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Everything posted by 4r5
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Johnny moved up two tiers! O.O
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- crazy larry
- dirty mary
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You mis-interpreted. That's not the standard keyboard layout, it is the notation we use to represent the nine cardinal directions. There is no standard keyboard layout. Just use what ever you want. Most people use a cross layout (like WASD) or a row layout (like zxcv). Some examples with a WASD configuration the direction 6 (or toward) would be the key: D, if you are on the left side of the screen. the direction 7 (or Up and Back, diagonally) would be the keys: W+A, again, if you are on the left side. the same direction, 7, on the right side would be the keys: W+D
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go here http://www.dustloop.com/forums/showthread.php?t=372 and search for "What is Impossible Dust?"
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XmmmiR Did you read the page?
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http://www.dustloop.com/ggac/data/stuns.html
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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.
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http://www.mediafire.com/?2ifzgiuttzh
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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.
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I have that vid, but I don't have access to the computer with it. Once I get back to school, I can upload it for ya.
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How can you hold HS too long? Maybe you're pressing it too soon?
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I like to have a return on investments. I'll combo into it if proration/guardbar won't cut any damage off of it. Or I'll use it to rob someone of an airtech, if I think they were going to try something funny. Or if I planned an oki maneuver that'll catch them, but I generally don't do this, still. Since JO's OD is hella long, it also gives them time to think and the yomi might loop back around. And I don't like it when the yomi loops back around. Generally I don't combo in to OD. Like to just hold on to the meter and make people scared of a potential super. Also, I've been trying out no-combo Johnny. Lv3 definitely fills some of the holes in AC-Johnny. And all the fast MCing gives you alot of meter, that I'm use to having from pre-AC. Pretty cool, almost feels like I'm playing old-Johnny, but no combos MSDJH and HS>KJT>KJ(frc),DB(frc),HS-D combos are hard.
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It is ducking. Also, programmable joystick.
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At this point, it's pretty evident that difficult execution is a part of what ArcSys sees as one of Johnny's fundamental character traits. Like how Chipp always has to have the lowest defense of the whole playable cast, even if just by a hundredth of a point. When the next GG comes around, whether Johnny is good or bad, he'll still be breaking joysticks. They'll probably just readjust our payoff for hitting people, again, while finding more ways to make players do pretzel motions. ya #GB+ is the amount of guardbar adjustment on block #GB- is the amount of guardbar adjustment on hit
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It's old-school, was awesome back when it launched on hit (and built up GB on block). But now it's kinda :sadface: when people get hit by and you FRC'ed for nothing. It still has a bit of use, with its different trajectory and less lift, but KJ pretty much replaces DB. KJ launches on hit, builds GB, and crossesup better. As you said, there is a gap, so use it sparingly. Also, the counters to a Transport FRC are the same as the counters to the Transport followups. So how many of you have been keeping up with recent Johnny vids? MK's and Omito's vids, and especially this new guy, White? I figured this was going to happen. AC changes pointed to this and I hoped that this wouldn't become the only dominate style, but AC 's been going for nearly two years and it just keeps looking more and more like this is going to be the only way to play Johnny. a couple of example vids: http://www.youtube.com/watch?v=-D-S_byODM0#t=5m42s http://www.youtube.com/watch?v=fGqkgUP5rbk To sum it up: Achieve (as soon as possible) and preserve (for as long as possible) a high Mist Level. A high Mist Level strengthens pressure. Tighter pressure fuels tension and jacks guardbar. Tension enables your combos and guardbar gives way to damage. If you pay attention to White's, Omito's, and MK's recent vids they all are doing this. Level up MistFiner, then pressuring with lots of HS's, and shoot for the JH combos, or KJT or MC combos. You'll often see them opt out of doing MF combos that they can't garuntee a recoin from. This is also a pretty execution-heavy style, so you'll see them all sometimes miss a MSDJH combo or botch a MC and accidentally fire off a MF. I suppose in the end nothing has really changed. Everything's just been shuffled around a bit. It's cool that now there's more incentive to go to ML3, but it's not so cool that they almost force you in to. ML0 is weak now. Coins are 0GB+ and JH requires 25%. Coin won't jack the guardbar and you don't have a fast enough MC to get the meter needed for JH combos. I guess we should all say our goodbyes to 壁際のDC. Start learning them HS>KJT>KJ, MSDJH, and MC combos, guys! I know I haven't.
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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 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.
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I'm not really one to ask about whether a matchup is good or bad. I don't pay attention to that stuff. And I'd rather steer discussion away from goods, bads, and petty matchup numbers. Knowing if a matchup is in your favor or not is fine and all, but it's really just useless talk. What's really important is how to fight the matchup, and that should be the focus of our energies. Yeah, you can IB and punish the Dolphins. With HS, if I remember correctly. But yeah, May's Dolphins are really good this game. She can FB them, to make them safe from counter-attack. Or she can FRC them, to make them safe from punish. May's kinda silly (and is part of the holy-trinity of eye-rolls: Slayer, Jam, May). Once she gets 25%, her options bloom open and you really just have to watch yourself. 'Cause any hit can become half your life. Keep an eye out for when she can charge and when she looses a potential charge. Thankfully this game has no charge-partitioning.
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You're pretty much going to need to FRC the mist all the time, if you want any sort of meaty. It's why you sometimes see Johnny's just not bother to do the mist.
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2HS has 29-35 frames of recover, depending on when it hits. 5D has 28 frames of startup. By canceling 2HS into 5D, you're replacing the recovery frames of 2HS with the startup frames of 5D. You can either sit around doing nothing for half a second, or you can sit around winding up another attack for half a second. Whether you do or don't do the 5D, you're in a CH state till you recover.
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On all of Axl's chain attacks, Axl sticks out his arm. Which you can hit, before his attack goes active, or as his attack retracts. For example, if you're at about Johnny's 5HS range, you can 5K Axl, if he does his 5P. Which is why you saw the Axl player shy away from chain attacks, whenever Johnny was close. In the video, the Johnny player could of 6K'ed one of those 5P's. You almost have to guess, to do that, though. And it looked like he wanted to be safe then sorry.
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You want to be far away, right? So that you can re-continue your patient zoning game. Especially if you don't have any meter to maintain a safe rushdown. At the end of the day, even with the Sword, Zappa is still just a zoning char.
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About gatlings and cancels, they can be done on first frame of recovery?
4r5 replied to superclack's topic in Archive
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end your strings with 63214HS instead
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Corner, un-RC Pilebunker, do you need a special combo, before hand, to connect the 2P, or do you always get the 2P? Character weight/hitbox?
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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.