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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?

For slayer the easiest ive found is 5K > 5H > MMF2 > Coin > Iad > j.p > j.k > j.d > small delay > enkasu.

You want to be slightly above them during the IAD, timing this is somewhat frustrating to pick up on, but once its down to muscle memory its not something you have to worry about. I input the command for ensenga (41236) during the delay, and hit H when im at the right distance from the ground, or i see the right frame to hit it.

Nattaks way of learning enkasus was by height, mine was by what frame the opponent was in during the wall bounce from the j.D, then i learned the distance from the ground as well. How everyone else got it im not sure. A video to help with looking at these things in slow motion is here:

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

In slow motion you can see that johnny drops about 3 physical frames during that delay, which is still time to get the ensenga out. Since we dont have superhuman eyes however, and guilty gear is obviously a ton faster, you want to hit the ensenga SLIGHTLY after you see johnny start to fall after the j.d lands, too early and both ensenga hits will connect, too late and you'll hit the ground before either hit connects.

Ive found that you want to be able to air dash as deep as possible during the coin, this way there is less push back during the hits before the j.D > enkasu

A video like this can only show you very small things, after you practice it enough you'll have you're own way of doing it most likely. However, this is what I picked up on when i learned it (keep in mind, this took me roughly two weeks to learn practicing 10-12 hours a day) When i learned it all i knew was that a delay was inserted before the ensenga, and it took me a long time to get a feel for it without any slow mo videos, so this might be useful.

If you still arent getting smoothe quality or cant see the pictures clearly post and i'll put it on rapidshare.

Jofan he's missing the timing on the corner enkasu loops which is the hardest part. instead of using the KJ frc he could use coin > dash > 5h > jackhound > 2d(2) mist. But its more useful to not spend the tension by doing the real combo, because you gain tension from it in case you drop it or they burst or throw a reversal, so you still have TMN for reversals and jackhound combos waiting if they escape.

  • 1 month later...
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  • 1 month later...
Posted

If you get a lowhitting 5D in ur IAD j.d, you can dashback and do something, id preffer using mistfiner hehe, haven't found any other goodies of it other than that.

  • 3 weeks later...
Posted

So, I've been looking for new coin>knockdown tricks. Because I'm a pad player it's nigh impossible to do: coin, iad, blahblahblah, enkasu. I might just have picked up something juicy for you guys. (I'm almost sure I've never heard anyone talk about it here.) Best of all: Divine Blade and TRAPS.

Basically: For 25% tension you can get a lvl 2, knockdown and relatively safe mist in the corner from MFM or a 6K. It can also be done from a throw, if you're feeling the need to whip out a DB. Damage isn't too bad either, ~128 on Slayer from 6K.

In the corner.

lvl 2 MFM, coin, 6K, MC, forward jump, j.D, divine blade, frc, air dash, air combo into enkasu.

The tricky part is the timing. So far, I've only tested this on Slayer and Potemkin. Seems like the main thing is to know when to jump and connect with the j.D. For Slayer I had to wait almost until he teched, for PO it's almost as early as possible.

If this has been mentioned before: oops.:v: But I think it's pretty nice, since it does 'decent' damage, possibly makes knocking down some characters a bit easier in certain situations, probably does a bit more damage than the coin>iad combo, gives you some extra time to mist and leaves you with some options (tech throw, guarding, air dash, etc)

Posted

The timing is tricky correct, very much, you must dash fast! This works on slot of characters. lvl 2 MFM, coin, 6K, MC, [super] forward jump, j.D, divine blade, frc, air dash, air combo into enkasu. The superjump is character dependant, but in my oppinion its more safe. The timing for your DB(frc) changes also. You would want to wait until your opponent has hit the wall and is bouncing back at you. For practice: 6k, MC, Sj.D, [delay], DB(Frc) -> Quick-AD, Ad combo char dependant. 6k, MC, sj.D, DB(frc) <- this part of it actualy does alot of damage.

Posted

i don't think that combo's actually been discussed before, but i do remember seeing it in this combo video (at 0:33).

ninja edit: i just discovered a variation of the combo in training mode.

j.D -> KJFRC -> j.H -> DBFRC -> whatever

or you can just use the db for knockdown if you want. :toot:

Posted

Tips is a cool CM.

I remember Getting AC for the first time, surprised to find that the Divinblade combos were alot harder to do. But after a few runs of the first johnny AC cm "Welcome to hell" i understood that KJ was the way to go, so used alot less DB.

Kj is more safe, you dont need to be ULTRA tight on the followup moves.

But DB brings back the flashyness ;)

DB combo starters:

2d,MCJH,5K[JI]5hs, DBT>DB(frc)

(corner) MFlvl2Mid, coin, 5K[JI]5hs, DBT>DB(frc)

(corner) MFlvl2Mid, coin, walk, 6K, sj.D, DB(frc)

Posted

I guess i'll pop in a question while we are still talking about DB usage in combos so in the corner...is there any setup that will garantee connecting a db frc as a way to extend the combos? To be more specific, i am referring to something like on char: blah blah into j.hs kjfrc blah blah into dbfrc into jd. ensenga... if so can u guys list the combo and the char it works on? so far i've only seen it done on axl but i am guessing the same thing should work for faust and dizzy due to their bigger hitboxes.

Posted

I've been doing ...HS>KJT>KJ(frc), DB(frc)... If you're in the corner, you get a nice fat combo, by doing a falling.K-D (some chars/spacing just a falling.D) land, jump back up>somethingsomethingsomething. If you're midfield, you can do a basic aircombo. Or do a falling.D and tag them with a MF2 when you land, sometimes you can get a MSJH,Mist instead, depending on spacing etcetc. Can't go into any specifics. I haven't had the time/motivation to go in to training mode and break it all down.

Posted

The timing is tricky correct, very much, you must dash fast! This works on slot of characters.

lvl 2 MFM, coin, 6K, MC, [super] forward jump, j.D, divine blade, frc, air dash, air combo into enkasu.

The superjump is character dependant, but in my oppinion its more safe.

The timing for your DB(frc) changes also. You would want to wait until your opponent has hit the wall and is bouncing back at you.

For practice:

6k, MC, Sj.D, [delay], DB(Frc) -> Quick-AD, Ad combo char dependant.

6k, MC, sj.D, DB(frc) <- this part of it actualy does alot of damage.

Also

lvl 2 MFM, coin, 6K, DBT Delay DB FRC ....

lvl 2 MFM, coin, 6K, MC, Forward jS jHS >KJ FRC > jHS jD > Land > jS jHS KJ FRC > jHS jD > Land ...

  • 1 month later...
Posted

So, uh, MC links I've been testing and can confirm. (5HS, 3HSand 6HS are all level 5 attacks so they have the same hitstun) LVL 1 5HS/3HS/6HS, 5K... 5HS/3HS/6HS, f.S... (crouching) 5HS/3HS/6HS, f.S > 6HS LVL 2 (everybody knows these) 2D, 5K/c.S/3HS 5HS/3HS/6HS, 5HS/3HS/2S/2D * f.S, f.S/5K *3HS/5HS are very hard to string together on standing opponents (1-2 frames, I'd say)

  • 2 months later...
Posted

Things sure have been dead around here. Allow me to try and liven things up a bit. Despite indulging in BB these days I continually strive for improvement with Johnny. I think I've made some progress so now I'm starting to think about aspects of JO play I haven't before. For instance; I've been fooling around with impossible dust combos in training mode lately, but before I decide to invest in any combos my question is: are they worth it? I understand that JO's terrible dust is terrible but it catches my opponents off guard every now and then because it's such a rare occurrence. What I'm liking about them is that I can get semi-decent damage off a successful mixup for 25% to no tension. Thoughts?

Posted

Things sure have been dead around here. Allow me to try and liven things up a bit.

Despite indulging in BB these days I continually strive for improvement with Johnny. I think I've made some progress so now I'm starting to think about aspects of JO play I haven't before. For instance; I've been fooling around with impossible dust combos in training mode lately, but before I decide to invest in any combos my question is: are they worth it? I understand that JO's terrible dust is terrible but it catches my opponents off guard every now and then because it's such a rare occurrence. What I'm liking about them is that I can get semi-decent damage off a successful mixup for 25% to no tension.

Thoughts?

The best time to use Johnny's 5D is in situations that it would be the last thing on someone's mind to see coming out. The shock value of that gives me a lot of successful hits personally. Though when it comes to using the impossible dust, I usually tend to stay away from it because I could either get an enkasu or a 200 damage combo with little to no tension. I think its nice if you switch it up, I'm all about switching it up but the benefits haven't really been worth it for me. Its not like he is a character like Ino that needs to impossible dust just to take decent damage after a dust.

Best time to hit someone with a dust is during a tech in the corner because that is the last thing that they are thinking will come from you. Give you a quick example of that, corner throw into combo into enkasu into 5k into coin into 5d, the only tech that works in their favor is front and even then they will be in your range to be hit as an AA. Also gatlings like 6p into 5d or 2k-5s-5d also work well for me. Also to cover your ass, if you miss you can still get a hit because 90 percent of the time people will try to attack afterwards. Because the move is 0=0 for both sides that is when you do 2d into combo, far s, 6p into combo, 2hs, tk ensenga or overdrive depending on their best faraway poke they have.

Posted

The best time to use Johnny's 5D is in situations that it would be the last thing on someone's mind to see coming out. The shock value of that gives me a lot of successful hits personally. Though when it comes to using the impossible dust, I usually tend to stay away from it because I could either get an enkasu or a 200 damage combo with little to no tension. I think its nice if you switch it up, I'm all about switching it up but the benefits haven't really been worth it for me. Its not like he is a character like Ino that needs to impossible dust just to take decent damage after a dust.

Best time to hit someone with a dust is during a tech in the corner because that is the last thing that they are thinking will come from you. Give you a quick example of that, corner throw into combo into enkasu into 5k into coin into 5d, the only tech that works in their favor is front and even then they will be in your range to be hit as an AA. Also gatlings like 6p into 5d or 2k-5s-5d also work well for me. Also to cover your ass, if you miss you can still get a hit because 90 percent of the time people will try to attack afterwards. Because the move is 0=0 for both sides that is when you do 2d into combo, far s, 6p into combo, 2hs, tk ensenga or overdrive depending on their best faraway poke they have.

Thanks A3 I'll be sure to keep that in mind.

Another gimmick I've been trying is working JI KJ FRC into my pressure strings. On paper it seems fine but in application I tend to get thrown after I recover from the FRC. I usually do 5K-JI-5HS-KJT-KJFRC. Is there something missing? Or should I not even bother with pressuring with Jump Install KJ?

Posted

maybe you're not doing the j.S quickly enough after the frc? and i'd say so long as you have the meter, ji kjfrc combos are always worth it, be it for damage or knockdown.

Posted

Thanks A3 I'll be sure to keep that in mind.

Another gimmick I've been trying is working JI KJ FRC into my pressure strings. On paper it seems fine but in application I tend to get thrown after I recover from the FRC. I usually do 5K-JI-5HS-KJT-KJFRC. Is there something missing? Or should I not even bother with pressuring with Jump Install KJ?

Oh man, that is one of the sources of Johnny's power that is so untapped. My friends almost always burst or try to do something dramatic just to avoid me using a multitude of crossups from JI KJ FRC. Let's just say I can't even think of typing all of the options you can make off of JI KJ FRC. Its actually a little insane, how many possibilities are out there. I will give you a few though that I use more often.

5K-JI-5HS-KJT-KJFRC...

Air Backdash = ABD

...ABD once you have passed their head by a little bit, and do J.k-KJ FRC-J.s-J.k-J.s-J.d-Ensenga

...If they are crouching back dash into j.hs-into ground combo.

...ABD into j.k-j.s-ensenga

...immediately forward dash until you are a good distance behind them and KJ FRC from behind them into Air combo.

...DB FRC-delayed air dash into j.hs into ground combo.

and a shit lot more. Also there are so many kind of crazy ones without the JI too.

Posted

KJ FRC jump install tricks; see any SANKA combo video. Those are filled to the brim with KJ tricks and cross ups, etc. If you've seen them then yeah, you know what I'm talking about. For easy mode, you can wait as you cross them up and tap S for a cross up j.S land into 5K, etc. combo. Once you get them used to that, you can tap j.K earlier than when you're gonna cross up and come down with a j.P, j.K, land, whatever you know?

  • 1 month later...
Posted

i don't know if these combos are for GGXXAC, but i only have GGXX#R so if anybody could just give me some basic combos for #R, that would be awesome :D

Posted

Well, we are in the AC combo guide... But in regards to your questions, most of Johnny's combos hasn't changed too drastically since #r I think. The biggest difference is that Johnny has his Divine Blade Loop in #r, his lvl 2 MFers are different, and he doesn't have Jackhound or Killer Joker. But in the end, most combos tend to revolve around going into an air combo that ends with Ensenga.

Posted

Please refrain from creating new threads when you can post in an existing thread of the same topic. And please post in the appropriate thread.

This thread is not about #r Johnny. I was being nice and simple answered your question and merged your thread with the appropriate thread. But I guess you didn't catch it. It's over here, http://www.dustloop.com/forums/showthread.php?t=4216&page=5

And no Johnny is like AC Johnny.

  • 2 months later...
  • 1 month later...
Posted

Firstly, Happy New Year fellow JOs! Let's all make 2010 MARVELOUS DA ZE! My corner enkasu training has been paying off as of late, and I thought I'd add a corner enkasu to the list on the 1st page that I have confirmed works: Combo: Throw->j.P->j.S->j.D->Enkasu Position: Corner Damage: 64 Tension: 0 Notes: Works on CH. The link timing is very similar to how you'd approach SL in the corner, which is extremely helpful to note. Because of CH's weight though you might want to add slight delay between j.S->j.D. Sorry if this is old news already though but I want to help solidify some of the corner enkasu setups on the cast now that I can actually do them :psyduck:

  • 2 months later...
Posted

it does, but comboing off it is MUCH more specific

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