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RedBeard

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Everything posted by RedBeard

  1. JOHNNY MATCHUP INFORMATION I don't have a single bad thing to say about this wonderful character. 俺を本気にさせたのは・・・ミステイクだったなぁ.
  2. JAM MATCHUP INFORMATION You know, it's kind of funny. My copy of GGX is so scratched that Jam creates unblockables whenever she screams. I'm not even kidding. Her other voice files are fine, but if she does any move that involves yelling, the game freezes for about 4 seconds. Not exactly freezes, but any action you were doing just as she yelled, you would continue to do until the game popped out of the freezing. Was kind of hilarious fighting her as I'd be forced to walk forward nonstop or something any time she yelled, or do 6H for like 4 seconds straight while she beat me up.
  3. I-NO MATCHUP INFORMATION Ehhhh I like how ABA and Baiken look better. Maybe if you're into getting stomped on or something then I-No would be more your thang.
  4. FAUST MATCHUP INFORMATION 236P Air 236P ??? Win? NEEDS MORE DOOR MIXUPS!
  5. EDDIE MATCHUP INFORMATION 4r5's how-to to blocking unblockables. Start by blocking high. Keep blocking high intill the very last minute, then block low. As soon as you start blocking low, let your stick go neutral. The above only works on unblockables involving a single high and a single low. For unblockables involving crossups or the big drill, good luck. Blocking good unblockables are still nearly impossible, but atleast with this you won't be giving them away for free.
  6. DIZZY MATCHUP INFORMATION General idea is to not give Dizzy any room to launch an offense. While at the same time not being so close that Dizzy just throws you. The start of the round is crucial. A wrong guess and you might face a slow death as you chase Dizzy's tail. Or a single right move can cut off over half her life and seal you the rest of the round. Opening the round with any backwards movement is a bad idea. If Dizzy decides to go on the offensive, then you're just handing here the momentum. If she decides to take defensive action, then you're just giving her more space. Starting the round by jumping straight up is a conservative option. It saves you from all of the moves that Dizzy might open up with, like IceSpike or f.S. You have a double jump if Dizzy takes any offensive movement, and you have an airdash if she takes any defensive movement. An IAD or dash forward has its risks, but also has its rewards. It's your call. Should Dizzy escapes your grip, then take a deep breath and prepare to weather the storm. Hold out long enough till you see an opening and take it. Rule of thumb, that I follow, is to never block any of her projectiles, while on the ground. Doing so gives Dizzy an opportunity mix you up. Evade, destroy, or Instant Block the projectile in the air. Remember, IBing in the air restores your doublejump and airdash. When in the air, prepare your self against a f.S, 2S, airthrow, or dropgate. Dizzy has some tight tick-throws. Most setups involving her projectiles don't give you a large enough window to poke out. Backdashing might get you nailed by whatever other projectiles are lingering around. 1-frame jumping will always work, but can be hard to execute given small windows of opportunity and what ever projectiles are waiting above your head. Dizzy has almost an endless array of setups, that she can adjust on the fly. It would be hopeless to try and list all of them and the out points for each. But I might try, latter. Additional Notes: Dizzy has huge throw range. This goes for her airthrow, aswell.
  7. CHIPP MATCHUP INFORMATION Man I hate this matchup. Chipp is all "ZOOM ZOOM, LOOK! LOOK! YOU CAN'T HIT ME! WATCH ME RUN ALL OVER YOU AND MAKE YOU FEEL LIKE A SCRUB!".
  8. BRIDGET MATCHUP INFORMATION Bridget used to be a tough match back when he was actually good and Johnny had limited ranged options!
  9. BAIKEN MATCHUP INFORMATION Baiken's big boobies are tough for Johnny to counter.
  10. AXL MATCHUP INFORMATION Boy, writing these guides sure is hard work! Look at all the text!
  11. ANJI MATCHUP INFORMATION Filler text! Needed! Necessary! You love it! You need it! I hax0red your mom's ass last night!
  12. Guts rating. Copy and pasted from my other topic(and taken from framedata/old GCC website...) GUTS RATING 5: AN, BA 4: CH, JO, PO 3: JA, MA, MI 2: KY, OS, SL, ZA 1: AX, DI, IN, SO, VE 0: AB, BR, ED, FA, RO, TE Guts Rating Calculation A= 100%->56% health left B= 55%->41% health left C= 40%->31% health left D= 30%->21% health left E= 20%->16% health left F= 15%->11% health left G= 10%->6% health left H= 6%->0% health left Left column is Guts Rating.. -----A------B-----C------D-----E-----F-----G-----H 5 x 1.00 x 0.94 x 0.85 x 0.75 x 0.60 x 0.48 x 0.40 x 0.36 4 x 1.00 x 0.96 x 0.88 x 0.78 x 0.64 x 0.50 x 0.42 x 0.38 3 x 1.00 x 0.98 x 0.91 x 0.82 x 0.66 x 0.54 x 0.44 x 0.38 2 x 1.00 x 1.00 x 0.94 x 0.85 x 0.68 x 0.56 x 0.46 x 0.38 1 x 1.00 x 1.00 x 0.98 x 0.89 x 0.72 x 0.58 x 0.48 x 0.40 0 x 1.00 x 1.00 x 1.00 x 0.92 x 0.76 x 0.60 x 0.50 x 0.40 So basically as characters get lower on life, they lose less life according to their guts rating and their % health left. Keep in mind that's also altered by natural character defense/etc the various other mechanics of the game. So high guts rating is good. 0.85 for rating would just mean that a move that would normally do 100 damage to that character would do 85 instead, of course not including all of the other damage calculation features in the game. Edit: Erh and just to note, these are AC Guts Ratings...
  13. Great idea, I'll get to work on that now. I updated the character specific section with the Jumping/Backdash/Stagger specifics, did a general cleanup to try and make things easier, and seperated the two sections with two different posts. If anybody has a list of mid screen one hits they could post here that would save me some time as I've been doing pretty nonstop testing in my free time. I know some of the mid screen dashjump 1 hits but not all of them or anything, and testing them is a bit time consuming since the timing is so strict. I'll eventually get it done if nobody has a list, but it would save me quite a bit of time. If I could get a list of the simplest ones for each character that would be a great help. Even if you don't know all of them, posting which ones you DO know would save me time.
  14. 2.00) CHARACTER SPECIFIC COMBO INFORMATION 2.01) KEY/LEGEND A quick explanation of each category as follows... Highest Throw Damage: The highest possible aircombo damage for that character after you throw them. Coin Throw Combo: Notes whether or not a character can be combod following a midscreen Coin Throw. Knockdown Throw: How to knock down that character after a mid screen throw. Enkasu: How to do a 1 hit Ensenga/Enkasu on that character after a corner throw. Mid-Screen Enkasu:How to do a 1 hit Ensenga/Enkasu on a character mid-screen by utulizing his Dash-Jump. Enkasu Difficulty: A general rating of how difficult it is to 1 hit that character. OTG Recoin: After you land an Enkasu in/near the corner, you have the capability to OTG a character then coin them. This notes which OTGs are necessary for each character. Note that depending on the characters height during Enkasu/how quickly you land, some of these may not work. Most will. Coin Throw: Notes whether or not a character can be coined after a mid-screen throw. Corner Coin Throw: Notes whether or not a character can be coined after a throw in the corner, not to be confused with otg recoining which occurs after an Enkasu. 2D Double: Notes whether or not both hits of Johnny's sweep land on that character if the first hit of the sweep lands(Non CH). All characters can be hit by both hits of the sweep in the event of a Counter Hit. 2D->236S: Notes whether or not a character can be hit by a Level 2 Low Mist Finer(236S) following a 2D. Some characters are impossible to hit with 236S after a sweep due to how their frame falls. 2D->236K: Notes whether or not a character can be hit by a Level 2 Mid Mist Finer(236K) following a 2D. Some characters are impossible to hit with 236K after a sweep due to how their frame falls. NOTE!!!: Note that characters with an ^ sign next to their name means that it has special conditions in order to do the combo listed. IE, they will require specific delays in order to work and are only reccomended if you want to attain the highest damage possible. If you're lazy, don't bother...as their alternative non ^ version is much easier to perform and you only lose a little damage. 2.02) HIGHEST THROW DAMAGE: SSHDE(96 DMG): IN (DI^) KSSHDE(95 DMG): AX, BA, BR, CH, DI, JA, MA, MI (AB^, OS^, SL^, SO^) KSKSHDE(94 DMG): JO (ZA^) KPSKSHDE(93 DMG): (PO^) PSSHDE(92 DMG): ED, FA, KY, OS, ZA KPSSHDE(91 DMG): AB, AN, PO, RO, SL, SO, TE, VE 2.03) COIN THROW COMBO: None: AB, BA, DI, ED, MA, MI, OS, PO, SL, SO, TE, VE Throw->Coin->sj.D->Ensenga: AX, CH, IN, JA, JO, KY, RO, ZA Throw->Coin->sj.KPSHDE: BR(Corner Only), FA Throw->Coin->sj.KPSHE: BR Throw->Coin->j.KSSHDE: AN 2.04) KNOCKDOWN THROW: Throw->j.SH->KJ FRC->j.H->DB: AB, AN, AX, BA, CH, DI, ED, IN, JA, KY, MA, MI, OS, RO, SO, VE Throw->j.SH->DB: BR, FA, PO, SL, TE, ZA Throw->j.KSH->DB: JO 2.05) ENKASU: NOTE: This section ONLY includes 1 hits I feel to be relevant either damage, frame advantage, or position wise. There are tons and tons of 1 hit setups. Please only notify me if there is a truly useful setup that I missed. I also listed some characters several times because I feel you should try those seperate setups and use what works easiest for you. For example, 1 hitting Bridget with KSKSDE can be slightly hard to time. PSPSDE has less pushback and will be easier for you to land a one hit off of. KSHD->Land->KPKDE(92 DMG): PO SKJADKSDE(83 DMG): JO KSKSDE(78 DMG): AB, BA, BR, CH, DI, IN, KY, SL, TE, VE KSPSDE(76 DMG): AB, BA, BR, CH, DI, IN, KY, SL, TE, VE (This is slightly easier to 1 hit with) SKJADKDE(76 DMG): OS, SO, AN PSPSDE(72 DMG): AB, BA, BR, CH, DI, IN, KY, SL, TE, VE PKKSDE(71 DMG): BR KPSDE(69 DMG): FA, PO, TE, ZA KSDE(67 DMG): AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE Coin->KSDE(65 DMG): FA PSDE(64 DMG): BA, BR, IN, JA, RO, TE KPPDE(63 DMG): RO, TE, ZA PPPDE(61 DMG): AN 2.06) MID-SCREEN ENKASU: 2.07) ENKASU DIFFICULTY: Easy: AB, BR, DI, ED, IN, KY, MA, MI, RO, SL, TE, VE Medium: BA, CH, FA, PO, ZA Hard: AN, AX, JA, JO Impossible: OS, SO 2.08) OTG RECOIN: None: BA, KY, RO 5H->Coin: AN, AX, CH, DI, ED, FA, IN, JO, MA, MI, OS, PO, SL, SO, TE, VE, ZA 2P->c.S->Coin: JA 2D->Coin: PO, TE Walk forward->Late 2D->Coin: AB Walk forward->c.S->Coin: JO(Only needed in certain cases) Walk forward->2P->Coin: BR(Very distance specific) 2.09) MISC INFO Coin Throw will not work on: AB, BA, DI, MI Corner Coin Throw will not work on: AB, BA, DI, JO(*1), KY(*1), MI, RO(*1), SL(*1) 2D Double will not work on: CH, OS, SL, SO 2D->236S will not work on: MI, SL, VE 2D->236K will not work on: AB, DI, KY, RO *1: It will work, but you must hold back as you throw and time the coin after briefly stepping backwards. Otherwise, it will miss.
  15. Oops, apparently not.
  16. Indeed she is quite beefy in AC, which I'm actually very happy about. She's pretty consistently been kinda meh and awkward to play, and has never been above mid tier in any GG game EVAR, so she deserved some love. I've always had a hard time playing against May but I know it's moreso my lack of experience in the matchup(as well as lack of any May players to play against) than the match actually being difficult. In AC it's a different story though.
  17. Generally May has been: X: Johnny's favor XX: Johnny's favor #R: Even Slash: Johnny's favor AC: May's favor Only time it was really lopsided was GGX IIRC. Every other game it's been 5.5-4.5 at worst, and in AC maybe May has a 6-4 but it's too early to say....
  18. Do any Johnny players here have vids to share? I still haven't quite gotten my DVD-R(was supposed to get it for my birthday but that got delayed), but once I get it I plan to put up a bunch of my matches for criticism and whatnot. So for now, anyone else have some matches of themselves?
  19. I saw only 1 vid of him in Slash and he played very, very poorly which lead me to believe that he stopped playing for a while.
  20. WHAAAAAT MSY IS BACK? YES. HELL YES. :D Very awesome combo vid, illustrated a lot of the good corner loops(MF LV2 Mid->Coin->IAD blah blah->1 hit stuff). Hopefully I get to see some matches soon too.
  21. In actuality it's a very interesting matchup. I played it a hell of a lot, but I still hated the fact that I couldn't do any 1 hits or fancy setups on Sol and I had to be ultra careful pressuring him and whatnot. Just pure damage and poke game. Once he knocked me down once in Slash though I had to block until he was out of tension basically heh. I just hate how little effort Sol takes to play. I can't even play him myself because I lose interest really quickly even though people say I'm good with him.
  22. Small correction to Axl's framedata: Housoubako's total animation is 30F, not total "hit" animation. It's talking about it takes 30F total for him to do his counter whiff animation thingy, not the actual swinging part. It also lists Axl's tension gain on Raieisageki(S) as 20/4.8. Should be 2.0/4.8.
  23. Well gawrsh mickey I'm just off the mark today. Me is going to stop posting now.
  24. Short answer incase you don't want to read through all of that juicy, lovely, horribly helpful info is: Axl and Johnny take 4F to Jump Potemkin takes 5F to Jump Everyone else jumps in 3F.
  25. Axl is a hard match to play for Johnny, and I can almost assuredly say it's in Axl's favor in AC. My least favorite used to be Sol or Ky, because they are such rewarding scrubby characters in Slash. With JO I actually need to perform well and think, whereas if I play against or as someone like Sol in Slash it requires about as much talent as scratching my ass and makes matches boring. Haven't really developed a least favorite in AC. Generally whichever character is the most rewarding for the least amount of skill is my least favorite character to play against or as. As far as my favorite, for some reason I play really well against Baiken. I like playing against Testament because he is the easiest to nail huge combos on, in my experience.. Mirror matching JO I usually win so I like that too.
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