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4r5

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Everything posted by 4r5

  1. probably was too far away for a DB combo and/or just wanted some easy damage we're all human
  2. 4r5

    [AC] Johnny vs Axl

    patience
  3. 4r5

    [AC] Johnny vs Axl

    MMF is actually the one that out ranges and beats it.
  4. Yes, you have to be closer. The 2nd strike doesn't hit any higher then the first, but it does have much greater horizontal reach.
  5. That is exactly what is happening.
  6. 4r5

    [AC] Johnny vs Robo-Ky

    Nothing is guaranteed after a clash. A clash just kinda resets the situation. You can cancel a clash straight into an FD-block, or attack; or anything else. What move you follow up with will depend on what you think RO will do. But if he does RC, then be happy that he's wasting meter. Don't worry about the video. I didn't do anything special. Was just demonstrating the minimum-ish distance you have to be.
  7. 4r5

    [AC] Johnny vs Robo-Ky

    Here's a picture: And here's a video: http://userpages.umbc.edu/~esara1/JOvsRO%20-%203HS%20Oki.avi 3HS will clash with both hits of RO's Lv3 DP. Against a Lv2 DP, first hit will clash. Alternatively, you can use 2K, and it will clash with the first hit of a Lv3 DP, or whiff against the first hit of a Lv2 DP.
  8. 4r5

    [AC] Johnny vs Baiken

    IB what ever you want, though not really needed. She doesn't have anything like Potemkin's 6HS>Slidehead and her offense isn't so tight that you are forced into IB'ing to escape/counterattack. It's most def frame advantage for Baiken, if you block a mat and she FRC's.
  9. You suffer more hitstun when you get hit while crouching, but I don't think it's like that with blocking.
  10. 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.
  11. When Ensenga connects.
  12. I don't think Johnny is airborne or anything, but I also don't think Pote's Slidehead simply hits you if you're grounded. I think Slidehead just sends a pixel high attack box across the entire ground. Which is how stuff like Eddie's 5D evades Slidehead, but you can still ground-throw Eddie out of it. ABA and Sol's runs will also randomly evade Slidehead. Pretty sure all these wacky Slidehead evasion is just a result of sloppy hitbox's not going all the way to the ground during a single frame or two
  13. 4r5

    Improving tips?

    Set slip recovery to lv2. Then do MSJH, K and you will see that it combos. Now do JH, K and you'll see that it won't combo.
  14. both are just above the knees
  15. 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.
  16. 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
  17. To sum it all up. A mid-dash OD isn't possible. Mid dash, Johnny is in the air, so you can't do ground moves out of it. Sorry to Mitsurugi, and anyone else. Wasn't trying to fool anyone. I must of fooled myself, 'cause I remember I made the original post right after having double-checked, in-game, that it was possible to do. Whatever, it was half a year ago. I'll just chalk it up to delirium from those sleepless cram nights I was doing. TKing a DB or a KJ is better anyways, for hitting people trying to poke you out of your dash.
  18. 4r5

    [AC] Johnny vs Sol

    If it's a good tick, you Jump, backdash (or forwarddash), OD, or throw. The best counter is prevention. Don't let him get into WildThrow range.
  19. The character you are doing this against may be too light. Try omitting the j.P.
  20. 4r5

    [AC] Johnny vs Millia

    yes
  21. 4r5

    [AC] Johnny vs Millia

    Standing overheads only? 'Cause you got them all already. Other quick overheads she can pull: j.K (may need a fuzzy guard setup, someone double check) tkBadMoon HairCar(frc), j.K/etc TurboFall(frc), whatever and whatever other jump-in and jump-in-like setups she feels like pulling.
  22. 4r5

    [AC] Johnny vs Slayer

    5K can stuff Mappas. You said it yourself, you only got CHed most of the times--not all the time. Just got to get it out faster, so you CH him, instead of him CHing you.
  23. 4r5

    [AC] Johnny vs ABA

    I get alot of my knockdowns from throws. All the others is just being in the right place at the right time, or plain luck. this is the combo Moroha was talking about: throw, j.K-S>dj.S-HS>KJ(frc), HS>DB
  24. 4r5

    [AC] Johnny vs Sol

    Assuming the Sol cancels the BB off a level 5 move, you don't have enough frames to dash under and counter hit him out of BB.
  25. 4r5

    [AC] Johnny vs ABA

    prevention is key aba's pressure is really good. Can't give much in the way of tips. You really just have to know where you can punish and where she's at disadvantage. And you can't hesitate or second guess yourself, 'cause if you do, then you've already missed your opportunity. Her pressure is just good. It kinda has to be, since she hurts herself as she does it. Also, bursts and DAA. particularly during her special moves like the rekkas. don't let her Danzai you
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