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4r5

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Everything posted by 4r5

  1. Black combo
  2. http://www.dustloop.com/forums/showthread.php?p=154713#post154713
  3. RedBread got a nice list of stagger combos in the Gameplay Specifics sticky. I wouldn't get too comfy with transport then throw. I use to rock that hard, back in the day. It totally stopped working as soon as people around me figured out that it has landing recovery. A trick you can throw out on people, ever once in a while, but not something you can rely on.
  4. Hey, yeah. Looks like your missing that section, bub.
  5. I think it's S>KJ(frc), ad.K-S-D>ensenga
  6. Everytime a new Johnny combo vid comes out, I just watch MSY's over again. http://www.youtube.com/watch?v=3ASKTt9UKQY
  7. Okie dokie then
  8. http://www.youtube.com/watch?v=05LSZZfIY5M new johnny combo vid, and stuff
  9. Some errors in the Johnny frame data we got up. Ones found so far: 2K's damage is 12. (Listed as 20) 2K's level is 1. (Listed as 2) Johnny's Divine Blade (in air 236S and 623S>S) cancels projectiles while retaining hit potential. (Not noted)
  10. I made a nico account and watched it on their flashplayer thingy. Can't read japanese, tried clicking around randomly to see if I could download it. No luck.
  11. Nah, you can't. Everything here is just one big joke.
  12. Oh yeah, totally forgot about Baiken's new FB counters. I have no idea about them. No Baiken's I've played ever used them on me. If they got 11f startup, then at lvl2 you can MC fast enough to block them. And for how to tell if you are safe or not. With MCing, all that matters if the fastest you can MC. Which is 12f, 9f, and 7f; at levels 1, 2, and 3. Without MCing, starting on the active frame that connects, count the remaining active frames and add that to the recovery frames and that is how long it takes for you to recover after you connect with a move. Anji has GuardPoints/Autoguard on many of his moves. Not quite like Baiken's GuardCancels. Baiken's GuardCancels let her be offense while defending and Anji's GuardPoints let him be defensive while attacking. Anyways, Anji's GP's either block overhead and mid, or block low. And if he blocks a move with his GP's then he is able to cancel into certain moves. Why does Johnny have the advantage over Anji? Back in Slash, Anji was pretty annoying to deal with. Now in AC, Anji seems pretty tame. What I could tell, before all my good Anji competition switched over to other characters, is that I got GPed a lot less and that Anji had to choose either damage now, but no knockdown; or knockdown now and maybe damage latter. I dunno, just space yourself nicely and use a lot of low pokes. Block? 6P? If you're stupidly getting hit by something, then get smarter! Dunno, I've never fought a good Millia.
  13. Line, Sometimes I coin, dash, then throw. Sometimes I just MC, dash, then throw. Sometimes I just make something up as needed. You don't always have to dash throw off a HS. And you don't need to FD cancel your dash to throw. A little bit more about pressuring Baiken. Don't use long blockstings, keep it to short block strings. Just two or one hit pokes. Long, tight, blockstrings give Baiken players very large windows to guardcancel, and require you to be very close, allowing Baiken her full range of guardcancels. Short sporadic strings, from outside her SlashCounter, gives Baikens smaller, harder, windows to input her counter and limits her to her KickCounter or HardSlashCounter. A Baiken pushed up to the corner with you giving her small counter windows and limiting her to her two slowest counters is faced with some difficult decisions. Baiken's KickCounter and HadSlashCounter are pretty easy to deal with. After you MC each poke, briefly hold forward toward Baiken, just till the window for Baiken to input a counter ends. If she does her KickCounter, then you walk forward and can just throw her or smack her. If she does her HardSlashCounter, then you block it and then you are free to punish. If she does no counter, then just continue on. Keep it up long enough and the Baikian player will be testy enough to eat what ever bait you give em. Dash into SlashCounter range and give her a poke. Was there a SlashCounter? If yes, then block it and punish it. If not, then you can poke yourself back out of range or you can go for another bait. Dash in again, and tap her. Counter, yes/no? Same as above. P, 2P, K, 2K, and c.S recover fast enough that you don't even need to MC them to block a counter. This can fool a Baiken player into thinking you are going to continue a string and that it's safe for them to counter. All through out this you can opt to dash up and throw her. You can even do two dashes and throw her. I don't even do the FD dash. A funny trick I have is to whiff a move just outside of them, so close that it looks like it hits; plays with their mind. You can throw out a tkEnsenga, but keep in mind that if she blocks it then you'll be eating a beefy combo. Replace a MC with a coin and the coin will CH her out of some of her counters, but at the same time you are potentially giving her another move to launch a counter from. So once you get past the Green Waterfall Nightmare of Tatami Mats, do something like what I said. On to Ky. Blocking a Stun Edge (Slash or HardSlash version), Greed Sever, or Stun Dipper is frame disadvatage for Ky. Use that to jump out or to turn the momentum around to you. If you opt to jump out, use DB to deter him from following you. Use KJ to give yourself more jumps. Charge Stun Edges and 6HS's are oppertunities for you to CH him. Good use of FD to prevent him from getting in range for a good throw setup. 2P, 2HS, and 5P are your fastest moves. I'm not sure what doomscyther is trying to say, but when you happen to be close enough for a 2P, range no longer matters. It's speed that counts. Slayer's 2HS can be forward dashed over. But now that it launches without CH, I would rather block it. And blocking it isn't so bad, Slayer's at -5. When Slayer has 25% tension, I limit my pokes to moves that hit low to the ground. Aim for the feet, to hit Slayer out of his BBU. If a BBU is coming at me while I'm dashing, I would jump cancel and FD in the air. FD canceling the end of the dash might be too late. doomscyther, Try to refrain from double (and triple) posting in such a short time frame. Just edit your last post, if you have more to say.
  14. I'm going to reply to this in the matchup guide. http://www.dustloop.com/forums/showthread.php?p=152257#post152257
  15. DumJumJimmyWum? D: If Baiken doesn't counter, then just dash up and throw her. Or continue your pressure. Or whatever, just don't go brain dead. If you can be a bit more specfic about your Ky problem. Dodging his Air Stun Edges? Why would you need tension to get out of Ky's corner game? We're talking about Accent Core, right? Try to refrain from using f.S against Slayer. Stick to faster recovering pokes like 2K and 2S. If he dashes or Dandy Steps, then you'll recover quickly enough to do something about it. I've never fought a good Millia, but I've been playing Millia; and she takes a LOT of damage. So just keep a cool head, hold out long enough to land a hit. And when you land that hit, make it hurt.
  16. Nobody recovers faster or slower then anybody else. They only thing to consider is perhaps a character's hitbox maybe smaller, and thus your move has to extend further out, which takes more frames, and while your move is extend they are able to tech. You connecting a coin depends on them not blocking or you catching them when they can't block. Continuing the coin in to a combo depends on you noticing fast enough that you are able to combo off a coin hit and doing the combo. What happened in the vid was nothing special. BLEED just decided he'd coin instead of MCing the 6K. And Jam mistakenly tried to backdash the coin. BLEED probably naturally dashed after his coin, saw the coin hit Jam out of her backdash and figure he'd do a combo. This stuff happens. Sometimes I throw a coin out on oki and people screw up their reversals and I see the coin hit and just go 'ok free combo'.
  17. Back in Slash, it was as simple as 6Ping whenever you see a dolphin on the screen. Now with her new FB's, I found it better off just blocking it and dealing with the resulting mixups/pressure. Remember that May can FB the dolphin at any time during the move. If the May player is watching you, he need only tap D in response to the slightest twitch. May deals too much damage to risk counter-hitting her out of her dolphins. Just block the dolphin. Keep a cool head, and get your damage in when you counter the resulting mixup/pressure. Maybe twitch a little, to get May to do the FB. Which she'll want to do, since it's safe. Then eventually she won't have any tension and she won't dolphin you any more, or she'll dolphin you and you can counter however you want without worry of FB. Regarding 3K, block it. Then you get what ever ridiculous counterhit combo off 2D you can think of. And you can't dash over the 3K and throw it. Like other character's runs, Johnny can't throw during the 'running' animation of his dash. He has to do what everyone else has to do, if he wants to throw from his run. Cut his run short by FDing or wait for his run to enter into its braking animation. Johnny's run lands back on to the ground before he enters his braking animation. This is way sometimes when you dash forward you get a HS or 6HS when you want4ed a throw. Back to 3K. You can dash over and FD block, you can dash over and jump, you can dash over and OD (and then get hit), but you can not dash over and throw. Maybe you can dash over, FD brake, then throw; all in a single frame, but I don't know enough of the specifics of how FDing works to know if that would work for sure. Unlike Sol's Grand Viper, May's 3K is one long active single hit. Instead of many short active hits with inactive frames in between each hit. I don't quite understand what you are asking. Are you haveing trouble connect a dash then kick off a landed coin? while we're on the subject of May. May's 5D and 5[D] have very distinct animations. The overhead has her arms out, and the low has her arm's tucked in. You can see this diffrence well before the hit occurs.
  18. DumJumJimmyWum, If you get hit when trying to throw, then you either weren't in throw range or you were to slow on hitting HardSlash. Or their move has throw invincibility, like Eddie's reflector. Strikes include projectiles. Some characters you're forced into a close up fight, like Jam and Sol. Other times you can get in close, or end up being close, from punish situations. Like when you block a Bandit Bringer or dash over someone's 2K. Point is, I tend to hit a lot of people at point blank with 5K or c.S. I'm not trying to hit them at point blank, it's just how the fight went. Also, you don't need to chain the 6P from a ground move to do the combo.
  19. Yes. As long as you aren't in throw range, but then why would they attempt a throw? You can trick people into thinking you are in range and since you aren't in range your meaty will beat their HS/6HS. Invincibility to strikes is not invincibility to throws. So, yes, you can throw them. But many SRK's bring people into the air, where they can't be ground thrown. You can try air throwing them, but good luck with that. A big fat -20 on block. You'll get hit by most people's 6HS. ReturnJack is -48, by the way.
  20. To add to baiting SRK's, My favorite, meaty 2K has already been mentioned. Meaty a falling j.HS. If they reversal SRK, then you land and block. If they block it then you go into an Ensenga, or land and 2D them. Jump-in, if they SRK, double jump and make them whiff, then do what ever. Against Sol and Ky, keep your fingers ready to FD if they do the HS versions. Blocking is always king. Like RedBeard said, just a moment is enough. But sometimes people are crazy and will see that moment's worth of blocking and take the momentum from you. (Sol wakes up, sees me holding down-back, starts running up, I 2HS, he sees me flinch and VVs ) For those people, they need to see an action before they'll commit to a SRK. So just whiff a fast recovering move over top of them as they are waking up, that usually does the trick. Damage off of Johnny's throw and airthrow are horrible. Forced prorate by 40 and 50 percent. Unless it's going to kill, you don't bother going for damage. If you haven't coined them, then take the opportunity to coin them. Then aim for your damage when they tech the coin. If you already coined them, then you are either getting them to the corner and/or going for a knockdown, and if possible, a mist setup. DumJumJimmyWum, what Johnny says when he is KO'ed?
  21. You can delete your own posts by editing them, then hitting the delete button. Try it! KJ pulls them up and towards you. Make sure they are below you before you hit with KJ and it should be easy to followup with a j.K or j.S. If you connect a KJ when they are level or above you, KJ might float them too high up for you to continue the combo. Try throwing in a j.HS into your air combos, to push them down for the KJ. As for KJT, you can combo a KJT>KJ off HS, 6HS, and 3HS. Just kinda have to be quick about.
  22. Kinda been quiet around here lately. Someone ask a question! Answering questions is what motivates me to practice and get better with Johnny!
  23. uploadin now plop http://www.sendspace.com/file/ascg65
  24. Pulled myself away from playing #r online and tried working on some 1hits from midscreen off a throw. I wanted a single, simple, combo that would work on the whole cast. I ended up with this. Sadly it only works on half the cast. :sigh: throw, j.P-K>KJ(frc), D>Ensenga ABA Dizzy Jam - Slight delay after throw Ky Robo-Ky Testament Bridget - Delay as long as possible after the throw Chipp Millia Eddie Venom Axl - Works near corner -_- Haven't gotten to work on: Slayer Anji Faust Order-Sol Sol Zappa Others: throw, j.P-K>JC, KJ(frc), Ensenga May - The 1hit hits underneath and backwards, lol throw, j.P-K>KJ(frc), Ensenga Baiken - backwards 1hit throw, P-K-S-D>Ensenga Potemkin You might of already found these or found others that are even better/simplier.
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