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4r5

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  1. I'm still working on that. I'll tell you when I get there. The flash of white is the actual FRC point. A blue flash follows the white flash. The blue flash is not the FRC point, it's just there to give you reference of where the point is. I do 2147S and 2369S to TK Killer Joker and Divine Blade.
  2. Don't really know what to say about 3HS. It's like having two 5HS's in one, with the same startup as a single 5HS. I haven't really played around with it much. The only useful thing I found is to build up guard gauge. Anyone else got anything on 3HS?
  3. Dead Angle Attack aka DAA While blocking, Forward+TwoButtons. Uses 50% meter.
  4. Hatred Edge: I actually already have a combo chart in the works. As for an AC Johnny video guide, I've been slowly (very slowly) accumulating footage just for something like this. Stone: Whoops, forgot to mention that.
  5. I'm awake. Clarified myself on the tkEnsenga and Throw parts. I was thinking about explaining what a reversal is, but then I remembered that it's in the Gameplay FAQ. Then I saw that I forget to mention for people to take note of it. I've moved general knowledge up to the top, but still below MCing. I'm still keeping MCing as the very first thing. It is that important. New players come up to me and ask where their Johnny's need work and it's always the same thing: Mist Canceling. I could say how to improve their spacing, poking, or mixups; but none of it will make sense, or even matter, till they get good at MCing. It's so important, all of Johnny's normals might as well be rewritten as 5S236[P]HS, 6HS236[P]HS, etc. RedBread? I've done this else where you say? I'll make sure I get RedBeard, in the future. All current standing RedBread will stay. oh, and I forget to say something else. I put normals and specials last because I feel that their use comes naturally when you see them. But I also understand that this isn't intuitive for some people, so I try to have some sort of moves breakdown for them. But I've never really tried putting this stuff in to words, beyond the "Just do it when I tell you to do it, then you'll understand". So it's also last, while I try to put this stuff into words.
  6. Quick AC Johnny Newb Guide With AC finally available in the US there's going to be alot of new players. And alot of new players means alot of Johnny newbs. I guess people like his hat or something. While I familiarize/finish-up/revise/destroy RedBread's work, all you newcomers can get some of the Johnny basics from this. Plus, nobody ever reads the stickies, I know I haven't. Mist Canceling: First thing first, Mist Canceling. I don't care if you haven't memorized his command list or know what his normals look like, you aren't getting anywhere with Johnny if you don't know how to Mist Cancel. So let's get started. Quarter-circle-forward plus either Punch, Kick, or Slash is your Mist Finer. If you do that, but this time hold the button, you won't release your Mist Finer and you will stay in Mist Stance. While in Mist Stance, tap HardSlash. Now you've just exited out of Mist Stance. If you tapped HardSlash but still got a Mist Finer, then you did it wrong. Make sure you don't release the button till after you hit HardSlash. Now that you got this, practice doing it off of 5HS, 6HS, f.S, and 2D. It'll come in handy. http://www.youtube.com/watch?v=-DuMPPotslk Make sure you read: http://www.dustloop.com/forums/showthread.php?t=372 Particularly the: 'Notation Guide', 'What is Prorating?', and 'What is a Reversal? What can I reversal?'. http://www.dustloop.com/forums/showthread.php?t=3016 Make sure you pick up the Johnny lingo. Johnny stuff: Johnny doesn't have a run like everyone else, he has a dash. While dashing he can't do anything, but he can cancel his forward dash at anytime into a jump, and he will retain his dash momentum into his jump. He can also cancel the recovery of his forward dash into an FD block (but not a normal block) or any attack/throw. Johnny has a coin. Every time this coin hits, it raises his Mist Stance/Finer up one level. Max level is 3. That's two coins. Doing a Mist Finer will reduce your level back to 1. Higher levels makes going into your Mist Stance and Mist Finers faster. And each level changes the properties of each of your Mist Finers. Tiger Knee'ing Ensenga: The motion for Ensenga is half-circle-forward plus HS, in the air. To TK Ensenga: Starting from the ground, do a half-circle-forward, but instead of stopping at the forward continue the stick up into up+forward. This will cause you to jump. After you jump, press HS to complete the motion for Ensenga. If you get a 6HS, then you tapped HS to early, before you jumped. If you get some sort of jumping HS, then you tapped HS too late, your half-circle-motion has left the input buffer. Now that you know how to tkEnsenga, you want to practice doing it low to the ground, we didn't just go through all this fancy foot work just to do a high in the air Ensenga. You'll know you've done the lowest possible tkEnsenga when you don't see the 'puff-of-smoke' effect that happens when you jump. Good dummies to practice on are Zappa, Faust, ABA, Sol; with them set to crouching. Closing the gap: Generally to get in on people, you make them block a normal move, MistCancel that move, then use your resulting frame advantage to dash in. Repeat as needed. Some good normals to use are 5K, f.S, 5HS, and 2D. And sometimes 6K, since it already moves you forward, just MC it. Coins can also be used to cover your approach. Mixing it up: Johnny got three ranges. At close range, your mixup is low or throw. You're too close for a tkEnsenga to hit and dust is too slow to hit most people, all that's left are your lows and your throw. Poke them low or dash up throw, pretty simple. At far range, where you are too far to dash up and throw, you only got your Low Mist Finer (assuming you're at level 2, otherwise it's too slow for most people to get hit by) and your tkEnsenga. Most people won't be able to react to a tkEnsenga, but if it's blocked, you may be screwed. Then the magical mid range. It's about the max range a 2D will hit and about as far as you can be while still being in one dash of a throw. At this range you can mixup between high, low, or throw. As you pressure your opponent you often move out of, in to, and back out of this range. The tricky part is staying in this range. Attacking pushes you out. Dashing can over shoot. Walking can give your opponent a chance to escape. Once you do get in this range, you can throw coins to maintain some pressure without pushing you out. So yeah, you got these three ranges: close, mid, far. Your best game is at mid range, but it's hard to stay in. Far is your worst game, usually just want to work your way back in, while keeping an eye out for if they try to escape. Close range isn't so bad, 50/50 is all you need to hit someone. You'll be moving in and out of these ranges pretty fast. Plan out your your strings so that you are at the range you need to be, to do the mixup you want to do, when you need to do it. Command List: 236[P/K/S] - Mist Stance ..> release button - Mist Finer High/Mid/Low ..> 6/66 - Walk/Dash Forward .. ..> 214D - Mist Stance Dash JackHound .. .. ..> 236D - Return Jack ..> 4/44 - Walk/Dash Backwards ..> 214D - Mist Stance JackHound .. ..> 236D - Return Jack ..> HS - Stance Cancel 236HS - Glitter is Gold 214P - Bacchus Sigh in air, 41236HS - Ensenga 623S - Divine Blade Transport ..> S - Divine Blade in air, 236S - Divine Blade 421S - Killer Joker Transport ..> S - Killer Joker in air, 214S - Killer Joker 214D - JackHound ..> 236D - ReturnJack 632146HS - That's My Name Normals of note: 5P - 5frame startup. One of your 3 fastest ground moves. It doesn't cover alot of range, but at the range it will cover it's among the fastest you got. Situational anti-air. You'll get this alot, when you try to 6P a crossup, but you get a 5P and it still hits them. 6P - Your main anti-air of choice. Can also be used against high hitting pokes. Like Johnny's own f.S and Faust's 5K. Can also be used to avoid projectiles. Like Ky's Stun Edge and Scared Edge, but not stuff like Sol's Gunflame. Launches into air combo. 5K - Your poke of choice. Fast, decent range, and recovers quickly. It's speed and range lets you stick this out in from of people to beat out their poke attempts. While it's fast recovery leaves you safe, if you anticipated wrong and whiff. Chains into 2D for a knockdown. 6K - Has similar-ish upper body invulnerability as 6P. Can FRC for a funny throw setup. Launches into air combo. f.S - Pretty good, just try not to whiff it. Whiffs over some crouching and running chars. 5D - Your only other quick(...) overhead besides a tk'ed Ensenga. At worst you are at +-0 on block (or -3 on IB). On the most awesomest of meaties (at best) you are at +6 (or +8 on FD). Aside from the 28 frames of startup, it's not so bad. Also has deceptive reach and active frames. 2P - 5frame startup, like 5P. Again, not alot of range, but good where it counts. Chains into 2D for a knockdown. 2K - Does alot of the same things as 5K, but hits low. Shorter range and a tad slower. 2S - Kinda the same as 2K, but more reach and slower. 2HS - 5frame startup, like 2P. Hit's in the same area as 2P, but also lower. (ever have someone 6P your 2P ) Also has more reach then 2P. Staggers on CouterHit. Can't special-cancel. Only chains into 5D. 2D - Two low hits. Can cancel first hit into coin for the OTG, on most chars. j.S - Your main Air-to-Air poke. Hit's behind you, for weird combos or crossups. As Air-to-Ground, try to use it from max distance. j.HS - Air-to-Ground. Staggers on CH. Space/time correctly so they don't leave block stun before you hit the ground. Otherwise you may be throw or poked at, as you land. Throw - can combo into coin on most chars. Massive forced proration. After a throw, try to keep your combos short and to the point. Don't waste your coins or meter trying to get big damage, it's not going to happen. Specials of note: High Mist Finer Level 1 - Poke people out of the air. Not really an anti-air, too slow for that. Instead, think of it as a sort of ground-to-air poke. At level1 it recovers pretty fast, so it's not so bad if you whiff. Glitter is Gold - The coin. You only get 8. Can be used as a poke, but try to be frugal with it. Divine Blade - The cheese stick. Anti-Anti-Air. Killer Joker - Can also be used as a sort of Anti-Anti-Air. FRC will reset your air jumps/dashes. Can be used for mobility. Jackhound - If you use this, you make sure it hits. You in trouble if it whiffs or blocked. If it does whiff or blocked, then you hope they aren't around to punish it. Be warned, your hitbox widens during the startup. That's My name - Your only reversal. Has more reach then it looks. Warning: won't hit people low to the ground. Going to sleep: I've seen a good number of players pick up Johnny. Some stay; some leave. I think I've covered all of the newb concerns. If you have any more whatevers, feel free to ask in the appropriate thread. Or in this thread, I'm not much of a stickler. And be sure to read the stickies. They're stickied for a reason! Though they can be a bit barren in places, I'm working on fixing that. -Good night
  7. 2K, recover, punish how ever you please.
  8. AC is about to be released in the US. There isn't much to clean, but I'm gonna try find some spots to shine, in time for the new blood. RedBread got alot of unfinished work laying around, also. Going to try to fill in what I can.
  9. btw, the combo is: Level 2 MF and 100% tension, on crouching, CH 6HS>MC, 6HS>MSDJH, f.S-6HS>MSDJH, f.S-6HS>MSDJH>RJ A MistStance Dash JackHound (not a MistStanced JH) guarantees a f.S. Don't see why it wouldn't work on anyone. I guess some of the larger chars might fudge up your far slash and give you a close slash. But I guess then you could just sub it out and go straight for the 6HS (which would have to be mashed at lvl3 to escape) Huge hits, and no proration, comprise the entirety of the combo, so it's going to do big damage and big dizzy damage on anyone. If you don't think it will dizzy, then you can forgo one of the JH's and save it to FRC a mist after the RJ.
  10. 4r5

    AC: Combo Guide

    If you want to try a really funny 1-hit: Axl in the corner, lvl1 mist finer and no tension, throw, HMF1, tkEnkasu Now this worked back in #r, but since it's so hard to do compared to the usual, I've haven't bothered testing if it works in Slash or AC.
  11. Pretty much. Funny glitches aside, you can't slashback throws. The level of the attack determines how long you are unable to tech, unless the moves has special properties that state otherwise.
  12. Your combo is fine. Some chars you have to be closer to do this combo. If you want a less damaging combo and you got 25% to spare. ..., 236K(Lv2), coin, Jackhound, Mist. Leaves you at level 2 with a knockdown and mist.
  13. http://www.dustloop.com/forums/showthread.php?p=165824#post165824
  14. You can buffer in the command for KJT before HS hits, but you will not cancel into KJT as soon as you finish inputing it. After all, HS has not even hit yet. HS will cancel into KJT as soon as HS hits. If your timing, for fastest KJ out of KJT, is based on when you completed the input of KJT, then the extra lag time of waiting for HS to connect is what can fubar your timing. I haven't fooled around withslashback-cancel yet.
  15. the correct combo is: corner Throw, j.K-S-H-D, land, j.K-P-K-D>E You want to delay the D, after the j.HS, as long as possible. That way Potemkin is low enough for a jumping kick to connect. Here's what it should look like: http://www.youtube.com/watch?v=PFlPQEHcQSY Same idea with KJ(frc), HS, land, j.Aircombo
  16. To connect a KJT>KJ off a 5HS, you gotta cancel the 5HS into a KJT as soon as possible. And then go into KJ, from KJT, as soon as possible. HS puts them in 19 frames of hit stun. Fastest startup of a KJ, from KJT, is 18 frames. As you can see, you don't get much room for error. Getting a KJ as soon as possible out of a KJT has similar timing as hitting the FRC point of DBT>DB(frc). The amount of time between hitting S then hitting the next S, for KJ, is the same amount of time as hitting S then hitting the FRC, for DBT>DB(frc). Both are 9 frames. But the timing for getting the fastest KJT>KJ can change (increase) if you buffer fast. Or you can miss your opportunity entirely if you're too slow and cancel out of the HS too late. All in all, whatever you do, practice makes perfect.
  17. Eddie's unblockables all involve, somehow, hitting your opponent with an overhead and a low at the same time. Some common setups: Ed's Puke Ball + Eddie's 5K (Overhead + Low) Ed's Shadow Hole + Eddie's j.S (Low + Overhead) Eddie's Drill Special + Ed's Puke Ball (Low, Low, Mid + Overhead) FRC a meaty Far Drill, IAD.S with Eddie (Low + Overhead) I'm sure the Eddie forum has more.
  18. FRC timing on both transports, for most people, is as fast as you can PKH after the S. The exact timing, if you care, is 11->13 on DBT (623S) and 10->12 on KJT (421S). The last combo you see in Howling is a GG-Mode EX-Johnny combo. What he did at 4:32 is EX-Johnny's air OD (236236HS), which he then comboed in to his IK, which you can only do in GG-Mode (PKSH). The whole combo is: On full guard-gauge, crouching hit, 66, 6HS>D+HS, 66, 6HS>D+HS, 6K, IAD.236236HS, P+K+S+HS
  19. US release, and possible further Japanese releases, will have it fixed (removed). So you may reconsider investing time into practicing this.
  20. http://www.sendspace.com/file/li0955
  21. http://www.dustloop.com/forums/showthread.php?p=160967#post160967 For proration go here http://www.dustloop.com/forums/showthread.php?t=372 and search for "What is Prorating"
  22. Play more like the Japanese. Spend a dollar every time you sit down to play. You either a rich man who can afford to suck, or you a poor man who can't afford to lose.
  23. Hey, guys. I'm joking. But maybe you are too Internet. But good points about something were mad.
  24. But American players have crappy execution, so not only do you have to bait a PoteBuster, but you also have to simultaneously bait a 6P and a 214P, cause they might botch the PoteBuster So many matches lost, because people can't do PoteBuster...
  25. Oh, and I dunno if I mentioned this or not, but the Johnny frame data we had on Dustloop had a few errors. I fixed all the ones I've found and got it updated. http://www.dustloop.com/data/ac/johnny.html If anyone finds any more errors or whatever, let me know and I'll do something about it.
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