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Posted

Can't answer your previous question as I use another throw combo on PO : Midscreen : Throw j.K, j.P, j.S, j.D, Ensenga 1-hit Corner : Throw j.P, j.K, j.S, j.D, Ensenga 1-hit Both have a specific timing. Anyway, never used the one you have trouble with, sorry for not being able to help you but someone will surely answer. For you last 2 questions : 1) kinda the same as your TK DB or TK KJ, you can perform TK Ensenga. While on the ground, do 412369+HS. There is a timing for TK moves, just practice. 2) It depends on the player and the condition. From neutral position, for instance during opponent wake-up, you can perform TK DB as you said, meaning 23698S. I'd suggest 2369S instead but if 23698S works for you and 2369S doesn't, that's no biggie at all. Same thing for TK KJ, you don't have to press the 8 (up) direction. During a string/combo, I'd rather use a kind of Jump Install timing only delaying the press of the button S. If you aren't accustomed to JI, forget this note about the timing. Let's use an exemple, near corner : blah any string into MF-K(2) then dash > 6HS > TK KJ FRC > blah turned into numeric notation, it becomes : ... > 236K > 66 > 6HS > 8 (or 9 if you want your TK KJ to have some forward momentum thanks to 9 being a forward jump) > 214S ... The last 214S is performed while JO is still on the ground but almost immediatly BEFORE you press the S button he'll begin to jump. As already stated, there is a timing for that. If TK,you should not see JO jump after the 6HS, as as soon as he is supposed to be airborne the KJ move would be triggered.

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Posted

I'm pretty sure we have a legend some where around here. I guess I'll look in to it. Johnny was at his best in Slash, Jackhound helped him out alot. In XX and #r, if you could land a hit, you were pretty set for the rest of the round. But let's not talk about the past. Genesis: oh whoops, read your combo wrong. throw, j.K-P-S>dj.K-S-HS-D>Ensenga isn't going to work on many people (if any at all) what you want to do is something like throw, j.K-S>dj.S-HS-D>Ensenga it wouldn't go into a 1-hit, but I don't think what you had earlier would either

Posted

Yea Johnny's coolness definitely comes at a price lol. Any way thanks for clearing that up for me. I'm kind of new to the game so I should probably focus on the easier characters I know like order sol before handling someone like johnny. Any way thanks again for the help. One more question, I'm a pad player and I was wondering if D-Pad or Analog stick would be better to play Johnny. Would it all just what you prefer?

Posted

Yea Johnny's coolness definitely comes at a price lol. Any way thanks for clearing that up for me.

I'm kind of new to the game so I should probably focus on the easier characters I know like order sol before handling someone like johnny. Any way thanks again for the help.

One more question, I'm a pad player and I was wondering if D-Pad or Analog stick would be better to play Johnny. Would it all just what you prefer?

if you have to play on a pad, always use the d-pad. everything is so much more precise that way.

especially if you're applying heavy pressure with mist cancels, you don't want to make a mistake as to what normals you're mc'ing.

Posted

How can u do 2 S in a row without a P or a K between them?

The same way you connect a K from a S, except replace K with another S. Timing the jump-cancel with the second slash is a bit tricky, but it's do-able.

Posted

Their are holes in your donut Mister :v:

Gasp! It looks like I've been had :8/: But seriously, Killer Joker implies Instakill to me. You know, with the whole killer part.

Also, about that PO enkasu combo, you can actually do Throw > jP > jK > jS > jD > Ensenga at both corner and midscreen. I found that out the other day. And now that I think about it, learning Enkasu against PO is probably the most important match-up wise. That and Slayer I think.

Posted

After a LMF lvl 2, when the opponent is flying over Johnny's head there is sometimes a confusion about which side johnny faces. What do you suggest to do after a LMF lvl2? I usually just use P and then enter an air combo, but the P doesn't connect every time, sometimes johnny hits the P to the wrong direction.

Posted

Yup Donutholes, you can throw > j.PKSDE Potemkin either midscreen or in the corner but KPSDE for midscreen is more comfortable to me, it fits my timing better. :v:

Against PO, learning to efficiently move, zone, escape his pressure, spot SlideHead on reaction and act accordingly, press him while knowing how to stuff reversal PB, his backdashes or hammerfall attempts is also important, scoring a 1-hit won't lead you anywhere if he punishes you on his wakeup or worse if you don't manage to score a single hit or throw ! Anyway, sorry for the off-topic, bacl to the current discussion.

Genesis, sorry if that sounds harsh but are you even paying attention to what people are answering you ?

It seems like you are asking questions, some members reply, you ask another one without any feedback. The reproach is not about asking questions, that is the purpose of a forum, it is about the lack of feedback.

Anyway, for your last question, it depends on the distance where your MF-S(2) hits (assuming you are talking about MF-S(2)) and on the character you are facing. After very little research, what you should do before everything, it seems there is a topic concerning GGAC Johnny combo. In particular the 8th page :

http://www.dustloop.com/forums/showthread.php?t=3029&page=8

4r5 spend some time writing combos so you can try them. Though in actual match it won't always hit a starting range, that is a good way for you to practice them in training mode.

Most of the time after a MF-S(2), one would either want :

- to jump and hit with crossup or not j.K (often j.K but sometimes j.P) then aircombo or

- to stay on the ground and hit with c.S (crossup or not) then go into aircombo. You can't juggle with 5P then go into aircombo, it does not link.

Posted

Most of the time after a MF-S(2), one would either want :

- to jump and hit with crossup or not j.K (often j.K but sometimes j.P) then aircombo or

- to stay on the ground and hit with c.S (crossup or not) then go into aircombo. You can't juggle with 5P then go into aircombo, it does not link.

I think a 5P can help you get that c.S link before your air combo. I'm not sure though, I can only vaguely recall doing this every now and then. Normally I just go for the cross up j.K path.

Posted

I think a 5P can help you get that c.S link before your air combo. I'm not sure though, I can only vaguely recall doing this every now and then. Normally I just go for the cross up j.K path.

How soon do you jump, and what direction?

In other words: Hold 8 or 7 after the hit?

Posted

pretty much the lighter chars (depending on how far you hit them from, and what combo you want) you have to delay the jump a bit, to let them fall a little.

Posted

I'm struggling a bit with an air combo follow up after throw on lighter characters. Usually it works with j.P - j.K - j.S - dj.S - j.HS - KJ(FRC) - j.S - dj.S - j.HS - j.D - Ensenga, but lighter characters (such as May, Bridget, etc.) are too high up to reach with j.S after the KJ FRC. Any alternative followup that's good to use there? Also, is anyone in the habit of using Johnny's 6k FRC? I've seen a lot of matches, but I can't remember seeing anyone do it. I've been using it to feint into throws, but is it just completely useless, or what?

Posted

No, jS jc.SH KJ FRC is what I usually use after MFL LV2. I don't KJ FRC on throws unless I go for knock down. Just KS-KSD-En should work. You don't want to hit too many times on floaty bitches. More punches and kicks just pushes them up which results in em teching out after KJ FRC. Just reduce number of attacks. But sometimes pushing them up just enough allows you to get one hit ensenga in mid-screen. It's just a matter of practice and experiment. Baiken is really easy to get one hit on mid screen so start with her. Just a bonus tip there.

Posted

I'm struggling a bit with an air combo follow up after throw on lighter characters. Usually it works with j.P - j.K - j.S - dj.S - j.HS - KJ(FRC) - j.S - dj.S - j.HS - j.D - Ensenga, but lighter characters (such as May, Bridget, etc.) are too high up to reach with j.S after the KJ FRC. Any alternative followup that's good to use there?

Also, is anyone in the habit of using Johnny's 6k FRC? I've seen a lot of matches, but I can't remember seeing anyone do it. I've been using it to feint into throws, but is it just completely useless, or what?

As Chomite suggested, just lower the number of hits. For the combo you posted above, I'd suggest taking out the j.P at the beginning.

If I'm desperate for damage or have a lot of tension, I usually go ahead with the KJ FRC, but whether it's worth it or not is debatable.

I use the 6K FRC often to feint into throws, but a player that's quick enough to mash out a throw when Johnny gets too close might catch you. It's good to use in the middle of pressure tho. *shrug* I like it.

Posted

Genesis, sorry if that sounds harsh but are you even paying attention to what people are answering you ?

It seems like you are asking questions, some members reply, you ask another one without any feedback. The reproach is not about asking questions, that is the purpose of a forum, it is about the lack of feedback.

Anyway, for your last question, it depends on the distance where your MF-S(2) hits (assuming you are talking about MF-S(2)) and on the character you are facing. After very little research, what you should do before everything, it seems there is a topic concerning GGAC Johnny combo. In particular the 8th page :

http://www.dustloop.com/forums/showthread.php?t=3029&page=8

4r5 spend some time writing combos so you can try them. Though in actual match it won't always hit a starting range, that is a good way for you to practice them in training mode.

Most of the time after a MF-S(2), one would either want :

- to jump and hit with crossup or not j.K (often j.K but sometimes j.P) then aircombo or

- to stay on the ground and hit with c.S (crossup or not) then go into aircombo. You can't juggle with 5P then go into aircombo, it does not link.

Indeed you are right I should've posted a feedback to my last question with the two slashes but I dropped it for a while and forgot about it.

thx for you reply about the MF lv2, 5P does work sometimes but I think the opponent can tech out after it so it's not efficient. The cross up with the j.k does work but it takes a bit of timing to pull of, nothing a training can't fix.

BTW, I successfully pulled off a RC'd air combo today, sometimes I pulled off a FRC but not too often. I've noticed there wasn't any difference between the specific combo I did with a FRC and RC, I don't know if it's because of the combo or not, but DOES it matter? (besides the less tension needed issue) because I only see FRC in the combos' inputs posted here.

thx

Posted

I dont believe there should be any *real* difference between the RC and FRC combos, besides of course the tension cost and possibly on which frame you're able to cancel out. But as for damage or comboability there shouldn't be any difference between the RC and FRC versions of a combo. People list FRC's in their combos because an FRC is *always* preferrable over an RC simply due to the tension cost, you gotta make efficient use of the tension you get regardless of how fast you get it. It's fine to blow a ton of tension every now and then, but usually only because people don't expect you to just throw tension at them in one go, typically you ration out the spending of your tension and thus do not use large quantities at one time. As always, more RC's/FRC's means more mixup options, and mixup=greater chance of damage.

Posted

Johnny was at his best in Slash, Jackhound helped him out alot. In XX and #r, if you could land a hit, you were pretty set for the rest of the round. But let's not talk about the past.

Nooooo

At his best in GGXX.:yaaay:

Mist Trap-Sama !

Posted

can anyone post some goodies regarding advanced cross-ups and grab setups? one that came to mind is the usage of dash jump into early j.Hs to disguise a grab...dunno how i can set that up tho... i am thinking mabe after a knockd-down. the only cross-up i know..and can kinda do consistently is after mc 2d on wake-up.. i'd like to work some of the kjfrc stuff but i cant seem to do it reliably... k,s,h, kjt>kj frc, j.s/j.k(cross) seems to work on slayer/testament height char.... awhile back when Crimson was still around he mentioned some stuff about SB canceling to make it easier to SB stuff. can anyone expand on that? which move would be ideal for it?

  • 1 month later...
Posted

what is TMN? JO's super? i see it mentioned but without prior clarification ;x

That is My Name. :cool:

Posted

Yeah, it took my a little while to realize TMN was his super. I never refer to it by name and since it's his only overdrive, I never have to. But for a while I was like... "TMN... Teenage Mutant Ninja... ???" haha btw, I don't know if anyone's been watching, but I have new-found respect for Satoo's Johnny. He was pretty sick in the latest batch of vids.

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