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4r5

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Everything posted by 4r5

  1. 4r5

    AC: Combo Guide

    Where you want them to be in relation to Johnny is dependent on the setup. And the setup you would use is dependent on the character and where on the screen you are. It's not as important to know where they need to be, for you to 1-hit them, as it is for you to simple know the setup. Since the setup takes care of all that for you. But, to answer your question: Many setups have them positioned above Johnny. When the 1st strike hits, they get popped up and the 2nd strike whiffs under them. At the same time, these same setups have them as close to being directly above Johnny as possible. So, that when the 1st strike hits, they don't get pushed into the 2nd strike's hitbox. This is why setups involving a corner and an airdash are so universal, but not always economical. It's gets them above Johnny and so deep into the corner that character hitboxs become irrelevant.
  2. That's the way it was setup before, but with the discussion taking place after the character posts, instead of in a different thread. What I got going here isn't much different then what we had before. Just now, each character post and the related discussion have their own thread. btw, we have a matchups subforum now. all the matchup threads have been moved to the subforum. (also, I wasn't the one who wrote the description for the subforum)
  3. nah, can't have threads within threads, but we can have a sub-forum. I'll get someone to give us one. camo, cool list of 1hits you got there
  4. Crossup-unblockables are for when you need to turn that 99% guaranteed-to-hit into a 99.9%.
  5. I would say your Johnny vs Chipp is on point. I'm all about losing to all the local wanna-be Chipp players. I don't think I'd like to know what a fight with a real Chipp is like.
  6. 4r5

    [AC] Johnny vs Baiken

    I have found this to be true.
  7. I'm not sure I follow you. You want to relevant info from the old thread copied into the new threads?
  8. Hey guys, a lot of new threads out there, but don't worry, your old favorites are still around. They'll filter back to the top as people talk in them. About these new threads, just trying something a little different. We got an entire forum for all the Johnny talk we could ever want, so we ought to use it. No need to lump all the Sol and May, and everyone else, matchup talk into one thread. We can afford to give each match up their own thread. For new folk and the infrequent vistor, this should make it easier to find what they want, without all the hassle of the forum's crappy search engine. For the everyday viewer, well, you're here everyday; you already know where everything is. At the moment, ABA is the only one with anything in it. I'll get to the rest latter. In the same vain, I would also like to discourage use of the 'Johnny AC Discussion.' We got a lot of topics going on in there: Crossups, MistCanceling, Mist Setups, new techniques, videos. And they each are specific enough to deserve their own thread. If you really like that thread then that's fine too, but don't be afraid to make a new thread.
  9. ZAPPA MATCHUP INFORMATION MATCHUP FAVOR 6-4, Zappa's favor. Brief Summary: Johnny has farther range in general unless Zappa has ghosts, you're reduced to using specific pokes due to his small hitbox, if he gets ghosts/dog you're in trouble, sword is generally stupid easy. Raou hits you once and you lose, same as always. Johnny in general is bad and Zappa is pretty good. Johnny sucks against runaway/projectile play, so try not to let him back off and fill the screen with annoying ghost shit. It's hard for Johnny to fight the dog because he has no really great options for killing it and staying safe, and if he gets you in the corner with the dog there's a decent chance you either need to blow tension/burst or die. More to come!...? You can help! POKING GAME More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  10. VENOM MATCHUP INFORMATION MATCHUP FAVOR 7-3, Venom's favor Brief Summary: Venom DESTROYS Johnny in pokes, Venom DESTROYS Johnny in zoning, Venom is THE MAN at runaway projectile play which is exactly what Johnny sucks against. You can't let him back off, and once he knocks you down/gets on offense it's EXTREMELY difficult to escape without 50% tension. More to come!...? You can help! Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  11. TESTAMENT MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge Simple Corner Throw 1-hit Combo throw, j.K-P-S-D>Ensenga(1hit) Upon landing, you can otg with 2S>Coin or HS>Coin. Misting is safe from wakeup throw and you'll recover in time to block reversals. (todo: check if have enough to lay down a meaty) More to come!...? You can help!
  12. 4r5

    [AC] Johnny vs Sol

    SOL MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  13. SLAYER MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge Frame advantage of Slayer's 6K block type: atWorst/atBest Standard Guard: +5/+9 Instant Block: +2/+6 Faultless Defense: +8/+12 To help put these numbers in to perspective. Slayer's fastest normal is 2P, at four frames of startup. Johnny's fastest normal is 5P, 2P, and 2HS, all at five frames of startup. More to come!...? You can help!
  14. ROBO-KY MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  15. POTEMKIN MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy The universal anti-Potemkin strategy: Get a health lead, then run away. Tease and call him names. Time over, you win. More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Escapes Heat Knuckle combos Time your Bursts so that the burst counter hits his Heat Knuckle 6HS>SlideHead Backdash, or forwarddash, the SlideHead. Smallest possible frame gap between the 6HS and SlideHead is 1 frame, on normal block. More to come!...? You can help! Knowledge More to come!...? You can help!
  16. ORDER-SOL MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  17. MILLIA MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  18. 4r5

    [AC] Johnny vs May

    MAY MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge May's Dust Attacks May has two Dust attacks. The main difference between the two is that one hits overhead and the other hits low. The low hitting Dust is also slower to hit. Contrary to what many believe, the two Dusts have different animations. They both start with the same animation, but they differentiate about midway through their startup. Below is an image comparing the two. The top row is the overhead Dust, the bottom is the low Dust. (I've skipped over most of the starting animation, since they're both the same and it would make the picture even longer.) http://userpages.umbc.edu/~esara1/MayDustComparison.png How I, personally, block the Dust is to block high and switch to a low block when I see May pull her arm in. More to come!...? You can help!
  19. 4r5

    [AC] Johnny vs Ky

    KY MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  20. JOHNNY MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  21. 4r5

    [AC] Johnny vs Jam

    JAM MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge The Parry does not work against lows. More to come!...? You can help!
  22. I-NO MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  23. FAUST MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge Item Throw a.k.a. Nani ga deru kana? a.k.a. 236P - Doughnut = Restores 15 life. Item Throw can't be used as long as Doughnut remains in play. - Hammer = 44 damage, Dizzy mod x2. Item Throw can't be used as long as Hammer remains in play. - Time Bomb = 80 damage, chip damage x2. Item Throw can be used 2f before Time Bomb explodes. - Poison = 10 damage, Inflicts ??dam/??f for ??f. Item Throw can't be used as long as vial remains in play. - Chocolate = Gives 8 tension. Item Throw can't be used as long as Chocolate remains in play. - Small Faust = 25 damage. Invincible while falling. After landing, can nullify projectiles. Item Throw can be used when Small Faust lands. - Meteor = 36x6 damage, Dizzy mod x0.5. Item Throw can't be used untill all meteors have fallen and are off screen. - Small potemkin = 25x3 damage. Invincible while falling. After landing, can nullify projectiles. Item Throw can be used when Small Potemkin lands. - Small Robo-Ky = 25 damage. Invincible while falling. After landing, can nullify projectiles. Item Throw can be used when Small Robo-Ky lands. - Coin = 10 damage. On hit, next Hand Chop becomes a Flaming Hand Chop. Item Throw can't be used as long as Coinremains in play. - Tarai = 44 damage, Dizzy mod x2. Plummets on hit. Item Throw can't be used as long as Tarai remains in play. - More to come!...? You can help!
  24. EDDIE MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
  25. DIZZY MATCHUP INFORMATION Poking Game More to come!...? You can help! Strategy More to come!...? You can help! Specific Punishes More to come!...? You can help! Setups/baits More to come!...? You can help! Knowledge More to come!...? You can help!
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