Killerwatt Posted November 29, 2008 Posted November 29, 2008 Hey all, I have more match vids up. I have taken everyone's advice to heart and hopefully I've made some improvements. Unfortunately though it'll be a slow process; my old habits can be hard to break...I know that I am still not nailing my combos 100% of the time and my defense needs work, but I honestly think I'm more grounded than I used to be. One issue with that though is that sometimes when I try to dash in -> throw, I get 6HS instead...and sometimes a tkEnsenga comes out as a super jump. So if anyone sees anything new that I need work on please let me know, and also if I'm doing any better. Thanks. bacon (OS) vs killerwatt (JO) 2 heavilyarmedpokey (FA) vs killerwatt (JO) 2 heavilyarmedpokey (FA) vs killerwatt (JO) 3
4r5 Posted November 29, 2008 Posted November 29, 2008 Hey, looking alot better! Yeah, some say fighting games are all about breaking habits. Defense is more important in the long run, don't worry too much about combos. Especially MistFiner combos. The more I've been getting away from doing MF combos, the more I see how stupid it is to do any combo that doesn't guarantee a recoin. AC-Johnny really needs to use those higher level MistCancels. Which, by the way, you (you too, qwerty) need to get MC'ing down. You both should probably just sit in training mode and hardcore practice it. I guess you never really stop practicing it; I do practice MC'ing as a warmup now. If you two aren't doing this already, get in to the habbit of ending all your strings with an additional 236. That way you're always just two button taps away from a MistCancel. Or one tap away from a Coin, or MistFiner. On the first frame that you can cancel your dash recovery with an attack, on that frame you can't throw. If you're getting accidental Ensenga when you superjump, you must be getting a 41236 somewhere in there. Maybe you're doing your superjumps as 412369? Go in to training mode and turn on input display. Try to recreate the situations where you accidently do Ensengas and see if you can figure it out.
4r5 Posted December 1, 2008 Posted December 1, 2008 hi guys, honnou made a post about this cv awhile back in sept http://ip.tosp.co.jp/i.asp?I=SAKAYA42&P=2 Copy and paste the link for "TIPS" Johnny: TIPS Music: 「パール」The Yellow Monkey (Pearl) did anyone manage to get that? if so mind reploading the original fiile? thanks!! http://www.mediafire.com/?2ifzgiuttzh
Chomite Posted December 1, 2008 Posted December 1, 2008 ^ Thanks a lot 4r5. I was really sad to see all the great Johnny CVs uploaded on youtube gone.
Killerwatt Posted December 1, 2008 Posted December 1, 2008 If you're getting accidental Ensenga when you superjump, you must be getting a 41236 somewhere in there. Maybe you're doing your superjumps as 412369? Go in to training mode and turn on input display. Try to recreate the situations where you accidently do Ensengas and see if you can figure it out. No no no lol it's the other way around 4r5; I'm getting accidental suerpjumps when I'm trying to tkEnsenga. There's definitely an input error somewhere, I just haven't quite figured out what it is yet. If my schedule permits this week I'm gonna sit in training mode and figure it out, as well as hardcore practicing MCing (which I am really seeing the benefits of in terms of JO pressure, especially in the corner).
4r5 Posted December 1, 2008 Posted December 1, 2008 oh, a superjump while you tk a move is normal. But if you really want to have a normal jump in your tk then just slow down the motion. Remember a superjump is just a down then an up motion done in quick succession.
Jo Posted December 14, 2008 Posted December 14, 2008 Killerwatt! Back in action, I see. SORRY I didn't add more to my post from last time. I really wanted to add more stuff but I get lazy and now it's like 3 pages later, lol. ALL RIGHT. Time to watch your matches. vs OR: Omg, lmao. That run up sparta kick was too good at the start. Sorry. I just had to point that out. Hrrm hrrm, looking decent here but your defense is lacking! In the air!! OR could have had you if he would have jumped in on you instead of gun blazing at the end. FD man! That or at least recover forward? Also, you bursted really early at the start of the round. Don't do that, lol. I know it's a tough habit to break (bursting out of stagger/counter hit stagger) but you'd be better off flailing the controller wildly than wasting your burst that early into the match. Overall, I don't think you look too bad. I notice you aren't divine blading for fun anymore which is good. Savage Fang'd. Fuck. Hrrm, interesting. I see that you're doing some mist cancels but almost always throwing a coin right after? Huh? Why are are you doin' that? lol. Don't sweat it, though. If you're doing that then you would be better off just canceling HS with your coin. You'll want to stop doing this, d00d. In the third round, I saw that OR was all over you with jumps and such-- yeah. You're gonna have to get used to this. I've got experience in this match-up and I can safely tell you that Johnny can't do shit to OR when he's in the air. It's pretty damn safe for OR to jump in from so damn close. You can only do so much (and most of that is too slow) so unless you're an air-throw god, you're just gonna have to wait out his KOF hop fest with some strong defense. 6P vs Gunblaze? Wtf, lol. I see what you're talking about the super jump instead of Ensenga because you could have potentially killed OR at the end of round 4. No worries. Just practice your control over your character. Nothing you can't work on. You seem to be using Johnny's OD a lot in this match, too. I'm not saying that's a bad thing (especially when it's gonna hit like on that Forcebreak OR tried) but you'll probably want to restrict the use of your super to when you know for sure it'll hit. Other than that, you're not lookin' too shabby. You can only improve more. Work on your air combos after throw-- cuz you're gettin' black beat. Things to consider: Be weary of OR when he has meter. That Forcebreak is pretty damn quick and it has a lot range, probably as much as Johnny's low mist finer. It can net him some nice damage. OR with a level 2 charge can pretty much instant savage fang anything-- so you'll want to keep that in mind too. Don't forget that OR's 2HS is an overhead! Don't be intimidated by this match-up! It's just a primitive Sol. vs FA: In the first set, I noticed that you're doin' a lot of air dashing on FA. Nooooo. You may want to drop that habit. He was getting a LOT of free hits on you with crap that shouldn't land in the first place (spinny thing). Also, you tried to divine blade at the start of one round. Haha, I'm all for unorthodox but uh-- yeah. You can't block in this position! Especially when you don't have meter at the start of the round. Free counter hit for FA, too. He was slapping you down a lot with that Forcebreak, too. Product of your air dashing. Defense, defense, defense! You can never get enough. You seemed to hesitate when you landed a good combo opportunity, too. You mist canceled and just kept the stance. Were you expecting a burst? In the second set, you're lookin' a lot better. At the end of one of those rounds, you bursted when FA had really low life and he landed a dust combo. Try to watch when you burst and such. You really didn't have to-- you had plenty of life to spare and judging from FA's earlier dust combo, you didn't have much to worry about in terms of damage. Like I said before, I don't have much exp in this match-up so someone else can throw up their expertise here but yeah-- watch out for that 6HS (overhead) and command grab. Try to find a safer way to start your rounds off in this match-up, too. I find a simple coin suffices most of the time. I'd rather get a level 2 and get knocked down by FA's 2D for a trade than have to work for landing that coin later. Try it. Keep practicin'! Most of your errors seem to be more technical work than anything.
10stars Posted December 22, 2008 Posted December 22, 2008 http://www.youtube.com/watch?v=ojord-7cm3w Videos being processed, but its knockdowns enkasus and damage combos for A.B.A.
Killerwatt Posted December 24, 2008 Posted December 24, 2008 Hey guys, more vids of me are up. This time around I didn't do as well as I'd have liked due to an injury on my left thumb which led to a lot of mis/non-inputs. Barring that, I need help with getting through to Venom. In the first vid I get trounced, but I did do one cool thing I think; I got an enkasu off him in the corner! killerwatt (JO) vs bacon (VE) And one more against the resident Robot in my group killerwatt (JO) vs formerly (RO) Hopefully I can get more great advice and implement them once my thumb fully heals. Thanks all.
10stars Posted December 25, 2008 Posted December 25, 2008 Hey guys, more vids of me are up. This time around I didn't do as well as I'd have liked due to an injury on my left thumb which led to a lot of mis/non-inputs. Barring that, I need help with getting through to Venom. In the first vid I get trounced, but I did do one cool thing I think; I got an enkasu off him in the corner! killerwatt (JO) vs bacon (VE) And one more against the resident Robot in my group killerwatt (JO) vs formerly (RO) Hopefully I can get more great advice and implement them once my thumb fully heals. Thanks all. The opening dash j.s was fine, the ensenga was too high for it to hit as an overhead (even if he blocked it by standing he could have punished it, and since he crouched it whiffed) allowing him to get the first pokes out and set a few balls up. You got passed that before it got messy though. Be safer with the ensenga tosses especially against venom. A malicious venom wouldnt have let you move in after the ensenga punish. At 0:23 when you moved him into the corner, you only had a l1mf, he knew he could poke inbetween your cancels, in that situation it would have been a better idea to coin cancel instead of MC, he would have taken the coin hit and you would have been able to safely apply more MC pressure. At 0:27 you missed a wakeup overdrive which ended up in you taking extra damage (Thats ok though, it would have worked if it came out :P) at 0:40 im not sure if you meant to 2s > 5h MC, but the 2s > 2h really put you in a bad situation, the venom didnt take advantage of it though. The enkasu was nice, but he was pressing buttons on the wakeup and you didnt have a mist finer, when the 3h hit you could have hit confirmed > coin > l2mmf > 6H > Overdrive for an unburstable kill, unless he bursted at the 6H right before you threw the overdrive, which would have made you invincible to the burst, and allowed you to throw when he landed (or at the very least apply coin pressure). After the final throw attempt that he bursted, he threw a ball hit, you could have jackhounded through it for a kill, even though its somewhat risky, you could have even romaned it for another throw.Overall not bad even though it ended in a loss, be more vicious with coins against venom (you died with 5+ coins left!) Second round the ensenga whiffed again, he didnt fully punish it but it gave him a few ball sets. You ran into alot of hits, and you tried to fake him out and wait for him to attack before you attacked a few times, and you still had alot of coins, dont hesitate next time, toss a coin, it would have stopped him before he hesitated to attack, and allowed you to apply pressure. Third round the overdrive you threw was too far away from venom to hit. You didnt use your burst at safe points (Venom threw a 623H in a combo, the spinning pool stick. Would have saved you a handful of health and the burst would have landed.) However the second 623h he threw he romaned expecting the burst. Practice up your l3 MCs, you were still canceling like you had l2s out :P. Venoms a really hard match for johnny so sometimes theres really just not much you can do. Roboky match: first round opener was fine, just dont use it all the time because he can punish it if he doesnt dash forward. Great use of coin pressure in the corner (do it to venom too!) Not sure if the lmf combo was intended to be an enkasu but if it wasnt you can get alot more damage out of it. After that he recovered into air missiles, it may not have hit but 6k is the answer to air missiles, if its tension missiles and your 6k hits, MC it and block to be safe. Most of the time it counter hits, you can mc > dash and hit off of the wall stick without any missiles hitting you. At 0:50 you threw your last coin for pressure, but you only had a l1mf with robo at almost 50%, thats too much health to get through without a coin combo, save the last one or two for throw coins if you dont have a level. Second round opening was fine, you ran into a few hits because i think you crossed yourself up though. At 1:30 you 5k > 5h but missed a mist finer (would have put you ahead for the fight) Other than eating alot of missles that round i cant point out much i would have changed. Maybe other than turning the lmf combo that you landed into a jackhound combo, because you caught him crouching :P. Third round you ate a 6p off the start, Johnnys 6H beats this, but in some situations it trades. Other than that you ate alot of hits during your movement, he had the momentum of the fight. Fourth round you took alot of hits trying to move out of pressure and he caught you with mixups, and you jumped into the corner! You hit him with a 2d while you were in the corner and MCd it into a tk ensenga, next time MC it into a super jump out of the corner, thats a nightmare waiting to happen. You got out of the corner though, unfortunately once you ended up back in it he put you in a situation where you couldnt wakeup TMN to get out of it. So mixups ended up killing you. Try your hardest to avoid ending up in the corner. Last round Took a 6p again off start. Other than that you played alot safer that round, which ended up with you getting ahead in the damage game and coin game. at 5:00 you hesitated with a 5k, hesitation got you hit and gave him momentum at 5:08 you MSDd under his missile but you had a low mist finer that you threw (understandable, fast thinking, right reaction, simply canceled your earlier attack with a low instead of a high mist finer, cant blame you for that) Alternatively MCing before the MSD and throwing a 6k would have worked. Nice toss on the jackhound for a win. Work on your Robo character specific combos, you can get a bit more damage out on your lmf combos against him, at 4:53 you could have done 5k > 5hs > lmf2 > 5©S > JC > j.p > j.k > j.s > dj.s > dj.hs > KJ FRC > dj.s > tj.p > tj.k > tj.D > ensenga. Other than the bnbs just work on whats safe and when to use your coins, definitely alot of improvement from the first matches i saw, keep it up ^_^
reaVer Posted December 25, 2008 Posted December 25, 2008 If I'd give the robo-ky a winning formula: set up mat in the corner, proceed guarding low when opponent on the ground and AA with 6P when Johnny is in the air. When having a good amount of tension, spam missiles in air till he does something stupid. You're unable to keep an offense going. You got like 1 or 2 attacks that may be guarded and you're already back at square one, despite you being able to reach across the playing field with just normals. Your mixup is virtually non-existent, you rely on hitting that l2SMF because your opponent is impatient. If he FDs several of your attacks before you actually cancel into l2SMF he'd be out of range and evade the attempt completely. So to actually make l2SMF at random work, use more overheads, you can do 5S(f) MC and then ensegna vs l2SMF mixup, often enough you can even dash and get in a better range for the throw. When hitting with 5K and you have no level on your MF(but you do have coins) either go for a MCJH loop if you're looking to convert tension into damage or combo into sweep which nets you a coin. After coin you could also easily get a (somewhat) reversal safe(hard vs robo-ky) fuzzy guard setup going, which you can convert in KJ FRC combo. If you can do it, you can forget about the coining and instead do 5K ji (5S©/2S) 5H KJT KJ FRC 5S© j.K-S,dj.K-S-D, Ensegna for good damage(rivals l2SMF damage). You can use the 2S in there as a form of mixup, if your opponent is careful and tends to guard your 5K, they'll probably end up guarding low, giving you a 5D/Ensegna countermixup. So your airgame is ehm, jump, wait a bit, airdash. Sometimes you simply IAD at your opponent, never do you do a regular jump or a jump in at your opponent. Remember you got an insane amount of range, you don't really need to get that close to be able to hit that j.H, j.S is fine, on hit it usually goes into 5S(f) l2SMF, on guard you get Ensegna vs l2SMF fuzzy and on whiff you just land and free to do whatever you want.
4r5 Posted December 25, 2008 Posted December 25, 2008 Venom player is doing wakeup Carcass Raid like it's good. You're getting the knockdowns, but you ain't making them count. You just gotta meaty the guy. Venom can't do anything about meaties. You can just walk up and lay a 2K over him. If he reversals a backdash, you recover and can hit him out of his backdash. If he DAAs or Bursts, you just block and punish. And you two, try to keep up with the action. Don't let those whiffs go by on punished. At the very least, walk forward and gain some ground and meter. You vs the RO is looking alot better then before. Oh, and tell the Venom player that he recovers in the air, after Red Hail. He didn't have to land and eat that throw. You all keep practicing.
4r5 Posted January 3, 2009 Posted January 3, 2009 http://www.youtube.com/watch?v=qgCMC8dKeUE Haven't had a new one of these for a while.
10stars Posted January 6, 2009 Posted January 6, 2009 http://www.youtube.com/watch?v=KfGBDvFCMDw&NR=1 2:31, can someone explain how he did a standalone DBT DB FRC and air dashed without hitting the ground or doing a KJ FRC? am i missing something?
Mitsurugi Posted January 6, 2009 Posted January 6, 2009 Can't watch the video but I'm assuming you are talking about solo-Jump Installing since you specified "standalone" as in "no gatling beforehand". More details on > the appropriate part in the AC Players Guide <. Note that after a KJ FRC as a follow-up of KJT, you don't have Jump/airdash options after the FRC if you don't JI. So for both DBT~DB and KJT~KJ, you'll have to JI it in order to do a jump/AD after the FRC. BUT, as a mid-air special meaning not a follow-up of the Transport, KJ (and only KJ, not DB) will grant you this additional jump/AD option after FRC/RCing it. EDIT : on your example, that may be something like : 629S~S FRC, 66 (airdash) etc. Besides, this JI principle holds true for the Transports (without the followup). You won't be able to jump or AD after FRCing the DBT or KJT if you don't JI them.
10stars Posted January 6, 2009 Posted January 6, 2009 Can't watch the video but I'm assuming you are talking about solo-Jump Installing since you specified "standalone" as in "no gatling beforehand". More details on > the appropriate part in the AC Players Guide <. Note that after a KJ FRC as a follow-up of KJT, you don't have Jump/airdash options after the FRC if you don't JI. So for both DBT~DB and KJT~KJ, you'll have to JI it in order to do a jump/AD after the FRC. BUT, as a mid-air special meaning not a follow-up of the Transport, KJ (and only KJ, not DB) will grant you this additional jump/AD option after FRC/RCing it. EDIT : on your example, that may be something like : 629S~S FRC, 66 (airdash) etc. Besides, this JI principle holds true for the Transports (without the followup). You won't be able to jump or AD after FRCing the DBT or KJT if you don't JI them. Im aware of all of this, which is why im asking how he did a coin > standalone DBT > DB FRC > air dash to do an impossible mixup. Edit: 629S~S FRC, 66 (air dash) gives me a tk DB most of the time (Mostly because im hitting 3 before the 9) but when i dont hit 3 before the 9, i get a j.s. I also tried doing coin > 629S~S FRC air dash, making it so that during the coins downtime i wouldnt jump but would instead get the DBT off, and even after frcing the DB there, the air dash still isnt possible.
Mitsurugi Posted January 6, 2009 Posted January 6, 2009 "can someone explain how he did a standalone DBT DB FRC and air dashed without hitting the ground or doing a KJ FRC?" You meant "why" then, don't you ? Maybe you can put a transcription of the full mix-up and what are the opponent position (crouch/standing, facing left then being crossed-up etc.) and reactions, specially after the airdash, so that we can better understand what you are talking about, that would avoid confusion. EDIT : Just read your edit. Well, your question is about how, execution-wise then, my bad. Plain 629S~S works fine for me though unfortunately I can't perform it with 100% success. Throwing a coin beforehand does not change a thing (or I missed something too). The drawback is you can only AD only since this way you enter not a jump but a superjump as the input of the motion is fast (29 in the 629 motion is the SJ part). You can try 6239S~S or 6239S~S with a certain timing, IIRC a little slow but by pressing the S button before leaving the ground. You'll be able to jump or airdash this time. Whatever the version, it is all about timing and you may need some practice. Hope that helps.
10stars Posted January 6, 2009 Posted January 6, 2009 oh shit. it looks like 6239S~S FRC does allow you to do an air dash, but it seems you can only get the actual DBT out correctly this way by hitting S on the exact frame of the startup of your super jump. Looks like a glitch to me, tricking the game into thinking you super jumped without actually leaving the ground or jump canceling a gatling. nifty. Edit! Also works with KJT!!!!!!!!!!
Mitsurugi Posted January 6, 2009 Posted January 6, 2009 Glad you understand it now but just for the record, it is a kind of JI called solo-JI where you trick the system thinking you jump/super jump while staying on the ground, performing a ground special while gaining jump/SJ options. Read carefully the solo-JI point in the AC Players Guide. And yes, as stated previously, it works for DBT, KJT, DBT~DB and KJT~KJ, none of them having auto-JI properties. Auto-JI and solo-JI are 2 different things.
10stars Posted January 6, 2009 Posted January 6, 2009 Havent seen it before that video, im suprised no ones used it in matches etc. A new nifty mixup added to the collection.
Alternate275 Posted January 6, 2009 Posted January 6, 2009 ~takes notes~ Hmmmm, Did not know that... :8/:
Alternate275 Posted January 26, 2009 Posted January 26, 2009 New combo video? (If not already posted that is) http://www.youtube.com/watch?v=y0u27j69D30
Killerwatt Posted January 26, 2009 Posted January 26, 2009 New combo video? (If not already posted that is) http://www.youtube.com/watch?v=y0u27j69D30 Yep, seems new. Saw this as soon as it was uploaded. My only question is (@ 0:24) how was he able to do a jc KJ from 6HS? I've seen BLEED do that periodically and it always mystifies me. The mechanics behind it, that is.
4r5 Posted January 26, 2009 Posted January 26, 2009 6HS is JCable. So you jump and KJ, or tigerknee a KJ.
10stars Posted January 26, 2009 Posted January 26, 2009 you can do mmf2 in the corner into 6h > kj frc > j.h > j.d > land (j.k > kj frc) on most of the cast two times, and on pot 3 times ( i think the highest damage ive gotten out of it on pot is like 276 off the l2mmf, but i only practiced it for a couple days after i saw it in another combo video) Isnt really all that useful giving the spacing and setups for it imo, but its there at least.
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