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4r5

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Everything posted by 4r5

  1. L1+L2+R1+R2+Select+Start
  2. 9/11/2007 - The day Sol hit-in-the-fuck'ed America. Democracy is over. edit: seems to be working for me
  3. Hey guys! Remember the thread topic
  4. Fighting against testament. Best I've come up with so far is to maintain a position just outside of Forward EXE Beast range. If he does Back EXE, move forward. If he does Front EXE, If you see it early enough, CH 6K or dash through it, or IAD. Or Lv2MF through it, tkEnsenga over it, whatever. If he doesn't do an EXE, then do whatever as appropriate. When Testament gets 25% meter (like with any character) it kind throws a wrench into this, be on the look out. If Testament gets away an starts up his garden, then it's just a whole lot of funny business. Get whacking, don't let it build up into a jungle. Zeinest oki, you either block or reversal with a backdash/OD/goldBurst. If you burst, you still have to deal with the net on the way down, which leads you back into either blocking or reversaling it. Be warned that Test's 6P can clash with OD. And a very deep 2D can make OD whiff. Best solution is to just not get knocked down... EXE(frc) pressure. Critical points to look for are either before the EXE hits or after it hits. Depending on the position, it's either one or the other; or both, if it's really bad positioning. I've been told, you can always jump out (watch out for anti-jump measures). It's been awhile since I fought a really good Testament, so I'm not sure if there are situations where you can always attack out, or if my opponent is just being sloppy. FD Testament, but not the EXE, to foul up his positioning. IB to increase the size of your window of opportunity.
  5. you're doing it right, just make sure you go back to neutral, after 2hs. and make sure you time your superjump input closer to 2hs's jump-cancel point.
  6. untechable time is how long you can not tech after getting hit by a move.
  7. I swear I've answered this question, like, 8 times already. I really should of just slapped together a page and handed it to you, to upload.
  8. http://www.dustloop.com/forums/showthread.php?t=3425 TK means TigerKnee. TigerKnee is from one of Sagat's moves in Super Turbo. The motion is 12369K. TK now refers to the motion used to do airmoves extremely close to the ground. For example, to TK Ensenga, you would do a motion like 412369HS, starting from the ground.
  9. I just keep my ps2 on all the time with GG in training mode. When ever I need a break from what ever work I'm doing, I just spend 5mins and hack away at some MCing, FRCs, or tkEnsenga'ing. Good way to clear my head. And that's about all I do. A lot of the stuff I need practice with, now, isn't something I can get in training mode, anyways. Before I had a good level of execution, I would dedicate at least 1 hour every two days. Back in those days I also had a lot more time between classes, so it tended to be a lot more then just 1 hour every two days. When I first started getting into the game, and before I had steady, good, competition, all the practicing I did didn't mean a thing. There was no context to it. I have fought no good opponents and so I had no frame of references to know what areas of my game needed improvement. I was just in training mode fooling around doing random stuff. You can't really say, just spend this much time practicing and you'll get this good in this amount of time. You also have to take into consideration the quality of your training.
  10. As long as I know how to block and how to throw, you can put me in to a game and I'll figure everything else out as I play. I'm just answering your question how I would answer it. If you don't think it works that way, then you don't got to take what I say.
  11. ADC = AirDash-Cancel Like a jump-cancel or special-cancel, but with an airdash. her j.S, j.HS, and j.D can be ADC'ed. Pin is 214S/HS, or :s:/:h:, while in the air. Pinloop is a combo that involves launching, doing an aircombo, then ending the combo with a pin in such a way that you can land, pick up the pin, and relaunch to continue the combo. TandemTop is Millia's green/blue discs. You can't practice fighting people with out fighting people. Whether you know what's going on or not just depends on how much studying you do. Read up or ask people questions. Do you want to learn Baiken?
  12. Yeah, the stickies could definitely use some updating/cleaning. Next week, hopefully (HOPEFULLY, don't hold me to this!) I will have some time to do some housework on this forum. Redbeard? Dunno what's up with him. He's a student also, so I think it's safe to assume he's caught up in projects exams, and other responsibilities. How to become a mod? Dunno. I was offered by G. Blood, which I declined and suggested RedBeard. Who then suggested me. And I was like, "Ok, fine." And now here I am. As for them combos, I don't have my stuff detailed and written out, like RB has. (Which I will need to get into the habit of doing, being JO mod and all, and being charged with keeping this place useful) I just try and make stuff up as the situation calls for. But, ...-S>dj.S-HS-D>Ensenga - is pretty much the most damaging aircombo your going to get. ...-S>dj.S-HS>KJ(frc), S>tj.S-HS-D>Ensenga - with Killer Joker. It doesn't matter what launcher, 6P, 6K, LMF2, HMF2, 2D>JH, or whatever, you essentially want to lead into a combo that looks like the above. Depending on the character/distance/space, you may need to add in a few extra punches and/or kicks before the j.S's. You may need to omit a j.HS or a j.D, or switch the dj.S-HS>KJ(frc) with a dj.K>KJ(frc). KJ(frc) follow ups, ...>KJ(frc), S>tj.S-HS-D>Ensenga - damage ...>KJ(frc), delay as much as possible, HS>DB - knockdown ...>KJ(frc), ad.K-S-D>Ensaku - 1hit in/near corner Basic Coin combos, P>Coin P>Coin, c.S>2D c.S>Coin HS>Coin - Very sensitive to distance. Tends to not combo on short/crouching characters. throw>Coin 2D(1)>Coin 2D(1)>Coin, K/f.S/HS-etc... - Light weight/big-hitbox chars where a coin does not hit them OTG can often follow up the coin. Extra ones I like to do, 2D(1)>Coin, Dash This is for characters who a plain old 2D(1)>Coin(otg) does not work, because the Coin whiffs past them. Dashing immediately after throwing the Coin will push their body for the Coin to hit OTG. 2D(1)>Coin, dash, Coin 2D(1)>Coin, Coin MF1 combos, Not many. In the corner, 2D(1)>HMF1, sj.K/j.K-S>dj.S>Ensenga CH f.S>LMF1 CH HS>LMF1 f.S>MMF1 HS>MMF1 2D(1)>MMF1 MF2 combos, ...>LMF2, c.S>jump into aircombo... ...>LMF2, jump into aircombo... ...>HMF2, jump into aircombo... in/near corner, ...>MMF2, dash, 6HS>Coin, HMF2, aircombo in/near corner, ...>MMF2, dash, 6HS>JH, Mist/Combo in/near/far corner, ...>MMF2, dash JH, Mist/Combo MF3 combos, 2D>MSJH, 2P-K-HS>HMF3, Coin, MSJH ...>MMF3, Coin ...>MMF3, MSJH, Coin>Combo Jackhound combos, As you can see they are intermixed above. Additionally, The Gameplay Specifics thread has info on what follow ups you can do after each JH and how much stagger is needed to escape. Basically anything lv3 shake or above is practically guaranteed. Goodnight, no proffreading this post. going straigh to bed.
  13. Just been playing Johnny since X2 came out in the US, about 2001-ish. When ever I saw a part of my game that I felt needed improvement, I would go and do what I needed to do to improve it. Which, as a Johnny player, meant a lot of repetitious practicing. As for continuing after a KJ(frc), KJ has no hit-stop. Which means the game action doesn't pause when KJ connects. So that means you have to do your follow up actions immediately after the FRC. You gotta hit those buttons fast. If you're not fast enough to do it, just keep trying. Eventually you'll get those little finger muscles built and you'll be fast enough to do it. I just follow up with j.S cause it gives the most damage. If I was going for something else, or it was an odd ball situation, I might use a different move. j.P would be the easiest follow. It's your fastest airmove, so it gives you the most leeway in your timing.
  14. hmmm.. that's kinda funny. at lvl1 only 6236[P]6 seems to work but at lvl2 or higher, 236[P]6 works fine shrug, I'll look into it more, latter
  15. anywhere, on anybody D>HomingJump>FD, j.D>Enkasu You can sub out the FD for a doublejump. MSDJH: What BV said. An other way: 6236[P]6214D. the two bolded 6's become the input for your mist stance dash.
  16. Yes, I've heard people say that 3HS can be a good oki tool. But no one has mentioned how it's better then any of johnny's other options. Using it after after a mist, as a way to force a block and prevent/punish a reversal backdash, is something I haven't thought of before. Next time the group gets together, I'll experiment with 3HS some more. If anyone got anything else to add on this, or anything else, feel free.
  17. I'm not familiar with j.HS>KJ(frc), DB(frc), etc. I'll try fooling around with that next time I have some free time. I use j.HS>KJ(frc), HS, land, c.S/K-etc/makeup bullshit. You could throw in a KJ(frc), but I'm guessing you already knew that. Sorry, I only know the one you already got there, my old dust combo that did less damage, and a no damage 1-hit.
  18. does not work in the US ps2 release
  19. Don't worry about. Mist Cancel, all three levels and off of different normals. FRCs, particularly air KJ and air DB. mixups and setups combos
  20. Ok, not to discourage anyone but we can't have every new user create their own individual advice thread. I'm going to be merge these into the General Johnny Questions thread and I ask others to post their general questions/johnny-help in this thread. http://www.dustloop.com/forums/showthread.php?t=3017 If anyone has a more specific question (like for example, How should I spend my meter? or What method do you use to tk off jc-able moves?) then feel free to create a new thread, assuming there isn't one already.
  21. Have you seen this thread? http://www.dustloop.com/forums/showthread.php?t=3018 Oh, and don't worry about knowing the FRC timing on his Mist Finers.
  22. Outside of combos, if you got 25% you're not particularly fond of, then just look for whenever your opponent can't block, like if they whiff a move, or during the startup of their projectile or whatever. There are some specific situations. Like if Testament has a wall of trees and nets and he does something like EXE beast, you can JH him before the EXE hits. If Dizzy uses a block string that pushes you too far for your normals to hit, then cancels it into a summon, you can tag her. A few shenanigans I'm fond of doing. Catching people's backdash with a JH. Walking up against a downed body, then meaty a JH through their reversal throw/OD/DP/whatever. Chipping people with JH; from such a long distance, people sometimes aren't ready to have to FD block something from Johnny. JH will go through anything, including projectiles, provided you get past the startup of the move; JH=13, MSJH=6, MSDJH=3. Also know that during the startup of a regular JH your hitbox widens.
  23. They didn't do anything to Ensenga. Perhaps you lost your previous timing, then learned a new timing. Or maybe you have gotten faster, and thus, had to learn a new timing/method. Regular JackHound is 214D. A Mist Stance JackHound is also 214D. The difference is the context of when you do it. If you do 214D while you are in Mist Stance, 236+Hold Punch (or Kick, or Slash), then you get a Mist Stance JackHound. Mist Stance Dash Jackhound is the same thing, except you do 214D while In the middle of a Mist Stance Dash. MSJH starts up faster, causes a stronger stagger, and has more air untech time. Likewise, MSDJH is even faster, an even stronger stagger, and more air untech time. Are you talking about Aerial Killer Joker? You don't need to 69 to jump or airdash after a KJ(frc), just tap up or tap forward twice. Now, whether you jump, airdash, or attack after KJ(frc) depends on the combo. Usual follow ups after a KJ(frc) are: S>j.S-HS-D>Ensenga; HS>DB; ad.K-S-D>Ensenga. With some variations here and there.
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