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4r5

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Everything posted by 4r5

  1. Anyone that can dash/airdash after their FRC like Johnny's Killer Joker Robo-Ky's HS Baiken's j.D etc Though what ever setup or combo you are doing may not have such tight timing, as I-No's combos, as to require you to buffer part of the dash before the FRC.
  2. Back then Back, when you wake up. You can buffer the first Back as you are waking up.
  3. Buffer the Mist Stance before the move hits, to ensure that you cancel out of the normal as fast as possible. Then, to cancel out of the Mist Stance as fast as possible, use when the move connects as a reference point to time your Stance cancel. Timing varies from normal to normal, and if the move hits or is blocked. Execution wise, there isn't much that can be said. Being fast enough to buffer before the move hits just takes practice. Getting the timing for the fastest possible Mist Cancel is also practice. There is no shortcut to skill, you just have to practice. I would also suggest you refrain from mashing, so that you can learn the timing faster.
  4. Ballin'
  5. middle
  6. 4r5

    AC: Combo Guide

    Looks like you've covered all of them. Except for horrible inefficient stuff like: LMF2, c.S>JH, f.S>JH, f.S>JH>RJ. Or the extravagantly difficult like: LMF2, K(ji)-HS>DBT>DB(frc), K-S>j.K-S>KJ(frc), S>j.S-HS-D>Ensenga. I do: LMF2, j.P-K-S>j.P-K-S-D>Ensenga, give or take a c.S. Not the most damaging, but it's easy to connect and can be coaxed in to 1-hit.
  7. Hey Steve.
  8. Well, it's not like you just do the OD all the time. You do the part of the motion, check to see if there's anything to OD. If there is, finish it up. If there isn't, drop it and do something else. Like when you are waking up, you always (or maybe just me?) buffer in the OD. When it comes time to hit HS, check to see if there is anything to OD. If there is, hit HS. If not, then block or wakeup throw or whatever.
  9. Ok, for example: I do K-c.S-HS>MC. Now from here I can do a tkEnsenga, a random LMF, or I can dash back in. If I opt to dash back in, I can come in with a quick mid or a low, or I can walk an extra step and throw. Now if I dash back in, people see the dash and start blocking low. People in general, if they choose to block, just block low when ever they see Johnny dashing. The current conception is that, at the start of Johnny's dash there is nothing to worry about, and at the end of the dash you only have to worry about a low/mid or a throw. For a person who believes this, a dashing tkEnsenga will hit them every time. The aim of dashing tkEnsenga and dashing OD are to shake up the current meta-game: Johnny can't do anything dangerous mid dash. The way I envisioned these working is that once mastered it would no longer be safe to block low or poke at a Johnny, who is in mid dash. Which in turn should open people up more for lows and throws. It would introduce a threat, where previously there was no threat. Absolutely. But do know that when it comes time to do the last direction and button, you either do it or you give up on it. The motion will of left the input buffer, if you second guess yourself, and you will have to rebuffer the entire thing if you see/suspect another opportunity. Ideally we would do all our forward dashes as either 4123656(9HS)632146(9HS) or 63214656(9HS)632146(9HS) I fooled around with the idea when AC first came out, but I wasn't really thrilled with the results so I set it aside. A dashing tkKJ FRC has the same problems as a tkKJ FRC: Hits mid, difficult to hit crouching opponents, launches opponents in an unpredictably manner. You also have to be careful with the motion. You don't want to get a superjump when you tk it. And ideally you want to tk it forward, by doing 2149. But on the plus side, on block or whiff, for 25%, you are pretty much guaranteed safety. As opposed to RCing a blocked Ensenga/OD, or worse whiffing them. If you do ever hit with it, the usual BnB air combo will do near half life and is pretty easy to connect.
  10. So I've been fooling around with dashing tkEnsenga. 41236569HS and dashing OD 632146569HS If you don't know already, you can cancel Johnny's forward dash at anytime in to a jump. It's just a tigerknee out of a dash, or in the OD's case, a jump install. If you do them fast enough, you hear the dash but don't see it. But you usually want to show them a little bit of the dash. I've been using these to counter people sweeping and/or poking me out of my dashes. And a dashing tkEnsenga is just really surprising to most people. An overhead is not something people look out for, when Johnny is dashing. Before I write these up in to the stickies, I want to give people more time to adapt against it. As well as giving myself more time to master it and incorporate it fully in to my game.
  11. Sure you can. I'm doing it right now. http://www.youtube.com/watch?v=p0wOpp2RjSo
  12. Marn refused to play any matches with me. (Maybe I should of money matched him) So yeah, basically what render said. With good Eddie players, there is no out, you're just going to take damage. All you can do is try and take the least damage. Aiming a DAA, Burst, or OD at Little Eddie is better then aiming for Big Eddie. An Eddie with out Little Ed is better then an Eddie with Little Ed. Especially if Eddie has no tension. If you aim for Big Eddie, you make Little Ed go away, but you haven't killed Little Ed. The Eddie player is just a DAA away from resummoning and putting you right back where you were. Just DAA Little Ed and take whatever from Big Eddie. You at least force the Eddie player to use up his tension to stall till he can summon again. advice/tricks/luck: Good time to OD is when you see Little Ed do the puke ball. The puke ball practically kills off Little Ed for you. All that's left is Big Eddie, who's trying to do the other half of the unblockable and hopefully you OD through it all. You can try blocking one half of an unblockable and quickly DAA through everything else. If you are going to get unblockabled, always try to block it. Maybe you'll get lucky. 63214[s+HS]6]S+HS[ Half-Circle-Back+Press and Hold Slash+HardSlash, Forward+Release Slash+HardSlash This is an OverDrive with a SlashBack buffered into it. Needs a little over 50% to do. You can OD puddle unblockable setups. Save your Blue Burst for when you actually do get hit. Use DAA/OD when you haven't got hit yet.
  13. 4r5

    AC: Combo Guide

    6569 You need to buffer part of the dash motion during the throw. There is no leeway allowed in the timing, between the throw and the j.P. It all most be done as fast as possible.
  14. Between 236S and 46S, lift your thumb off the D-pad to help keep from accidentally doing 23632146. If you don't want to lift your thumb, then practice making your execution more precise.
  15. HMF2, coin, j.K is hella dependent on positioning. I'm not sure I understand your ABA question. Are you asking if there is a combo that re-coins into a 1-hit, or are you asking if it's worth doing 1-hit into re-coin? Either way, if she's in moroha mode, you want the knock down, almost always.
  16. Learn to react to Slayer's overheads. Slayer has to get pretty close to apply an effective mixup. FD'ing a single move or two, especially his heavier moves like 5HS and 6P, can really fudge up his pressure. Yeah, KenmasterX plays Johnny, dunno how much of a busy person he is. I think Fuji mostly posts on the Poland GG forums. Any way, yeah, I'm working on this place. I got a lot of assignments and exams out of the way, so I should have some spare time to do some stuff. I'll see about throwing around some ABA stuff soon. Things might be going a little slow, but I'm just trying to be careful that what I write up is good and correct, and most importantly always applicable. By always applicable, I mean not stuff that only works on the local Ky scrub or is only useful at an intermediate level, etc.
  17. A quickie before I head to class. Slayer's weakness is his mobility. Out space him. Focus on keeping him away. Let him get hurt as he tries to move in on you. Eye his meter, don't give him a chance to BBU or DoT you. If he is in your face and you don't want to deal with it, FD him away and reposition yourself. If Slayer leads in health, then you can't play so passively, you'll have to go to him. Use your range and speed to your advantage. Slayer has excellent anti-air. Be very careful going at him from the air. You can try to use DB and KJ to get around his anti-air, but it's wiser to just stay on the ground.
  18. Do not worry. Every Dropped combo has potential to become a black combo! Stone, you reckless motherfucker! You lucky this man dropped so many combos!
  19. Not sure if CrazyDazed comes around any more. Back when I practiced this, I used Axl. His combination of weight and hitbox forced you to be fast, while not being so unusual that you couldn't follow up with the standard combo. And just to double check, are you playing Slash or Accent Core?
  20. http://www.youtube.com/watch?v=OCsZdyYaPAo
  21. Moroha and I have been practicing with each other for, about, 2 years, now. My anti-Moroha strats have all involved me knowing more about the game, my character, his character, and having better execution. Now that he has caught up in all those respects, all the anti-Moroha strats I got left I have already posted under the ABA section. Being sparring partners we try our best not to hide anything from each other, anti-Moroha is pretty much anti-ABA, at this point. The only anti-Moroha I got left is to not pick Johnny. But I like Mist-Canceling too much, so now I just try to have tougher nerves and out think him. And this reminds me, I need to make time to go back to to the ABA section and expand/elaborate/revise it, among other things around here.
  22. Danzai, FB and non-FB, absorb attacks at half the damage.
  23. You aren't sticking close enough to them, if they are able to just backdash away and summon. Is the quick simple answer I'm going to give you before I dash off to class.
  24. Barring a magical combination of hitstop and super freeze, I don't think there's any JCable move in the game that has it's JC point so late that the game forgets you tapped up, by the time the JC point occurs.
  25. 6HS>SlideHead - Everybody is able to block it then backdash. Not everybody is able to block it then jump, some characters have to instant block to jump out of it. Don't worry about the other stuff I said. And I guess while I'm still here I'll shot-down/point-out some of the bad/good advice before people get the wrong/right idea. Sol - A properly meatied 2D will always beat out a reversal OD on wakeup. So will a properly meatied, and spaced, 6HS. But a Sol really shouldn't try to bait your OD with a 6HS, because you have to be in throw range to do it, and your first reaction should be wakeup throw, not wakeup OD. Order-Sol - LM_Akira is very correct. Since a whiffed BHB into AC is, at least, a total of 56 frames, that's alot of time to do alot of things to Order-Sol. Potemkin - 3HS will beat HammerFall, if you catch him early enough with the first hit. Which can be a hard thing to do in and of its self. Slayer - Blocking a MappaPunch does not guarantee a 2S. At best, IBing a poorly spaced MappaPunch (P version) will net you a free 2P. Or 5K, if you IBed a poorly spaced K version of MappaPunch. Like I said about 2HS and Testament, if you are getting away with 2HSing on wakeup, then your opponents aren't doing their oki correctly.
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