Jump to content
Dustloop Forums

4r5

Moderators
  • Posts

    4,515
  • Joined

  • Last visited

Everything posted by 4r5

  1. Johnny's lows are: 2K 2S 2D 236S 236K (at level 3) His overheads are: Dust Ensenga and, of course, all his air normals
  2. I bet he overheats fast.
  3. I wouldn't say Fujin is better against Johnny, or anyone else, since Fujin is something nearly the entire cast has to deal with. On the otherhand, I would say that in certain matchups Fujin isn't as good to use.
  4. Kenji is pretty good with the psychic HSfujin. But if I don't throw anything out, then he can't fujin anything and we're kinda back to where we started. But because he hits those reversal HSfujin's so well, I'm limited to poking with moves that complete quickly. You don't need anybody else.
  5. If you want a hella ambiguous crossup post-OD, just straight up do DBT. If you do DB out of DBT as fast as possible, it's non-crossup. If you delay by just a frame or two, it becomes crossup. Though, now in AC, you can't convert it into crazy damage. If you hit, you can go for another crossup with DBT>DB again. Or with KJT>KJ, which you can convert to big damage. Or for meterless, you can meaty a iad.S. I'll try yours out tonight, that is, if I can break out of the habit of doing my mixups.
  6. 4r5

    [AC] Johnny vs Baiken

    Are you sure you can land a coin after a throw, on Baiken?
  7. 4r5

    [AC] Johnny vs Baiken

    Hmmm... something definitely funny is going on with Baiken's S-Counter. After blocking it, Johnny's K, f.S and HS seem to just go straight through her. I thought maybe she has some extra invincibility that wasn't noted in the frame data, but everything else Johnny has seems to connect just fine. And other characters don't seem to have problems hitting her. Might be a training mode only glitch, maybe. Tomorrow when my friends wake up, I can get someone to help me test this outside of training mode. I guess just stick to 2D for now. You throw a coin to stop her HS-Counter. Her S-Counter is invincible to strikes on the first 19 frames, the coin will tend to trade, or just whiff entirely. What you want to do is use f.S or HS from about their max range and then cancel to coin. The coin will stop her HS-Counter, and she's too far to use her other counters. Yeah, Baiken is pretty hard to land a coin on. You can't land a coin off a throw and you can't otg coin off a close 2D. You have to do funny stuff like: HS>MC, K-2D>Coin; or 2D>MC, 2P-c.S>Coin. You can 6P the chain, but it will always clash. It's pretty easy to just iad over it and j.HS her. You'll hit her in the recover of the chain, or CH her if she tries the followup. The Baiken player is hitting you low enough with j.S to beat out your 6P? An iad.S from Baiken should put her j.S at about your head area. Is the Baiken player iad'ing, falling slightly, then j.S'ing you? 'Causes if that's what's happening then because she isn't doing the j.S straight out of her airdash, you have even more time to throw stuff in her way or to move yourself out of the way. This also implies that there is a hole lot of distance between you two. Perhaps instead of staying outside her airdash range, you might try staying closer where her airdashes will be less effective. Whatever is going on, you could always just backdash the j.S.
  8. I dunno what else to call you but Steve. Who ever told me your name is Steve screwed you.
  9. Here's one off Bleed's blog http://blog.livedoor.jp/project2_5_0_1/archives/2007-10.html Johnny vs: Sol = 5.5:4.5 Ky = 4.5:5.5 May = 5:5 Millia = 4.5:5.5 Eddie = 4:6 Potemkin = 4:6 Chipp = 5:5 Faust = 5:5 Baiken (Bye Ken) = 5.5:4.5 Jam = 4:6 Axl = 4:6 Anji = 5:5 Venom = 4.5:5.5 Testament = 4.5:5.5 Dizzy = 5:5 Slayer = 4.5:5.5 I-No = 4.5:5.5 Zappa = 5:5 Bridget = 5:5 Robo-Ky = 6:4 ABA = 4.5:5.5 Order-Sol = 5.5:4.5
  10. 4r5

    [AC] Dust combos?

    yes
  11. Online Games forum needs some sort of Installation and Setup sticky. Or, at the least, a tech help thread. I'm still getting IM's and PM's about how to get #r online working and I haven't been anywhere near the thing for months.
  12. Whether a move looks overhead or not is pretty subjective. Regardless, just go in to training mode and test it out your self. Or, if you don't have access to a PS2, 'cause you play at the arcade or something, just sacrifice a round or two and try blocking the move low. If it doesn't work, then try blocking it high. If blocking it high works, then it's an overhead. If blocking high doesn't work, then OH SHIT UNBLOCKABLE.
  13. 4r5

    [AC] Johnny vs Baiken

    Wait, nah. j.S chains to j.P. And j.P chains back to j.S, or j.K or another j.P, j.K also chains back to j.P and is JCable. It's what I do all the time when I'm playing Baiken and my j.S gets blocked.
  14. 4r5

    [AC] Johnny vs Baiken

    No need to apologize for the questions, it's what this thread is for. But sadly, I don't have much, good, Baiken experience to confidently answer your questions. But I guess I'll try anyways, I just 6P the iad.S. If the Baiken player spaced it out so that it clashes with my 6P, then, well, it clashes and you continue on from there. Is the Baiken player setting up the iad.S in such a way that removes 6P as an option? Approaching Baiken, I still haven't solved that puzzle. Refer back to Hellmonkey's post. I just try to get a health lead and let the other guy try to figure it out.
  15. MSJH doesn't recovery any faster then a regular JH, but it does start up faster and has a stronger stagger and more air untech time. For ground combos, you would do MSJH to increase the stagger. For juggles, you don't always need a MSJH, but doing a MSJH won't mess up your combo.
  16. that's what it is in every other fighting game but Guilty Gear. Dunno why people didn't try to come up with a different name. Fuzzy guard is the name of that thing that happens when you block a string standing or crouching, and then your hitbox retains the shape of your standing, or crouching, guard's hitbox, regardless of whether you are actually stand blocking or crouch blocking, in till you leave block stun. Which allows for funny mixups that, usually, take advantage of your hit box being stuck a certain way, usually standing. I can't think of any good examples off the top of my head. I'm sure a Dizzy player could give you some examples.
  17. I always try to have him on my ignore list, but he posts so much and people quote or are talking about/at him that it's just useless. Now, I try to quickly drive through the SNK threads, hoping to stumble upon a golden nugget of info; DG posts are like speed bumps. Haven't found anything yet
  18. Whether I go in to Lv3 or not is mostly dependent on the matchup. For example, against Baiken, I take Lv3 to reduce the effectiveness of her Guard-Cancels. Against ABA, I use Lv3 to keep pace with her and to punish/avoid her Danzais more easily. Characters with slow normals/specials, like Dizzy and Potemkin, Lv3 makes the differences in speed even more drastic. But against Sol, Ky, and other characters with good reversals, Lv3 is worth less. I find the damage threat off a MF2 is worth more then the frame advantage given by MC3. Even so, sometimes taking the Lv3 and upping the pace of the match has caught my opponent off guard and netted me the win. I suppose if you are good at doing the MC3 combos and such, then you've risen above it's short comings and now you just have to worry about landing the two coins.
  19. whoa, was that stuff recently added?
  20. oh wait, there was one thing I forgot to test, and I was indeed wrong. each character seems to have their gauges build up at different rates. I would assume guts and/or defense modifiers are factored in some how.
  21. Nah, everyone's guard gauge gets built up the same as everyone else.
  22. 4r5

    [AC] Johnny vs Robo-Ky

    It's true, a robot spamming missiles inside 6K's range is asking for a foot up its ass. Inside of a dash+6K range, it has time to block. Beyond that, it's business as usual.
  23. 4r5

    [AC] Dust combos?

    Lightning Blade? We talking about Johnny or Ky? D, [9]D-D]9[, K-P-S>j.K-P-S-D>Ensenga D, [9]D-D]9[, K-P-K-P-S>j.S-HS-D>Ensenga D, [9]D-D]9[, K-P-K-P-S>j.S-HS>KJ(frc), S>j.S-HS-D>Ensenga D, 9HS-D, K-S>j.K-S-D>Ensenga(1st-hit only) D, 9HS-D, K-S>j.K-S-HS>KJ(frc), S>j.S-HS-D>Ensenga Somewhat strict timing on the initial HS-D. How much of a pause you leave between the j.HS-D and K-S is character specific. D, 9, 9, D>Ensenga(1-hit) D, 9, FD, D>Ensenga(1-hit) Timing is character specific.
  24. I'm pretty sure I have all the AC Johnny combovids and I've never heard of one called Good for Once. Unless you mean what ever this says: 残酷よ希望となれ In which case, I got it up on my youtube: http://www.youtube.com/watch?v=SN3rNPfDPz8&feature=PlayList&p=3FC52F254AD7B2C5&index=17 and just so happened to of upped it, and others, for JOfan, here: http://www.sendspace.com/file/8nuh4j
×
×
  • Create New...