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RedBeard

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Everything posted by RedBeard

  1. I would say fishing for 3H CH is a bit pointless...for now. I'll have to test more on 3Hs extended hit properties and whatnot. Basically... 3H and 5H both have 11F startup. 5H does 42 dmg, 3H does 28x2(only 28 since you're aiming for a CH). They both do the exact same amount of stun on CH(Lv5 moves). 5H has 2 active frames and 3H has 8(!) on the first hit. The only thing to really consider in this kind of situation is 3H's hit box and how much it would help you land a CH over 5H, because 5H extends Johnny's hitbox really badly and he's very prone to getting hit out of it in a lot of cases especially by things like Sol's 2D. Otherwise if 3H doesn't prove too awesome hitbox wise/or if the active frames don't help much then I'd say there's no reason to lose the extra damage. I'll have to mess around with 3H more because tbh I just haven't really used it yet.
  2. Couple things... VVs I normally just block for a split second on wake up and then continue my pressure or something. If you want to be totally sure, toss a coin and confirm a hit or a block before you continue. It's absolutely safe pretty much, just watch your feet for GV. Another option is timing a meaty 2K so it hits on the last active frame, because it recovers in 4F which is almost entirely reversal safe against most of the cast. So you have the last active frame plus 4F of recovery. So if timed properly you'll still have an attackable box on them on wakeup, but you will recover properly before any reversal in the game almost(including really fast reversals like Chipp and Axl's) 2S will clash with some wakeups if spaced properly, but be careful if your opponent is good he can do a few things out of a clash. It will also lose to some overdrives I'm pretty sure. I haven't tested 3H's hitbox but if Bleed is using it from a distance then perhaps it doesn't extend Johnny's hitbox much. For burst baiting/blocking, just use burst safeish moves during your combos. Problem being that with bursts being so fast now and Johnny's pokes being slow in general, he lost some of his good burst blockers in AC including 5K, the coin, j.K and j.P(ouch). The loss of j.P and j.K hurts a lot because now if Johnny air combos he MUST guess and stop comboing. Canceling into a j.P or j.K now means you get hit by the burst. Anyways, general advice would be: Bursts come out in 19F in AC. Anything slower than that in framecount total will not block properly. When baiting bursts, use something JCable(5P, 5K, c.S, 6P), or use Mist Canceling(12F total to recover from any poke at level 1 so it's all burst safe). You can let a move recover after it hits and most of them will block but that requires you to stop your combo(most likely the same scenario with MCs). The only burst safe moves to cancel into anymore are 5P, 2P, and c.S. Everything else will get hit. 5K is only burst unsafe by 1F though. Remember that Johnny can jump during his dash so if you spot a burst during one, jump and block or jump and airthrow. This also helps to avoid reversals and ODs. Edit: Sorry, 2K is also burst safe.
  3. Yep, been a bit quiet around here. Honestly, writing the guide is taking a very long time and it's going to take a while to complete, but I am still actively working on it. If you guys don't understand something in AC or Slash or #R or whatever it is, ask right on ahead. Even about combos and whatnot.
  4. I'll be happy if some multiplayer is ever released. I always play this game once in a while just because the concept is really cool and I'm a big Jojo comic fan. Now a question of mine I don't quite get, maybe you can help me baglunch. For meter building Jotaro does 5C->236S->unsummon Stand->Repeat. That's all fine and dandy but it's actually a little slow when I do it. However, if I MASH the Stand button like hell after inputting 236S it will randomly unsummon really fast. Is there a real technique to this? I've seen some matches where someone does this repeatedly and non sloppily(IE I accidentally resummon my stand due to the mashing), so is there a technique to it?
  5. Nah. It's because the console Jojo's have no way to set the computer to tech techable combos. It'd be like having teching off in GG training mode...permanently! Generally speaking there are 0 air juggles in Jojo so if you're testing something in training mode and it leads into some kind of repeated jump attack/infinite or air combo or something then it doesn't work in matchplay. Basically, air untechable times in Jojo are pretty much non existant. So if they are floating in the air chances are they can tech. Very few exceptions to this like some moves which you can't tech until they wall bounce(Rubber Soul's 214A, Hol Horse's 214AA). But every infinite or Loop in Jojo requires them to be on the ground. The only exception I can kind of think of is DIO with his "Haha you're stuck in the air taking infinite block damage bitch!" thing, which technically isn't a combo.
  6. Oh, did I mention Petshops high low and sick pressure game? Pushblock doesn't help much against it and only characters with Guard Cancels can make him careful about it. For example, at 3:30 in this vid: http://www.youtube.com/watch?v=6TvLdV-huj8 Edit: I forgot to note that the vid was showcasing his unblockables. The Ice Stalactite is a high hit.
  7. Hmm as general advice, the cancels in Jojo are VERY early. Like it's so immediate that it's almost strange. You want to cancel into a tandem like before your 66A/B even hits so that it cancels into a tandem on it's first frame. Like just to test how strict the canceling can be, pick Rubber Soul. Do 2A->2A->214A. The 214A should combo if you cancel properly but again, the cancels are incredibly early in Jojo.
  8. Heh I think these people got the wrong idea because for some reason Jojo's training mode doesn't have teching on by default(in fact, there's no way to turn it on at all...why they didn't include that feature boggles me). Petshop has no real infinites that work on him other than the standard ones that work on everyone. Doesn't help that his hitbox is funky either. He's broken because he can hit you and play a severely annoying and hard to stop runaway game. He does tons of damage off of any random hits, and some characters it is literally impossible for them to win because they lack any way to viably stop him from taking to the air and never coming down. Most characters in the game have ways to get Petshop out of the air, that really isn't the problem. The problem is doing it while he's firing off projectiles at you or somehow coming back from him tapping you once and doing 80% life with easy supers. People like DIO, Kakyoin, Shadow Dio, Hol Horse, Hol Horse & Boingo, Jotaro, Abdul, and Polnareff are excellent at getting Petshop out of the air, but they're still at a disadvantage just because of how good he is even without his runaway. Hol Horse is probably the best at fighting Petshop. His 623A prevents Petshop from doing any runaway crap. Then you have Deebo, Joseph, Young Joseph, and Kahn who are 100% incapable of winning the matchup. They either have no way to hit him out of the air, or it's so hard to do that it's impossible while he's firing projectiles. Then you have the rest of the cast which have methods of hitting him out of the air but they're still at a horrible disadvantage in the match so they still have 8-2 or 7-3 tops. So yeah, that's why he's banned.
  9. I know this was posted a long time ago but it's a common question... Differences would be that the basic combo system of the game is just trashed and neutered. Stuff like: -Several links that used to work in Arcade either require insanely strict timing(let alone that tons of links in Jojo are fairly strict on timing even without the further nerfs), or just don't work anymore period. -Tandem Attacks are horribly nerfed in how they work. They don't combo well, have about 1/3rd the amount of time to input that they used to, and can no longer do tons of stuff that was available in arcade/DC. -Sprite/Graphics watered down horribly, missing voice files, various other misc differences. -Some characters, for some reason, are their Jojo's Venture version while others are their Heritage to the Future version with several differences. Random move properties altered. It'd be like having random Slash versions of characters selectable in AC, or having Slayer have his BBU FB in Slash or something. -Quite possibly the farthest from Arcade perfect port ever? They really butchered the gameplay with the nerfs. -PS1 has some extra added fun modes.
  10. Zo-No's tier list(Found here: http://chiba.cool.ne.jp/petshop/daiaguramu.html) 1. Petshop 157(+52) 2. Kakyoin 139(+34) 3. Jotaro 131(+26) 4. Abdul 124(+19) 5. Polnareff 120(+15) 6. Vanilla Ice 117(+12) 7. DIO 113(+8) 8. Iggy 111(+6) 8. Blind Kakyoin 111(+6) 10. Hol Horse 104(-1) 11. Young Joseph 103(-2) 12. Alessy 101(-4) 12, Hol Horse & Boingo 101(-4) 14. Deebo 100(-5) 15. Chaka 96(-9) 16. Anubis Polnareff 95(-10) 17. Midler 94(-11) 18. Shadow Dio 91(-14) 19. Rubber Soul 88(-17) 20. Joseph 76(-29) 20. Kahn 76(-29) 22. Mariah 65(-40) Same tier list, without Petshop(Only really affected chars are Hol Horse, and Hol Horse & Boingo because they were pretty good against Petshop): 1. Kakyoin 135(+35) 2. Jotaro 127(+27) 3. Abdul 121(+21) 4. Polnareff 117(+17) 5. Vanilla Ice 114(+14) 6. DIO 109(+9) 6. Iggy 109(+9) 8. Blind Kakyoin 108(+8) 9. Young Joseph 102(+2) 10. Hol Horse 101(+1) 11. Alessy 99(-1) 11. Deebo 99(-1) 13, Hol Horse & Boingo 98(-2) 14. Chaka 93(-7) 14. Anubis Polnareff 93(-7) 16. Midler 92(-8) 17. Shadow Dio 87(-13) 18. Rubber Soul 86(-14) 19. Joseph 75(-25) 19. Kahn 75(-25) 21. Mariah 63(-37) Breakdown of tiers: S: Petshop A+: Kakyoin, Jotaro, Abdul, Polnareff A: Vanilla Ice, DIO, Iggy, Blind Kakyoin, Hol Horse B+: Young Joseph, Alessy, Hol Horse & Boingo, Deebo B: Chaka, Anubis Polnareff, Midler, Shadow Dio, Rubber Soul C: Joseph, Kahn D: Mariah As a note, Zo-No is a top Jojo player...though there is not much of a scene left in Japan for it at this point. Zo-No's list is far more recent and developed where the first one I posted was closer to the game's release. He also messed up counting 3 extra points somewhere in his tier list but I'm too lazy to find out where. Petshop is godlike, there is no comparison. He is soft banned in Japan. He has some guaranteed 9-1 matchups so pretty much nobody uses him. A lot that aren't unwinnable are 8-2. This is for a variety of reasons that I won't bother going into. I split up the tier list to look closer to what the tiering is like(a space indicating a fair gap in tiering)
  11. Combos and matchvids: http://www.youtube.com/profile_videos?user=gostunv&p=r&page=3 http://www.youtube.com/profile_videos?user=gostunv&p=r&page=4 http://www.youtube.com/profile_videos?user=gostunv&p=r&page=5 So just check those out for combos and a general idea of how to play characters. Tier list according to the Japanese(taken from: http://www.ipc-tokai.or.jp/~zo-no/game/jojo2/diagram/data/alldia.htm) 1. Petshop 141.02(+36.02) 2. Polnareff 133.99(+28.99) 3. Jotaro 133.81(+28.81) 4. Kakyoin 121.64(+16.64) 5. Abdul 114.38(+9.38) 6. Chaka 114.24(+9.24) 7. Vanilla Ice 107.42(+2.42) 8. Young Joseph 106.93(+1.93) 9. Iggy 104.86(-0.14) 10. Deevo 103.75(-1.25) 11. Anubis Polnareff 102.28(-2.72) 12. DIO 100.55(-4.45) 13. Hol Horse 100.18(-4.82) 14. Rubber Soul 99.81(-5.19) 15. Shadow DIO 98.92(-6.08) 16. Midler 98.47(-7.53) 17. Alessy 93.33(-11.77) 18. Blind/New Kakyoin 89.83(-15.17) 19. Hol Horse & Boingo 89.67(-15.33) 20. Mariah 87.32(-17.68) 21. Joseph 87.28(-17.72) 22. Kahn 80.33(-24.67) Breakdown of tiers... S+: Petshop S: Polnareff, Jotaro, Kakyoin A: Abdul, Chaka, Vanilla Ice B: Young Joseph, Iggy, Deevo, Anubis Polnareff, DIO, Hol Horse C: Rubber Soul, Shadow Dio, Midler D: Alessy, Blind Kakyoin, Hol Horse & Boingo, Mariah, Joseph Utter shit: Kahn
  12. 4) SPECIALS/FORCEBREAKS 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 P+K+S+HS - Instant Kill Activation ..> 236236HS - Joker Trick
  13. CONTENTS 1) INTRO 2) KEY/LEGEND 3) DASH/NORMALS/THROWS 4) SPECIALS/FORCEBREAKS 5) OVERDRIVES/INSTANT KILL 1) INTRO This guide is meant to give you a very detailed, but general overview of Johnny's pokes and specials. Note, however, that this guide will not include advanced strategies such as Coin Pressure or MC Pressure. This guide is moreso intended to give you a good idea how to use each normal and special in match play. There are several other stickied topics intended to adress specific uses of specials/normals such as the Matchup topic, Combo topic, or the Offense/Defense topic. I'm going to be using quickstats for each move. Generally just quick info like Startup, Active, and Recovery frames, and Frame Advantage/MC Frame Advantage. If there's something that stands out about that move(such as 3H having GB+ of 20x2), then I will note it otherwise I'll just stick to basic info I feel is relevant. If you want to look into each move's detailed stats on your own, feel free to take a look at the framedata: http://www.dustloop.com/data/ac/johnny.html 2) KEY/LEGEND DMG: Damage. ST: Startup Frames. AC: Active Frames. RE: Recovery Frames. FT: Frame Total FA: Frame Advantage. MCFA: Mist Cancel Frame Advantage. First # is Lv1, 2nd is Lv2, 3rd is Lv3. LV: Attack Level. GB+: Guard Balance Increase GB-: Guard Balance Decrease TG: Tension Gain SP: Special Notes about the move. Notes: Notes I include on the useful applications of the move. 3) DASH/NORMALS/THROWS DASHES Forward Dash TG: ?? SP: 1->10F Johnny is airborne. 11F Recovery. 21F total. Johnny can FD, Jump, or Attack during the recovery of his Dash, but he may not block(without FD), Dash, Backdash, Walk Forward, or Walk Backwards. Johnny may cancel his dash into a jump during any point of it. If Johnny cancels his dash into a jump, he retains momentum. NOTES: Essentially what the special notes mean is that if you're doing MC pressure or coin pressure, dashing is only 10F total if you attack right as your dash recovery begins. You can test the recovery bit yourself by dashing with Johnny then holding forward. You'll notice it takes Johnny a moment to continue his movement. Now dash and attack immediately as you land and you'll notice you do not need to wait for his recovery to end. This is why FD Dashing is much faster than normal dashing, because you're canceling the recovery with FD and immediately dashing again, whereas with normal dashing you need to wait for the recovery to finish. (VIDEO COMING SOON) VIDEO RIGHT NOW http://www.youtube.com/watch?v=DcG59NavR5s There IS advantage to normal dashing over FD dashing though, as normal dashing is a good source of increasing Johnny's tension as well as his tension pulse. During MC pressure or coin pressure you should stick to normal dashes unless you intend to do a mixup with FD Dashing. Dashing is used everywhere. In MC pressure, coin pressure, combos, etc. Basic technique but knowing that it is a 10F dash becomes important in knowing your frame (dis)advantage. FD/Wave/Fast Dashing SP: Does repeated, 10F quick dashes. Tension Gain is crappy though because if you use FD, your TG becomes 20% of it's normal for 1 second(60 frames). NOTES: First of all, to do the FD Dash just hold down PK and mash 646464646464 on your stick. If you are using a controller or pad, you are outta luck because this manuever is much harder to perform on pad from my experience and from others' testimony. (VIDEO COMING SOON) Controlled, rhythmic mashing will get you the max speed results but it's still quick mashing. If you are successful, Johnny should do several quick hops in a row due to cancelling his dash recovery with FD. The intended use for this is to get across the ground quickly. It's also worth noting that if you're doing this perfectly, Johnny is only staying on the ground for 1 or 2 frames while you FD because he is considered airborne during his dash. Perhaps helpful for things like gliding over a Slide Head quake. FD Dashing and Double hopping are two different things, and in general double hopping is more useful but it's based off the same technique as FD Dashing. Double Hop SP: Does a quick double hop to cover ground quickly and effeciently. Low tension gain. NOTES: Performed by pressing 66[PK]4646 or 66[PK]646 rapidly. (VIDEO COMING SOON) This is commonly used in Coin pressure to get on the opponent quickly or to do a tick throw. The double hop covers ground very quickly and is useful for staying on an opponent during coin pressure. NORMALS 5P DMG: 12 ST: 5 AC: 4 RE: 6 FA: 0 MCFA: -4, -1, +1 LV: 1 SP: JCable. NOTES: Not too much to say about this. It blocks bursts, you can't air combo off of it...it combos into c.S which is nice because you CAN aircombo off of that...but in general this poke isn't used too much if at all, it kinda lost it's purpose after #R. You can do a few very specific burst blocking combos with it but nothing terribly useful. If you're crossed up trying to do a 6P it MAY save you and anti-air them. It's really not terrible anti-air but it's not good either, chain into c.S if this freak accident happens and aircombo it or coin them. All in all you'll rarely, if ever, use it. The only other use I can think of for it is feinting throwing a coin because 236H and 5P have very similar animations. Still not terribly useful. Not worth to MC at Lvl1. 5K DMG: 16 ST: 6 AC: 5 RE: 9 FA: -2 MCFA: -2, +1, +3 LV: 2 SP: JCable. NOTES: This move is one of Johnny's absolute staple. Lots of active frames, JCable, links and combos into many important moves such as 5H or 2D...although one of it's great uses has sadly gone which is that it no longer blocks bursts because blue bursts have had their startup lowered to 19F, whereas 5K has 20F total in it's animation. So it's still close to burst block safe but if your opponent times his burst just as your 5K starts, it will no longer block properly so be careful of that. Otherwise this move is used in rushdown and for his basic high/low/tick throw setup all the time. It's also commonly used for Jump Installing and several other useful things. All in all, a very important poke. c.S DMG: 26 ST: 6 AC: 3 RE: 8 FA: +3 MCFA: +-0, +3, +5 LV: 3 SP: JCable NOTES: f.S DMG: 34 ST: 8 AC: 3 RE: 25 FA: -11 MCFA: +3, +6, +8 LV: 4 SP: NOTES: Combos to 6HS on crouching and on standing CounterHit. 5H DMG: 42 ST: 11 AC: 2 RE: 33 FA: -16 MCFA: +5, +8, +10 LV: 5 SP: NOTES: 6P DMG: 25 ST: 11 AC: 6 RE: 10 FA: -2 MCFA: +-0, +3, +5 LV: 3 SP: 1->4f Upper Body Invincibility. 5->16f Above Knee Invcibility. Ground hit cuases 18f float effect. 80% proration. NOTES: Anti-air. 6K DMG: 30 ST: 16 AC: 4 RE: 16 FA: -3 MCFA: +3, +6, +8 LV: 4 SP: 7->13f Upper Body Invicibilty. 35f float effect. CH causes WallStick (78f untechable, 30f WallStick.) FRC: 12->13f NOTES: 6HS DMG: 64 ST: 18 AC: 2 RE: 32 FA: -15 MCFA: +5, +8, +10 LV: 5 SP: JCable NOTES: 5D DMG: 22 ST: 28 AC: 8 RE: 6 FA: 0 MCFA: n/a LV: 5 SP: CH causes Stagger (53f max.) 1->35f, Johnny is in CH state. NOTES: 3H DMG: 28, 28 ST: 11 AC: 8(2)2 RE: 31 FA: -14 MCFA: +5, +8, +10 LV: 5, 5 SP: NOTES: You can MC at anytime, so long as the 1st hit connects. 2D DMG: 25, 25 ST: 9 AC: 2(3)3 RE: 22 FA: -8 MCFA: +3, +6, +8 LV: 4 SP: 2nd hit causes KnockDown. NOTES: j.P DMG: 12 ST: 7 AC: 5 RE: 9 FA: MCFA: n/a LV: 2 SP:JCable NOTES: j.S DMG: 32 ST: 10 AC: 2 RE: 23 FA: MCFA: n/a LV: 3 SP: Ground CH causes Stagger effect (39f max.) Air hit causes plummet. NOTES: j.D DMG: 44 ST: 8 AC: 7 RE: 14, 5 landing recovery. FA: MCFA: [finput][/finput] LV: 3 SP: 24f WallBounce. 5f landing recovery. NOTES:
  14. Ok, that's it, all set up. Now I just have to edit the first post to link to the respective stuff and whatnot, and then actually fill in the matchup posts with useful information. This topic will now stay open and people are free to discuss/ask about matchups/etc whatever now that I've reserved all of the space I'll need.
  15. ZAPPA MATCHUP INFORMATION Amamamamamamamamama....
  16. VENOM MATCHUP INFORMATION Free Ballin'!(Free ballin', yeah I'm...free ballin')
  17. TESTAMENT MATCHUP INFORMATION I recently lost to Jamie 3-2, but we only played once! I WILL HAVE MY REVENGE! I DON'T BLOCK TESTIES MIXUPS WELL, SO SUE ME!
  18. SOL MATCHUP INFORMATION Matchup Favor 5-5, No Favor Poking Game Matchup Strategy Specific Punishes Volcanic Viper Assuming you block/dodge a VV, there are multiple punishes depending on whether or not he does the 214K followup or not as well as if you hit in the air or wait for him to land. When Sol lands from his VV, he is temporarily considered ducking. You can take advantage of this and land some rather huge damage, or aim for landing an air CH if you think he will do the followup 214K. Combo: c.S->5H->MC->f.S->6H->MSJH->Throw->Coin Damage: 194 Tension: 25% Starting MFLv: 1 Increases MFLv?: Yes Character State: Crouching Combo: c.S->5H->MC->f.S->6H->MSJH->Throw->j.KSKSDE Damage: 216 Tension: 25% MF Level: 1 Increases MFLv?: No Character State: Crouching Combo: Damage: Tension: MF Level: Increases MFLv?: Character State:
  19. SLAYER MATCHUP INFORMATION Remember back in the day when you got bitten once and you lost!? Not including Slayer's awesome damage output...or sick mixups...or his huge invul on his BDC and the craziness that he can do with that. And people complain about AC being unbalanced, PFFFTT...
  20. ROBO-KY MATCHUP INFORMATION Yknow, who DOESN'T want Vortex Infinitum to be Robo-Ky's official theme?
  21. POTEMKIN MATCHUP INFORMATION Potemkin has never been a tournament winning character...til AC that is! Hope you've got good backdash timing buddy! Cause I do! 4r5's How-to to Potemkin: Look at Potemkin. Now imagine two invisible Potemkins, one standing atop the other, standing in front of the visible Potemkin. NEVER TOUCH THE INVISIBLE POTEMKINS! You can attack through them, but never get in contact with the unseen Potemkins.
  22. ORDER-SOL MATCHUP INFORMATION I wonder how much more badass OS would be if they made his sword slam FB thing JCable...
  23. MILLIA MATCHUP INFORMATION My friend used to main Millia all the time, and he was like the only person I could play during #R. Oh my god, that matchup was just a nightmare. Pin pin pin, mixup mixup mixup BLAH DEAD. I had to pick Axl as a secondary, and those two share like the exact same bad matchups for the most part. Great!
  24. MAY MATCHUP INFORMATION Oh man EX May saying "Mist Finer" is just way too cute.
  25. KY MATCHUP INFORMATION My advice would be to wait for Ky to be about jumping distance away from you, and then lazily jump forward and come down with an amazingly powerful j.P.
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