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Posted

-bnb air combos:first half / after a launch, ...launch, j.K-S>double-jump... ...launch, j.K-P-S>double-jump... -bnb air combos:second half / after a double jump, ...dj.K-S-D>Ensenga ...dj.K-P-S-D>Ensenga ...dj.S-HS-D>Ensenga Johnny's aircombos are just combinations from a small set of strings. As you can see, two of the second half strings are just strings from the first half, with Dust>Ensenga added to the end. -combining the two:first half+second half / examples, ...launch, j.K-S>dj.K-S-D>Ensenga ...launch, j.K-P-S>dj.K-S-D>Ensenga ...launch, j.K-S>dj.S-HS-D>Ensenga etc -combing into KJ, ...launch, ...aircombo>dj.K>kj(frc), continue... ...launch, ...aircombo>dj.S-HS>kj(frc), continue... -comboing after KJ, ...KJ(frc), K-S>triple-jump... ...KJ(frc), S>triple-jump... ...KJ(frc), HS>DB ...KJ(frc), ad.K-P-S-D>Ensenga (triple-jump follow ups are same as double-jump followups -comboing after LMF2, ...LMF2, jump(backwards), aircombo... ...LMF2, jump(straight-up), aircombo... ...LMF2, c.S>jump, aircombo... -combining the above: all together now / examples, ...LMF2, c.S>j.K-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga ...HMF2, dash, j.K-S>dj.K>KJ(frc), ad.K-P-S-D>Ensenga ...6P>j.K-P-S>dj.S-HS>KJ(frc), K-S>tj.K-S-D>Ensenga etc Knowing the bnb strings, you should be able to figure out some basic combos for each character weight. But, more importantly, as you are figuring out these combos, you will develop a sense for the kind of positioning you need to connect each string. Fights often times don't leave you with the most ideal situation. You may be fighting Jam, and you launch her, but due to some weird positioning your normal light character combo isn't going to work, so you'll have to improvise a new combo.

  • 2 weeks later...
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Posted

Wow talk about thorough, good stuff. Hey when doing throw combos starting with J.S, do u guys use a visual cue? Its 40/60 for me, getting it to combo.

Posted

throw, j.S is a 2 frame link. When I do it, I don't follow any cues, I just know the timing. I suppose if one were to use a cue, it would follow Johnny's animation. Also, some of the light character, I know Baiken for sure, you need to delay your j.S a bit. Otherwise you get it out too early and end up whiffing it under them.

  • 3 weeks later...
Posted

Excuse me. But what are the more practical Impossible Dust combos to keep in mind for JO?

The only impossible dust i tend to use at this point is in the corner for an enkasu.

5D > iad > j.d > land > jump > j.k > j.s > j.d > enkasu

I havent found other setups that lead me to much else midscreen.

Posted

D/\HS-D, S>dj.K-S-D>Ensenga is what I use, along with other variations, which all can end in Enkasu with a little nudging and luck. Input the HS as 6HS or 4HS, to option-select against bursts. D/\HS-D, S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga for damage, though not much of a difference from the above :I: D/\HS-D, HS>KJ(frc), DB(frc), K-D, land, jump up in to generic air combo or the wallbounce doom combo for when someone has to die, no matter the cost D/\HS-D, DB D/\HS-D, HS>DB for knockdown D/\HS-D, blahblahblah-etc There are probably better combos then the D/\HS-D combos I use, but the HS-D part always connects regardless of distance and gives me time to make up a different combo if I hit at a funny range. I really just use it cause it makes the background do a funny thing, when you do it right. The -20GB on 5D puts a damper on damage. You may find a combo that does a few more points of damage on average, but 150ish damage is about where the ceiling is. Then it's like, one more point of damage for every percent of meter you pour into it. What ever dust combo you find, I wouldn't worry too much about damage. Just make sure it carries far or ends in a knockdown or mist. Especially make sure it ends in knockdown or mist, if you are going to spend meter on it. But then again, I'm just an old Johnny player. Maybe AC-Johnny can't be too picky about their damage. 10*: off of a D/\ad.D, if you're near the middle of the stage, or closer to the corner, you can land and do a 6HS in to a MF or JH or tkKJ. or you can do K(ji)-HS in to old-style DB combo.

Posted

I looked in the combos section and I didn't see any of Johnny's impossible dust combos, so could anyone help me and put some in here. I'm tired of not using my dust except when i'm using 2H>5D.

Posted

5D then IAD dust. That pretty much goes into anything if you're in the corner. If around midscreen, you'd have to be pretty much hit the opponent with dust at the furthest possible distance to get anything.

  • 4 weeks later...
Posted

Even though I've read up alot on Johnny I'm still a bit uncertain on following up after a KJ FRC. Say that I do a standard bnb air-combo with whatever starter to j.KS dj.KS KJ FRC at this point, just after the FRC. Do you do any movement inputs or do you just go immedietly to j.KSD-Ensenga? I've seen people dashing and so. Anyone that could clarify some for my training-mode session later this day that would be great!

Posted

u wanna do ksk KJFRC not ksksKJFRC to get ideal height for landing follow-ups try to aim for s,s,hs d e. since from the extra jump u are able to jump cancel the j.s'. air-dash is mainly used for one-hit... the air dash push the opponent close to the wall so u can start ur pressure after.

Posted

Even though I've read up alot on Johnny I'm still a bit uncertain on following up after a KJ FRC. Say that I do a standard bnb air-combo with whatever starter to j.KS dj.KS KJ FRC at this point, just after the FRC. Do you do any movement inputs or do you just go immedietly to j.KSD-Ensenga? I've seen people dashing and so. Anyone that could clarify some for my training-mode session later this day that would be great!

If you want damage after KJ FRC,

KJ FRC>j.S>j.SHD>Ensenga

Above is the most damaging option but keep in mind that you need to vary it a bit depending on height and characters (ie Against heavy characters, you probably won't be able to do it) And in a corner, if you can delay well enough, you might be even able to go for Enkasu but difficulty is hard.

If you want 1-hit Ensenga after KJ FRC,

KJ FRC>66>Option>Enkasu

Options:

1) j.KSD

2) j.PKD

3) j.PPD

4) j.KD

5) j.D

6) j.KPD

It is possible to get even one hit in mid screen with this set up, however, totally depends on what character you are dealing with. Slayer is really hard whereas Ky is pretty easy. In corner, you shouldn't have too much problem since timing a lot easier because that air dash forces you into opponent.

Just for fun, Impossible dust that I use:

5D>FD>j.SD>Land>5K5HS>DBT>DB FRC>Enkasu

Posted

Thanks for the extra input Chomite. Sadly enough I play against Slayer and Order-Sol so probably won't hit up to many Enkasu combos there... havn't played Johnny in any casuals yet so we'll see how it goes ^^;

Posted

Thanks for the extra input Chomite. Sadly enough I play against Slayer and Order-Sol so probably won't hit up to many Enkasu combos there... havn't played Johnny in any casuals yet so we'll see how it goes ^^;

Nah, there really arent many enkasus you're going to land on HOS, from what ive picked up from HnH and the other hos/sol players though, is to just go for big damage instead of mists. Corner enkasu recoining is a different story though.

As for slayer theres a ton of enkasu mists from mid screen as well as the corner, a handful are in this video, minus the damage combos that i have in there:

http://www.youtube.com/watch?v=FpADtZqbhpQ

You might also be able to pick up some more combos from that, post if you need help with anything.

Posted

Can he do anything else besides air combos ?

There are also Jackhound combos on the ground. It's distance specific and depends upon mist finer level. They tend to eat up a lot of tensions, however, give a nice knockdown for safe mist into possible another combo. But setting it up is pretty hard as well as technically difficult to learn all the MC linking between hits and MSDJH - which is not required but really nice to learn.

Posted

Thanks for the offer 10stars. I watched some vids on teh tube and stumbled across yours in the process. I will definitely use it once I get comfortable with Johnny to actually grind combos in training mode. Got some very basics down so I'll so how that works out first and hopefully I'll advance after the casuals.

Posted

There are midscreen enkasu combos (im assuming you're referring to untechables) from throws, however they normally dont lead to extra damage, so its better to do the KJ FRC Air Dash enkasu combos so you end up near them in the corner. This way you can recoin or mist. Midscreen enkasu combos tend to leave the opponent a long ways away from you where you cant take advantage of it, such as Throw > j.s > j.h > KJ FRC > j.D > enkasu (works on slayer/anji that ive tested it on) it pushes the opponent into the corner, but leaves you at midscreen. Corner mist finer loops arent good, each coin hit you land destroys the guardbar, so by the time 2-3 reps happen, your hits end up doing 1-5 damage each, which totals to less than 200 damage no matter what you throw in it if you use all 8 coins. Instead you can just do mmf2 > coin > iad > j.k > j.s > j.d > enkasu land mist for 140ish damage with a free misted target + recoin, so you can either loop that, or go for a lmf combo for damage if its going to kill the target. Save your coins get more damage and retain your damage potential, try not to use all of them in a combo and end up at a disadvantage for the rest of the round. Even for tension gain you'll end up getting more from doing the coin iad enkasus in the corner. Edit: Unless you were referring to the corner loops that i was talking about, then any MMF2 > coin > iad > hit hit dust > enkasu > land > mist > repeat is worth doing, the most damaging loop in that is coin > iad > j.k > j.s > dust > enkasu, the weaker but easier to do is coin > iad > j.k > j.p > dust > enkasu

Posted

reaver: since 10 has alrdy covered the one-hit stuff i'll just mention a midscreen ensenga combo that works requires 50% tension and it goes: blah blah blockstring yay tk ensenga hit > at this point u can iad into another j.s and link ensenga or... u can on lighter char do 5hs/far slash into ground combo leading to generic lvl2 yawn frc combo.

Posted

With the corner loop I was on about the enkasu mist loop yeah

So I tried TK ensegna RC ad j.S and j.S kept whiffing.

I do the enkasu mist loop at the end of the 3 combo videos i have up right now

http://www.youtube.com/watch?v=FpADtZqbhpQ

http://www.youtube.com/watch?v=WZNOIJx-H3s

http://www.youtube.com/watch?v=ZW22owXHsc0

Its the very last combo minus the jam video, which is the combo before the last.

The tk ensenga ad j.s ensenga timing is very very strict, and it totals to 128 damage (on slayer at least) From what ive found from testing it, you have to enter the 66 for the AD slightly after the RC, and the timing isnt really fast on the AD > j.s. Try a few different timings, if you need i can record and upload a video of it with the input on for reference.

Posted

Youtube isn't providing me with a smooth video for some reason... I tried the enkasu loop on Slayer here and I can't get it to work, what AD height should I be aiming for and how can you delay that ensegna for that long?

Posted

what loop? list the combo you are trying to do. are u getting corner throw enkasus ie. ksde or psde? if not why dont u take a step back and learn that first then u'll get a feel for how long to delay and what frame to watch for. in regard to the corner loop combo (ie.. after enkas mist frc u forced them to block and u landed a mf lvl2k) iad the earliest u can right after coin because u want to use the added bounce height by coin to do the one-hit (easier if its higher up cuz u have more time to adjust the timing in bweteen each string to land enkasu) from 10's vid he did after enkasu, mist frc to 3hs into mf lvl2k.. 3hs pushbacks into the ideal range for coin iad pksde. if thats not the scenario.. mabe u are referring to someting like a recoin loop where u did combo into high lvl2 and u caught them with another coin and is trying to do jk/js into kjfrc iad combo? in this case u would need to eyeball the height of the opponent relative to jo's position cuz u want the iad follow up to connect.. so for example in this case u would add in more k and p to elevate slayer (assuming hes the one u are trying to land it on) and then finish ur aerial string with either j.s or j.hs to connect into kjfrc (by the time u add that many hits in u would probably have problem getting enough hitstun on slayer to keep the combo for being untechbale so use normal that gives not only higher hitstun but can also cancel into KJ). u can just be lazy and do after an enkasu to 2s lvl2k coin lvl2k coin, iad kjfrc kde... the timing on the enkasu is easier on that setup due to the added height of ur opponent from ur kj.. ..then when u comfortable with MCing and basic enkasu u may wanna try 6k mc iad into ksde for the added yayyyyyyyness.

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