptive reach and active frames.</p><p>
</p><p>
<strong>2P</strong> - 5frame startup, like 5P. Again, not alot of range, but good where it counts. Chains into 2D for a knockdown.</p><p>
</p><p>
<strong>2K</strong> - Does alot of the same things as 5K, but hits low. Shorter range and a tad slower.</p><p>
</p><p>
<strong>2S</strong> - Kinda the same as 2K, but more reach and slower.</p><p>
</p><p>
<strong>2HS</strong> - 5frame startup, like 2P. Hit's in the same area as 2P, but also lower. (ever have someone 6P your 2P <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:">) Also has more reach then 2P. Staggers on CouterHit. Can't special-cancel. Only chains into 5D.</p><p>
</p><p>
<strong>2D</strong> - Two low hits. Can cancel first hit into coin for the OTG, on most chars.</p><p>
</p><p>
<strong>j.S</strong> - Your main Air-to-Air poke. Hit's behind you, for weird combos or crossups. As Air-to-Ground, try to use it from max distance.</p><p>
</p><p>
<strong>j.HS</strong> - Air-to-Ground. Staggers on CH. Space/time correctly so they don't leave block stun before you hit the ground. Otherwise you may be throw or poked at, as you land.</p><p>
</p><p>
<strong>Throw</strong> - can combo into coin on most chars. Massive forced proration. After a throw, try to keep your combos short and to the point. Don't waste your coins or meter trying to get big damage, it's not going to happen.</p><p>
</p><p>
</p><p>
<span><strong>Specials of note:</strong></span></p><p>
<strong>High Mist Finer Level 1</strong> - Poke people out of the air. Not really an anti-air, too slow for that. Instead, think of it as a sort of ground-to-air poke. At level1 it recovers pretty fast, so it's not so bad if you whiff.</p><p>
</p><p>
<strong>Glitter is Gold</strong> - The coin. You only get 8. Can be used as a poke, but try to be frugal with it.</p><p>
</p><p>
<strong>Divine Blade</strong> - The cheese stick. Anti-Anti-Air.</p><p>
</p><p>
<strong>Killer Joker</strong> - Can also be used as a sort of Anti-Anti-Air. FRC will reset your air jumps/dashes. Can be used for mobility.</p><p>
</p><p>
<strong>Jackhound</strong> - If you use this, you make sure it hits. You in trouble if it whiffs or blocked. If it does whiff or blocked, then you hope they aren't around to punish it. Be warned, your hitbox widens during the startup.</p><p>
</p><p>
<strong>That's My name</strong> - Your only reversal. Has more reach then it looks. Warning: won't hit people low to the ground.</p><p>
</p><p>
</p><p>
<span><strong>Going to sleep:</strong></span></p><p>
I've seen a good number of players pick up Johnny. Some stay; some leave. I think I've covered all of the newb concerns. If you have any more whatevers, feel free to ask in the appropriate thread. Or in this thread, I'm not much of a stickler.</p><p>
</p><p>
And be sure to read the stickies. They're stickied for a reason! Though they can be a bit barren in places, I'm working on fixing that.</p><p>
</p><p>
-Good night</p>
]]></description><guid isPermaLink="false">183</guid><pubDate>Wed, 12 Sep 2007 09:26:38 +0000</pubDate></item><item><title>[AC] Slashback to Punition</title><link>https://www.forums.dustloop.com/forums/topic/1316-ac-slashback-to-punition/</link><description><![CDATA[
<p>Listing (to complete) of some usefull SlashBack during opponents pressure

VS Aba
-2HS(2hit)&gt;Rekka/...
SB on the 2nd hit -&gt; CH 2P/2HS guarantee -&gt; Combo

VS Millia
-S&gt;HS(2hit) (unsafe) &gt;2D/...
SB on the 2nd hit : CH K&gt;HS&gt;... guarantee, (S(f) whiff a 80%)
K ji &gt;HS&gt;KJT KJ &gt; S jS... easy (25% for 70% of dammages)

VS Sol
-SB on the 2nd hit of the jHS 
Throw only guarantee above all

VS Venom
-6P&gt;6HS&gt;Summon 
SB on the 6HS : S(f)/HS, HS better punisher than S(f) in this case, S(f)'s hit box too much approximative (partial whiff)
S(f) CH &gt; KJT KJ easy, CH HS &gt; MC Dash K&gt;HS sweet, CH HS &gt; MC JcK &gt; K&gt;HS&gt; KJT KJ.. Great</p>
]]></description><guid isPermaLink="false">1316</guid><pubDate>Mon, 19 Oct 2009 23:06:52 +0000</pubDate></item></channel></rss>
