-
Posts
4,515 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by 4r5
-
2HS does not get you out of Testament's net oki, or anyone else's oki. 2HS is 5 frame startup with no invincibility, a properly timed meaty will beat it every time.
-
While my course website is down, and I'm unable to study for my exam :8/:, I did a bit more work on this thread. At about Danzai's max range, there is nothing you can do but OD, or trade with 2HS. At less then min range, you can block the first hit then walk forward and let the second hit whiff. At about 5K's max range, nearly everything you have beats out nearly everything HOS can do, from the ground. Problem is keeping that range, and HOS jumping around all over the place, and his DP too. Gunblaze, also, sometimes causes trouble. You can Backdash/forwarddash between 6HS>SlideHead all you want. A 1 or 2 frame delay makes no difference. But if he delays it so much as to catch you while you are in recover of your dash... but then you shouldn't of dashed in the first place and then he won't of SlideHead. Because you should be timing your dash to his SlideHead and there was no SlideHead to dash, and he would be timing his SlideHead to your dash but there was no dash to SlideHead. And now I'm late to class.
-
You can't combo in to gold burst. If you are talking about just doing a gold burst after whatever-move, then you need to wait for your whatever-move to recover.
-
Time loops are the core of my combos!
-
Stuff you do when the other guy is waking up from a knockdown.
-
Sounds like your not timing the j.K properly, probably doing it too slow. Or maybe positioning, make sure you superjump forward. But don't ask me, I don't play ABA. No arcades in Bmore. But it sounds like you're pretty close to UMBC. We got a small scene going on campus. check the MD thread http://www.dustloop.com/forums/showthread.php?t=42 my little bit on the vs ABA matchup. ABA is a beast when she's in Moroha mode, but atleast she does some of the work for you. Make it hard for her to switch out, and regain her life. If ABA is running you down, a well placed InstantBlock or DeadAngle can win you the round. (wait a minute. this isn't the matchup thread.. oh well) edit,again: hey! this isn't the May forum, either!
-
Forward Dash is about the only useful FDC that johnny has.
-
j.K-S>dj.K-S-D>Ensenga is the basic all purpose aircombo. Try to get that down first.
-
You're going to miss out on a lot of damage, if you can't do Johnny's air combos. and you should be doing something like blahblah-S-HS>KJ(frc), ..etc or blah-K>KJ(frc) then follow up the KJ(frc) with something like K-S>tj.S-HS-D.Ensenga and the like.
-
Johnny doesn't get CH throws ;-;
-
Chars like Jam and Robo-Ky can get CH throws, if they flash the guard bar.
-
If Ensenga hits, then ad.S will hit. Won't work on Robo-Ky, he's too heavy/small.
-
6236 will be read as either 623 or 236, depending on the character. I know with Johnny, a 6236 is read in as 623. Or has this changed since Slash, and they've standardized it so that a 6236 is a 623 across all characters?
-
What about Justice popping up in the dashing and jumping sections?
-
We should stick with Force Roman Cancel, like in the manual. We might also want to remove stuff about Kliff and Justice. change to do buttons do nothing, right
-
TKing Ensenga is three parts. 1. The Ensenga motion (41236) which is done on the ground. 2. Jumping in to the air. Usually with 9. 3. And finally, when you have left the ground and are in the air, completing the Ensenga by pressing HS. The part most people have trouble with is step 2. You may be doing the correct motions, as shown by the input display, but if you aren't getting an Ensenga ten your timing is off. If you get a coin or a standing HS, then you are pressing HS too soon. You are canceling the start up of Johnny's jump into a coin or HS. Fix this by delaying your HS. If you are getting a jumping HS or a superjumping HS, then you are pressing HS too late. The Ensenga motion has left the input buffer. Fix this by pressing HS sooner. If you are getting an Ensenga, then you did it. Good job! Now work on getting your Ensenga to come out as low to the ground as possible. Some people use 4123698HS. Some people do a 360. They're all just timing tricks. What ever works for you. As long as you can get an Ensenga out when you need it, where you need it, then that's all that matters.
-
[AC] Not sure if this should go in one of the stickies,but.....
4r5 replied to EtherFang777's topic in Johnny
You 2D them, they get hit, they're in the air, and they start descending to the ground. The reason MSJH is easier to link off of is because the startup is faster. The faster startup enables JH to connect while they are higher up in the air. They get launched higher, giving you more time to link a move before they hit the ground. -
Let's say there was this speed nailing contest, and you're given your choice of either a hammer, a steel bat, or a cement brick as your tool. They are all different, they all can't be equally adept at hammering nails. Over a period of time, tournament results will show one of the three consistently placing top. Over time, results will show that one of tools is of a higher caliber then the others. There might be some exceptional players that rock hard with some of the lower end tools, but these players are just that, exceptions. There aren't enough of them to affect results, and thus affect the tiers. If there were a lot 'exceptional' players doing well with a 'low' tier tool, then these players obviously aren't exceptional. And if so many average players are doing well with something that is considered 'low' tier, then maybe this tool isn't really all that low and the tiers need to be re-evaluated. Tiers don't take player ability in to account. Tiers are only concerned with the ability of the tool. Exceptional playing doesn't change the inherent strengths and weaknesses of a tool. For how amazingly balanced Guilty Gear's varied cast is, the differences within the cast will segregate them in to tiers of effectiveness. The object of Guilty Gear is to reduce your opponent's life to zero. Results have shown Eddie and Testament to be the best at doing this. If we were to change the object of the game to racing from one edge of the stage to the other, then Chipp and Millia would be on top. And characters like Potemkin and Johnny would be at the bottom. In the racing example, it is easy to see why characters are tiered the way the are, and how little player skill would change the outcome. But thankfully, even though tiers still exists, Accent Core is still pretty balanced. The game offers many opportunities for player skill to overcome character deficiencies. We still see a large variety of the cast advance through tournaments. And it's not so hard to believe that, with a bit of hard work, a character can win their disadvantageous matchups. If you want to see some more vids of BLEED and other Johnny's, I keep a youtube playlist of nearly all the Johnny matches I come across. http://www.youtube.com/view_play_list?p=A3497F2610EBAA3D If you want Johnny vids from sources other then youtube, then you will need to go to sites like game41 and A-Cho and wait for a Johnny player to do well in a tournament and for the arcade to upload matches from the tournament. Unless they upload all the matches from the tournament, then I guess you can watch a Johnny do bad.
-
He was asking for vids of good #r Johnny's, not AC. You can just type in "MSY" into youtube and the first result page gives you about 7 #r matches of him. BLEED is one of the best.
-
You broke the game! Free taunting after KO omg imba
-
Try searching youtube for some MSY vids. There might of been other good Johnny's, during #r, but I didn't pay attention to player names back then, being in moonspeak and all.
-
Kinda getting a bit side tracked. Continuing this in the Johnny AC Discussion thread. http://www.dustloop.com/forums/showthread.php?p=177308#post177308
-
From Slash to AC, a lot has changed with Johnny. Quick summation, Slash Johnny: Big damage + mist setup, anywhere, off any hit, for no tension. Got a lot done for very little, while having very much. AC Johnny: Less damage + worser mist setups, needing corner, off less hits, for more coins/tension. Got less done for more, while not having as much. The nerf on Divine Blade is sad. But the nerf to Mid Mist Finer Lv2 is even sadder, followed by Jackhound. I wouldn't call Killer Joker a useful move. Funny or tricky, sure, but 25% to restore doublejump/airdash is a bit pricey. KJ replaces DB in combos, but doesn't quite fill the same role that DB had outside of combos. Why is Johnny bottom tier? Don't ask me. Check around here: http://www.dustloop.com/forums/showthread.php?t=3217 I don't like fudging around with that stuff. Johnny is my business character. Knowing that the odds aren't in my favor doesn't help me. Knowing that I need to fight a certain way or do a certain thing does help me.