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4r5

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Everything posted by 4r5

  1. We can't help you till we know the combo you are trying to do, and on which character you are trying to do it on. People usually use c.S. Are you sure standing punch to jumping kick works? Double check and make sure the beat counter doesn't turn black. I'm not sure I understand what you said, but here goes nothing. When you are jump-canceling a move, make sure you hit up after the move you are trying to JC connects, not before. Then make sure you press the button for your follow up after you double-jump. For example, with j.S>dj.S, when the first jumping slash connects, you tap up, then tap slash. You can't tap up and slash at the same time, because of the hitstop from the first jumping slash. The game will read your up+slash, and give you your double-jump, after the hitstop from the first slash. But because you did up+slash, you attempted to do your second slash before you actually double jumped. It works. Some characters will need slightly different timing for the jumping dust to connect.
  2. 4r5

    Slayer AC Combos

    CH DoT, DoT!!!
  3. Yes, there is a timing difference. Basicly you don't need to delay the Ensenga on Eddie. Axl is the most stringent of the three you listed. If you can do it on Axl, then you can do it on Slayer. And then when you do it on Eddie, let loose with the Ensenga.
  4. 4r5

    Recoins

    I remember working on a list. ah here it is. Dizzy, corner throw, j.K-S>dj.K-S-D>Ensenga, land, OTG Coin Dizzy, corner throw, j.K-S-D>Ensenga, land, OTG 2D>Coin I-No, corner throw, j.K-S-D>Ensenga, land, OTG HS>Coin And that's it. I apparently didn't get far. It's pretty easy to figure them out yourself anyways. You just land and do something like 2S>Coin, c.S>Coin, 2P>Coin, etc. In training, you'll probably find alot of chars can tech before the coin, but in matches, people often aren't trying to tech, or miss the tech.
  5. Usually you just do Gamma Blade, then whatever else. Or some other OTG combo. On Potemkin you can do a 2P or c.S, and it will put him back in to a standing state. You have to do the 2P, or c.S, as soon as possible (1 frame timing?) otherwise you will just OTG him.
  6. 2P-HS K-HS (late gatling, so they exit blockstun) 2S-HS (late gatling) HS>MC, HS are some of the frametraps I use. If you're trying to catch people jumping, I would advise against using HS. It's nice when you manage to catch people with it, but you're screwed if you whiff. HS has a narrow range, where it can hit airborne opponents, and you have to throw it out before they jump. If they see the HS, they can opt to backdash instead. I would either jump with them or remove their option to jump. But perhaps I don't understand the context you are referring to, if you care to explain?
  7. you can start your backdash just before they are able to throw you and bite the resulting hardslash
  8. oh well, whatever. Burrito Fish is hilarious. what the hell? EX+Robo-Ky has the most randomest ForceBreak ever. It's his overheat explosion. Does a whopping 40 damage to Sol, and ~25% to yourself! Dizzies you in three consecutive booms. It does, however, guarantee a knockdown. But it also knocks you down. Only upside is that it's unblockable.
  9. burbing fish someone tell me how broken Necro-Install is
  10. another week, another combo here's a dump of my notes ABA 0.98 K-HS>MMF2, Coin, iad.K-S-D, land, j.K-S>dj.K-S>D>Ensenga, land, Mist = 149 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 136 Anji 1 mid: throw, Coin, HMF3, Coin, ... = ??? Axl 1 mid: throw, Coin, HMF3, Coin, ... = ??? Baiken 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 161 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 165 Bridget 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 165 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 147 mid: throw, Coin, HMF3, Coin, ... = ??? Chipp 1 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 98 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 104 mid: throw, Coin, HMF3, Coin, ... = ??? Dizzy 1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 155 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 177 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 159 Eddie 1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 mid: throw, Coin, HMF3, Coin, ... = ??? Faust 1 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 124 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 79 mid: throw, Coin, HMF3, Coin, ... = ??? I-No 1.05 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, ... = ??? Jam 1.1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 164 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 82 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 86 mid: throw, Coin, HMF3, Coin, d.2D ... = ??? (bounce too high after coin?) Johnny 0.98 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 78 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 79 Ky 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 159 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 142 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 76 May 1.1 K-HS>MMF2, Coin, iad.K-S-D>Ensenga, land, Mist = 143 K-HS>MMF2, Coin, d.S>MSJH, 2D(2)>Mist = 159 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 145 mid: throw, Coin, HMF3, Coin, ... = ??? Millia 1.05 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 188 K-HS>MMF2, Coin, MSJH, 2D(2)>Mist = 168 Order-Sol 0.98 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 148 Potemkin 0.94 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 133 mid: throw, Coin, HMF3, Coin, d.HS>MSJH, Mist = 71 (still in PB range?) mid: throw, Coin, HMF3, Coin, d.HS<MSJH, 2D(2)>Mist = 75 (def out of PB range) mid: throw, Coin, HMF3, Coin, ... = ??? Robo-Ky 0.95 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 136 mid: throw, Coin, HMF3, Coin, ... = ??? Slayer 1 K-HS>MMF2, Coin, d.HS>MSJH, backdash, Mist = 131 (very , might be vulnerable to reversals. double check) Sol 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 Testament 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, MSJH, Mist = 64 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = 75 mid: throw, Coin, HMF3, Coin, iad.K-S-D>Ensenga = 82 (From Mid-screen, knockdown in corner, but too far for solid Mist Trap) Venom 1 Zappa 1 K-HS>MMF2, Coin, d.HS>MSJH, 2D(2)>Mist = 157 mid: throw, Coin, HMF3, Coin, d.2D(2)>Mist = ?76? and that's it for the mist portion of my notes. I guess I'll do some explanation. All combos are assumed corner, unless noted with a mid. The number after the names are just their weights. They're just for myself, incase I happen to notice a pattern. All these Mist setups should be safe from reversal throws. I've only done a visually check. I'll do a real check, along with checking for safety against other reversals, latter. K-HS>MMF2 combos are intended to be used with corner mist setups. The K-HS portion is intended to be blocked, giving you proper spacing for the coin to connect after the MMF2 and giving a bit of guard crank. If they FD the K-HS, you may have to omit the HS. You don't necessarily need to hit with the K-HS and provided you have the right spacing, you could do the combo starting from the MMF2. And now it's back to studying for school, in till the weekend.
  11. 4r5

    [AC] Johnny vs Eddie

    Neither Marn or Marlin knew what to do about opening round Coin? I remember both of them doing dashing 6P or dashing 2S against me. You don't even need to dash long, you just need the momentum and it will carry you under it. But I guess they could of forgot.
  12. 4r5

    [AC] Johnny vs Chipp

    Your not fast like Chipp.
  13. ut oh, return of the --------SURVIVAL BORDERLINE--------
  14. 4r5

    [AC] Johnny vs Eddie

    2 hits. Yes, though there is still big Eddie to be concerned with.
  15. Adjust your timing to accommodate hitstop. You may need to, either, time your first 6 closer to your FRC, or time your second 6 latter after the hitstop cause by CL. Or both. edit: oh, and 360 version shouldn't matter. You'll either get a JI'ed CL or an air CL, and either one should let you airdash afterwards. edit2: wait a minute, I wasn't following the thread. Did I even answer a question that was asked?
  16. If the search function was any better, you could easily find a post I made about "The Wonder Gears".
  17. 4r5

    [AC] How to hit people

    JH never crosses up. Or, atleast, I'm pretty sure it never does. I do this to other people. no one ever does this to me (not like I ever fight other johnny's) so I won't know. Sometimes people just inexplicately get hit by it, but I always chucked it up to them messing up their reversal timing.
  18. 4r5

    [AC] How to hit people

    omg, I can't believe I forgot about meaty JackHound! Hilarious for when they are endanger of dying to chip. Sometimes they accidentally get a DAA and it whiffs.
  19. 4r5

    [AC] Johnny vs Chipp

    Yeah, c.S is annoying. It's +2 on block, and just -1 on IB. So even on IB, your fastest move runs even with a followup c.S. Though it may not be a bad idea to trade with a 2HS. FDing the c.S will eventually force him to start doing running c.S's and loosen up the gaps. You can backdash or super the c.S, or throw him, or whatever else. It's all really just a big mindgame. You're both trying to think what the other will do next and counter that, or counter their counter. But if all he's doing is just another c.S or a 2D, then, shrug, block? c.S-2D is actually kinda tricky in and of itself. He can gatling right in to 2D, such that there is no gap in the blockstun. Or he can gatling late in to 2D, to produce a frametrap. You can backdash the 2D, if he tries to lay it on you late. Blocking the 2D, will end the whole thing, either way.
  20. blue combo? illegitimate setup?
  21. 4r5

    [AC] Johnny vs I-No

    I've got one on my youtube http://www.youtube.com/watch?v=Syk8w93DaQk Here's what a quick search of bigooooooohh's brings up http://youtube.com/watch?v=tIg7PmjuuPo http://youtube.com/watch?v=rCRMonXE_qc http://youtube.com/watch?v=Tx1-XcVwqv8 http://youtube.com/watch?v=RIuYBGb_f5s http://youtube.com/watch?v=vEcDALZxXK8 http://youtube.com/watch?v=TNpAYjYnrds http://youtube.com/watch?v=G1WtqhSK-fo http://youtube.com/watch?v=mBhSUx_xrUI http://youtube.com/watch?v=o_Hne-xPdO8 Here's I-No and Johnny in japanese イノ ジョニー so you can do your own searches
  22. how to download using IE http://dustloop.com/forums/showpost.php?p=101155&postcount=1284 using firefox http://dustloop.com/forums/showpost.php?p=103294&postcount=1331
  23. shrug, I'm playing on AC+
  24. I'm trying to JF the catch, but I can't seem to do it. Does it even matter? You get #r-style Lvl2's on just a counter-hit, which is pretty much guaranteed if you catch someone.
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