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4r5

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Everything posted by 4r5

  1. 4r5

    [AC] Johnny vs Jam

    6P tends to trade with puffballs. just hit her out with 2K or 2S. Beware of FB puffball
  2. 4r5

    [AC] Johnny vs Sol

    I would rather use 6P. Even if it tends to clash more, I think it's safer then 6K. 6K only has 7 frames of upper.inv and is located somewhere in the middle of the start, it doesn't cover you up to the active frames. But 6P has upper.inv starting on the first frame and it transitions to aboveKnee.inv, all the way and well into its active frames. plus, counterhit 6K isn't really all that good
  3. the combo works, in the corner
  4. 4r5

    AC: Combo Guide

    nah, not really 2D>Mist 2D>MSJH, Mist 2D>MSJH, S>MSJH, Mist etc you get the idea off of overheads D /\ FD, D>Enkasu D /\ HS-D, K-S>d.jK-S-D.Enkasu (or what ever other variation of the D/\HS-D combo you come up with) other then Dust, it's going to be Ensenga. I suppose, on the heavier chars, you can simply tkEnsenga>RC, land Mist. If you RC into an aircombo, you'll most likely have to spend an additional 25%, on a KJ, to convert it to a 1hit. and of course, airthrows. or random, lucky, hits that you can convert to 1hits.
  5. 4r5

    Improving tips?

    reaVer, I agree with you. (except about the mist setups; they're just bad in AC) The forum could be better. Donutholes, or anyone else new, should of been able to find some sort of sticky that details basic Johnny information. As it is, if you don't ask questions, it's hard to get anything out of the forum. People should be able come in and find what they're looking for (that is, if they even know what to look for) without having to wait for other people to answer. anyways, the thread is getting off topic, lets take the talk to over here, http://www.dustloop.com/forums/showthread.php?t=3030
  6. 4r5

    Improving tips?

    aw, thanks for your thanks. still thinking about writing a guide. having one would reduce the time I spend answering questions, latter. hell, I've probably have written enough answers to compile them all in to a guide. I should search the forum for all the posts I've made...
  7. so undelete his post, silly
  8. This thread would, http://www.dustloop.com/forums/showthread.php?t=112 , would be the better place to ask, for next time.
  9. 4r5

    Improving tips?

    Mist Stance Dash Jack Hound If you don't know that MistCancels get faster at higher levels and what the different acronyms are, then maybe I'm failing as Johnny mod. I should probably think about getting around to writing some sort of guide or faq.
  10. 4r5

    Improving tips?

    If they are mashing out of your JH, 5K's, use MSJH instead. They can still mash out, but it'll be harder. I don't think CH changes the stagger on JH, but I'm not positive. MSJH and MSDJH each have stronger staggers then JH, with MSDJH being the strongest.
  11. 4r5

    [AC] Johnny vs I-No

    throws have no startup. They happen when you press the button. You just gotta tighten up your dash throws. Get that throw on the first possible frame. Also, people have an extra 5 (iirc) frames of throw invulnerability when leaving block or hit stun. So tick throws, like 2P throw or even really fast mistcancels into a dash n' throw, they could potentially throw you before you could even have a chance to throw them.
  12. 4r5

    [AC] Johnny vs I-No

    I-No and Johnny have the same throw range. He's just hitting HS before you. Alternatively, you can just bait his throws, instead of trying to out throw him throwing you.
  13. 4r5

    AC: Combo Guide

    heavy chars like Robo-Ky and Potemkin can't tech it.
  14. 4r5

    [AC] Johnny vs Robo-Ky

    Hit him with what ever you want. In Robo's 2HS case, you have to know it's whiffing before you see it whiff. Otherwise you won't have time to hit him.
  15. wait, what? Maybe I misread, but last I checked it's 1 frame of invulnerability on wakeup, across the board.
  16. 4r5

    [AC] Johnny vs Faust

    oh wait, silly me. 6P should clash, at the least. If it whiffs, then it wouldn't of hit you to begin with.
  17. I like to be offensive at the start of the round. Get you at your weakest, before you can build up energy.
  18. 4r5

    Need Critique

    set3@1:11 - Should of meatied a quick move, like 2K or c.S. Reversal PotemkinBuster is not a legitimate wakeup option. If you did a meaty, his options would be reduced to blocking, backdashing, or reversal shield super, all of which you have safe (or better!) responses to. As you may have noticed (though it took Lobo a while to start 6P'ing you) j.K is a risky jump-in and the range at which you were using j.HS was suboptimal. j.K is easily 6P'ed, and backdashed. The range at which you were placing your j.HS also made it pretty easy to 6P and backdash. With j.HS, you want to hit with the tip, that way it's harder to 6P and he won't get anything if he backdashes. It's the same premise with j.S, which you never used. You were also air-backdashing alot. Nothing wrong with that; better safe then sorry. But you should know that you missed out on some damage; no guts no glory. Potemkin is a simple character. If you're out of PotemkinBuster range, then you play a pure reaction game. If you're in PotemkinBuster range, then you pick one of either block, jump, or backdash. (or forwarddash or super, both evade throws) Since PB is unreactable, you're forced to guess. Like I said, simple. You're playing Rock-Paper-Scissor. You're options, for the most part, work one to one; your rock is only going to beat his scissor. From Potemkin's side, he's just going to pick from PB or some other attack. And depending on how he spaces and times his attacks, he can get his options to work one to two; his rock can beat, both, your scissor and your paper. At low levels you can, almost exclusively, get away with backdashing out of everything Potemkin does. Since punishing a backdash with Potemkin's slow moves can be a bit tricky, let alone getting good damage and a proper setup off them. qwerty, what you're saying about MistFiners OTG's isn't very clear. Are your saying to hit OTG with a MistFiner? Or to end your OTG string in a MistStance? And I'm not sure I understand the significances of whether it's a low or mid MistFiner. All MistFiners can be blocked low. I think most of the trickiness is in whether you are going to cancel the MistStance or fire off a MistFiner.
  19. 4r5

    [AC] Johnny vs Faust

    As long as you get your 6P out before its active, they'll both whiff at worst. To beat it, you just have to be close enough to hit Faust's hand, which extends pretty far out if you look closely. Everytime he guarded it, he simply wasn't ready for it. There's no range that the Scalpel Pull can beat out a properly timed 6P.
  20. gotta time it
  21. 4r5

    [AC] Johnny vs Bridget

    Is this the Bridget hotline?
  22. http://page.freett.com/johnio/top.html 5th link down new Johnny combo vid
  23. http://page.freett.com/johnio/top.html 5th link down new Johnny combo vid a3r, you may want to check it out
  24. 4r5

    AC: Combo Guide

    I did 5HS>KJT>KJ(frc), HS-D on Slayer, from the start positions. To insure I get the HS after the FRC as soon as possible, I FRCed with P+K+S and rolled my hand over to HS, then continued rolling down to D. Positioning seems very important. I think I was lucky that the starting positions was just the spacing I needed to do it on Slayer. If you wanna start it off as K-HS, it looks like you gotta hit with the very edge of 5K. And this is just on Slayer, haven't even tried it on the lighter or heavier chars. edit: This was done in the American version of AC. I've heard that AC+ and Jap AC have spacing and/or timing issues, but I've never notice any difference.
  25. 4r5

    Tiger knee

    :slaps head: that time i got the od to come out mid-dash must of been a dream :sad: atleast my kara-ensenga is real 4123669HS
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