RedBeard
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Erh I probably hit 7 just as I hit PK or something it's just the motion I do or something.
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Like someone else told me(I believe it was Spirit Juice), the way you know you're doing the 1F jump properly is if you super Jump without any super jump trails following you like they normally do, nor will you kick up dust like you normally do, and no jump sound effect will play. The input I do is like [PK]2478 or something.
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Yessir, New Johnny Bible being written. So please be patient! There's a lot to write! Updated the FAQ a little more, now typing up the Match, Combo, and Offensive/Defensive guide setup.
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Hit with 63214S Hold 1 for a moment... Tap 66H to do a running rashousen. The logistics behind it are that normally you can't begin to throw Rashousen while the opponent is in a downed state. This includes like when the opponent bounces during a knockdown. You will get 6H instead of Rashousen. Buuut, Ground Slide works differently because the opponent isn't considered "downed" during the actual slide, and their standup animation begins as SOON as the slide ends. This makes it so that you can toss out Rashousen as their slide is ending and it will hit them on the first frame when they get up. It does more damage than the standard Rensen followup.
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"Kamae" means Stance in Japanese. There's no Kamae Stance, as that would be saying "Stance stance", just Kamae Cancel/Mist Cancel are the same thing. I don't think the term Kamae Stance is ever used or if it is that's improper! Should just be Mist Stance.
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Added a bit more to the FAQ, including the completed changes list for Johnny in AC thanks to WhimW/WimW/UimuW. Might wanna take a peak some interesting stuff there like the changes to Jackhound and whatnot!
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Damn, I was going to put that in my combo vid too ;( Yeah, the meaty unblockable does slightly better damage than the usual rensen followup, but it CAN be reversaled once people know it's coming.
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I usually just do my thing without a worry in the world and then just toss out 214P on reaction if I see a counter coming. Doesn't always work, and you need to be careful of the 412K counter but other than that...yeah. Lots of tick throws/Rashousens on my end and I make her fear countering by countering her counters. The K counter isn't all that dangerous anyways. Also the advantage/disadvantages at the beginning of the thread for AC are pretty outdated. Still pretty accurate but those are very subject to change in the next few months :D
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Bleh decided to edit this down cause it was messy. I meant Tenhouseki(P). Housoubako doesn't work well as anti-air for what you listed but also because the hitbox will miss a lot of random air crap. Basically when they are right above your head airthrows are the best option, but there are of course ways for them to stop it. The mindgame basically goes: Airthrow>Empty Jump Throw>Counter>Poke>Airthrow Empty Jump Throws are hella ballsy though, and generally aren't seen very often except on a select few characters(like HOS), because Empty Jumps generally put you in bad position. Pokes obviously won't always stop airthrows but they usually can if timed early enough. Also, I don't think Tenhouseki is very easy to punish on reaction. You'd be surprised how many people I catch with 214P->214P when they try to punish me. It comes out fast, stays active for 13F, and has 13F recovery. It's really not TOO laggy. It's also harder in general to punish Tenhouseki in the air than it is on the ground. Lastly it was mostly an option I was listing, not a surefire foolproof solution to your deadzone or anything. But it works wonders on characters like Chipp and Jam who do a lot of hard to punish/block air to ground stuff, and they are too fast to abuse your long range on generally and they have a fairly easy time working their way into your deadzone.
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I just airthrow people directly above me, or use counters. Not sure what the problem is. It is a "deadzone" for his long range but it's prime for air throws. Counters are always generally safe anti-airish kind of thing because timing a poke after your active and during your recovery is somewhat risky and a lot of jump types won't allow them to avoid your active counter window and still hit with a poke before they land unless you use a REEEALLLY late j.P or something.
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Hah! I was just thinking about doing that recently. I'll be adding your archive to the first post because that's highly useful. Thanks!
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Hmm well I removed it for now but I could put it back up if people want to see it. I just figured that a huge list with each and every character may be reudandant or messy looking when the list is easier to compile in a short list.
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Ah thank you Cleanup isn't nearly done though! So much left to do! So little time! Hehe. I have finished setting up the basic layout for the Character Specific Information topic. If people could take a glance at that topic and let me know if they find it helpful I would appreciate it. Let me know if things are too confusing or tips for the layout or anything. Thanks <3
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Alright I've begun to solidify the forum setup a bit better. Sorry for all of the stickies but I think it's a necessity. I'd like some feedback on the character specific section before I add more to it. Should I just have 1 compiled list like the one that is listed under general? Or should I also add in the specific character sections like the few I filled in below? What would be easiest for reading?
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Ok I realize I riddled this forum with tons of topics but it's more of an attempt to keep it organized. This is moreso a topic for me to update you guys on the guide as well as anyone to ask me questions or anything like that. I deleted most of the useless topics, or truly old and dead ones with no info. I deleted a few with useful information but I saved the info before closing them. The remaining threads are generally large so I will need to take some time to file through them and merge/save useful posts and just make them easier to read and access, but that is not on the top of my list of things to do so for now those topics will stay. My Guide/FAQ is my top priority right now and it's quite a giant project so you'll need to bear with me. Anyways hopefully we can make this forum cleaner, more useful, and easier to access and read.
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CONTENTS 1.00 Basic Combos - 1.01 Introduction/Special Notes - 1.02 Key/Legend - 1.03 Throw Combos --- 1.03a Damage Combos --- 1.03b Coin Combos --- 1.03c Knockdown Combos --- 1.03d Enkasu Combos --- 1.03e Mid-Screen Enkasu Combos - 1.04 Air Throw Combos - 1.05 6P/6K Combos - 1.06 Basic Coining Combos - 1.07 Basic MFLV1 Combos - 1.08 Basic MFLV2 Combos - 1.09 Basic MFLV3 Combos - 1.10 Basic Jackhound Combos - 1.11 - 1.12 - 1.13 2.00 Advanced Combos - 2.01 - 2.02 - 2.03 - 2.04 - 2.05 - 2.06 - 2.07 - 2.08 - 2.09 - 2.10 1.00) BASIC COMBOS 1.01) INTRODUCTION This section is purely for combos. I will not be including too much information about when to use what in this section, this is moreso pure reference for combos. For specific uses in gameplay, refer to the Offensive/Defensive guide. NOTE #1: E(1) or Ensenga(1) means that ONLY the second hit of Ensenga hits, IE the damaging part. E(2) means that both hits of Ensenga hit. Enkasu means that only the first, untechable hit of Ensenga hits. NOTE #2: ^ next to someone's name means that that combo has specific stipulations in order to work on them, such as specific delays in order for the combo to work. This generally indicates that it is not as easy to do this combo on this specific character. NOTE #3: Just a small note, keep in mind that everyone's life total is 420. The damage listed is all taken from combos performed on Sol or someone else of average defensive value(Testament, Johnny, Zappa, Faust, etc). 1.02) KEY/LEGEND Position: Where the combo starts. Will be listed as "Anywhere", "Corner", "Close to Corner", "Air", "Mid-Screen" etc. Combo: How to do the actual combo. If you have trouble reading my notation please refer to the FAQ for notation info. Damage: How much damage the combo does on a character of average defense unless otherwise noted. Tension: How much tension the combo costs. Start MFLV: What Level of Mist Finer you must begin the combo with. THIS INFO IS ONLY INCLUDED WHEN RELEVANT! End MFLV: What Level of Mist Finer you will have after the combo finishes. THIS INFO IS ONLY INCLUDED WHEN RELEVANT! Notes: Random notes about the combo. Such as if it knocks down, leaves them in the corner, or is character specific. 1.03) THROW COMBOS 1.03a) DAMAGE COMBOS Combo: Throw->j.K->j.S->dj.K->j.S->j.D->Ensenga(1) Position: Anywhere Damage: 89 Tension: 0 Notes: Standard, lazy combo. Works on nearly everyone but does 4-6 points less damage than the character specific combos. Combo: Throw->j.K->j.P->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 91 Tension: 0 Notes: Best Throw Damage vs: AB, AN, ED, OS, PO, RO, SL, SO, TE, VE. Combo: Throw->j.P->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 92 Tension: 0 Notes: Best Throw Damage vs: FA, KY, ZA. j.P comes out 1F faster than j.K, so for these 3 it's necessary for their best damage as KSSHDE will not work for them. Combo: Throw->j.K->j.P->j.S->dj.K->j.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 93 Tension: 0 Notes: Best Throw Damage vs: PO^. Kind of specific and only does 1 point more damage than his standard. Up to you if you want to go the extra mile for this one. Combo: Throw->j.K->j.S->dj.K->j.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 94 Tension: 0 Notes: Best Throw Damage vs: JO, ZA^ Combo: Throw->j.K->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 95 Tension: 0 Notes: Best Throw Damage vs: AX, BA, BR, CH, DI, JA, MA, MI (AB^, OS^, SL^, SO^). Combo: Throw->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 96 Tension: 0 Notes: Best Throw Damage vs: IN, DI^. Not really worth doing on Dizzy because it does the same damage as KSSHDE on her due to her low defense, and is slightly harder to do. Perfect for I-No though. Combo: Throw->PSSH/KSSH/KPSSH->KJ FRC->j.S->tj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 105-109 Tension: 25% Notes: Eh, just for that bit of extra damage if you need to kill someone. Use the respective PSSH/KSSH/KPSSH per character. 1.03b) COIN COMBOS Combo: Throw->Coin Position: Anywhere Damage: Tension: 0 Start MFLV: Any End MFLV: +1 Notes: Works on everyone but: AB, BA, DI, MI. In the corner, you may need to take a small step back before tossing the coin in order for this to work on: JO, KY, RO, SL. 1.03c) KNOCKDOWN COMBOS NOTE: Anyone marked with an asterisk(*) in this section means that you MUST delay the KJ FRC after the j.H as long as possible. This allows the opponent to plummet closer to the ground allowing knockdown. Combo: Throw->j.S->j.H->DB Position: Anywhere Damage: 75 Tension: 0 Notes: Knockdown used vs: BR, FA, PO, SL, TE, ZA http://www.youtube.com/watch?v=13IQlfnCfYE Combo: Throw->j.K->j.S->j.H->DB Position: Anywhere Damage: 78 Tension: 0 Notes: Knockdown used vs: JO. http://www.youtube.com/watch?v=z6MP6c8Odk8 Combo: Throw->j.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 91 Tension: 25% Notes: Knockdown used vs: AB, AN, AX, BA, CH, DI, ED, IN, JA, KY, MA, MI, OS, RO, SO, VE. This combo is much easier to perform than the combos listed below but does a few points less damage. http://www.youtube.com/watch?v=Difvluqy1j8 Combo: Throw->j.K->j.S->dj.H->KJ FRC->j.H->DB Position: Anywhere Damage: 92 Tension: 25% Notes: Knockdown used vs: BA, BR, JA, MA, MI. This combo is a HUGE pain in the ass to perform and only does 1 point more damage. Your choice. Combo: Throw->j.K->j.P->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 92 Tension: 25% Notes: Knockdown used vs: AN*, ED*, PO, TE*, VE*. Combo: Throw->j.P->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 93 Tension: 25% Notes: Knockdown used vs: JO. Combo: Throw->j.K->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 96 Tension: 25% Notes: Knockdown used vs: AB, AX, CH*, ED*, FA, KY*, MI*, OS, RO, SL, SO, ZA. The timing on the initial KSS for Eddie is VERY strict. If you're having trouble performing this on him, use KPSS. Millia has a really weird timing on this where you have to jump late...kind of a pain in the ass and hard to do, might just wanna stick with her normal combo. Combo: Throw->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 96 Tension: 25% Notes: Knockdown used vs: DI, IN. 1.03d) ENKASU COMBOS Combo: Throw->j.P->j.P->j.P->j.D->Enkasu Position: Corner Damage: 61 Tension: 0% Notes: This Enkasu works on: AN. This is important as it's the only non tension 1 hit to work on Anji that doesn't require dashing. You'll want to do a late jump and catch Anji kinda low, and the timing is fairly strict but it works. Combo: Throw->j.K->j.P->j.P->j.D->Enkasu Position: Corner Damage: 63 Tension: 0 Notes: This Enkasu works on: RO, TE, ZA. Possibly others as well. This is an alternative 1 hit and not necessarily the best. Has greater pushback than most 1 hits. Combo: Throw->j.P->j.S->j.D->Enkasu Position: Corner Damage: 64 Tension: 0 Notes: This Enkasu works on: BA, BR, IN, JA, RO, TE. Possibly others as well. An alternative 1 hit that has less pushback than usual and can allow for an easier time 1 hitting some characters because you will be more "under" them. I personally use this against Jam. Combo: Throw->Coin->j.K->j.S->j.D->Enkasu Position: Corner Damage: 65 Tension: 0 Start MFLV: Any End MFLV: +1Lv Notes: Only works against Faust. If you do not have him coined after a corner throw, go with this variation as you will still get a knockdown. If he is already coined, refer to the KPSDE variation. Combo: Throw->j.K->j.S->j.D->Enkasu Position: Corner Damage: 67 Tension: 0 Notes: This Enkasu works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE. Combo: Throw->j.K->j.P->j.S->j.D->Enkasu Position: Corner Damage: 69 Tension: 0 Notes: This Enkasu works on: FA, PO, TE, ZA. Possibly others. Mostly important for FA, PO, ZA. Combo: Throw->j.P->j.K->dj.K->j.S->j.D->Enkasu Position: Corner Damage: 71 Tension: 0 Notes: This Enkasu works on: Untested. This is an alternative Enkasu which doesn't do great damage but has very little pushback due to mostly punches and kicks. Combo: Throw->j.P->j.S->dj.P->j.S->j.D->Enkasu Position: Corner Damage: 72 Tension: 0 Notes: This Enkasu works on: AB, BA, BR, CH, DI, IN, KY, SL, TE, VE. An alternative to KSKSDE which is easier, again, due to less pushback from j.P. Combo: Throw->j.S->KJ FRC->AD->j.K->j.D->Enkasu Position: Corner Damage: 76 Tension: 25% Notes: This Enkasu works on: OS, SO, AN. Most of the time, this is not worth attempting on OS and SO because of the sheer difficulty of landing it will usually result in you wasting 25% tension. I reccomend the other 50% tension variant against Sol or OS. This shouldn't be as much of a problem vs. Anji though. Combo: Throw->j.K->j.S->dj.K->j.S->KJ FRC->j.D->Enkasu Position: Corner Damage: 84 Tension: 25% Notes: This Enkasu works on: OS, SO, AN. This is slightly weirder to time but better damage and since 1 hits on OS/SO/AN are hard anyways you are probably better off going this route. 1.03e) MID-SCREEN ENKASU COMBOS Combo: Throw->j.K->j.P->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 92 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Throw->j.P->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 93 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Throw->j.K->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 96 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: AB, AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JO, KY, MA, MI, PO, OS, RO, SL, SO, TE, VE, ZA.
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Saved space until I can finish this writeup... ==================== Dunno what RedBread has up his sleeves, but what ever it is, I'm sure MCing will be a part of it. With AC coming out soon, a lot of people will want to know what MCing is all about. So here it is.. Ugly How-to to Mist Canceling http://www.youtube.com/watch?v=-DuMPPotslk what? 236P/K/S is Mist Finer. Holding Punch, Kick, or Slash will keep you from releasing your sword, this is called Mist Stance. While in Mist Stance, you can exit Mist Stance by taping HardSlash. Canceling your normals into Mist Stance, then quickly exiting out of Mist Stance is called Mist Canceling, or MC for short. how? Enter Mist Stance with either Punch, Kick, or Slash. Hold down what ever button you used, to remain in Mist Stance. While still in Mist Stance, tap HardSlash. Notation looks like this: 236[P/K/S], HS why? Makes your moves safe. Before you can have an offense or defense, you need to know how to be safe. MCing is part of keeping Johnny safe. why not just throw a coin? Using a coin to cancel out your normal moves isn't quite as fast as MCing. Plus you only have eight. But that isn't to say you should never cancel into coin. Both coin and MC have their time and place.
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CONTENTS 1.00 General Information - 1.01 Framedata - 1.02 Throw Range - 1.03 Air-Throw Range - 1.04 Defense Modifiers - 1.05 Guts Rating - 1.06 Dizzy Resistance - 1.07 Guard Guage Modifier/Guard Recovery - 1.08 Jumping/Airdash Specifics - 1.09 Wakeup Framecount - 1.10 Character Gravity/Weight - 1.11 Backdash Specifics - 1.12 Stagger Specifics - 1.13 Mist Cancel Chart 2.00 Character Specific Combo Information - 2.01 Key/Legend - 2.02 Highest Throw Damage - 2.03 Coin Throw Combo - 2.04 Knockdown Throw - 2.05 Enkasu - 2.06 Mid-Screen Enkasu - 2.07 Enkasu Difficulty - 2.08 OTG Recoin - 2.09 Misc Info 1.00) GENERAL INFORMATION This section is for various character statistics. This is a good reference for how Johnny is compared to the rest of the cast in various categories, as well as a good resource for various statistics that are good to know about Johnny's opponents(Such as their defense modifiers, backdash Framedata, or Gravity/Weight). 1.01) FRAMEDATA Please feel free to look over Johnny's frame data at the following adress: http://www.dustloop.com/data/ac/johnny.html Note that there are some minor errors in the framedata that currently aren't fixed. Those are: 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) These errors have been fixed. 1.02) THROW RANGE 55: PO 49: DI, ED, SL 45: AB, AX, BR, FA, IN, JO, RO, TE, ZA 43: AN, JA, KY, MA, OS, SO, VE 40: BA, MI 36: CH NOTES: So in short, Johnny is about in the middle for throw range. This, of course, doesn't take command throw range which is drastically better than normal throws. However, even characters with command throws use normal throws on defense and it can be important to position yourself in a spot where you're capable of throwing them, but they are incapable of throwing you. 1.03) AIR-THROW RANGE 104: PO 96: IN, MA 88: AB, AN, AX, BA, BR, CH, DI, ED, FA, JA, JO, KY, MI, OS, RO, SL, SO, TE, VE, ZA NOTES: Well, this really isn't that important because virtually everyone in the game has the same airthrow range. I suppose it's good to know that PO, IN, and MA outrange you in the air though. May come in handy! 1.04) DEFENSE MODIFIERS 0.87: PO 0.89: AB, RO 0.96: OS, SL 1.00: FA, JO, SO, TE, ZA 1.03: KY 1.06: AN, AX, ED, JA, IN, MA, VE 1.07: BR 1.15: DI 1.18: BA 1.21: MI 1.30: CH NOTES: Nice little bonus, JO has a slightly above average Defense Mod. So he'll take a little less damage from everything which is always good. 1.05) 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 S= Guts Rating S----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 NOTES: Another nice bonus. Johnny is very high on the Guts rating list. He will take much less damage when he gets low on life than most people. 1.06) DIZZY RESISTANCE 80: AB, PO, RO 70: JO, MA, SL 65: AN, FA, JA, TE 60: AX, ED, KY, OS, SO, VE, ZA 55: BA, BR, IN, MI 50: CH, DI NOTES: Yet again, Johnny is high on the Dizzy resistance list which will make it much harder to get a free combo on him or IK him or anything like that. Noticing a trend? 1.07) GUARD GUAGE MODIFIER/GUARD RECOVERY Guard Guage Modifier: 0.8125: FA 0.875: DI, JO, SL 1: AB, AX, BA, BR, ED, IN, JA, KY, MA, OS, PO, SO, TE, VE, ZA 1.125: CH 1.25: AN, MI, RO Guard Guage Recovery: Fast: PO Normal: AB, AX, BA, BR, CH, ED, IN, JA, JO, KY, MA, OS, RO, SL, SO, VE, ZA Slow: AN, DI, FA, MI, TE NOTES: Johnny is superior in Guard Guage "defense", meaning he will recieve less GB+ any time he blocks and can block more attacks before his guage begins to blink. He is, however, in the middle for recovery which means that once he is not in a state of blocking, his guage will recover at a standard rate, as well as take a standard period of time before it begins to recover...unlike Potemkin who will begin to recover pretty much immediately if he is not blocking and recovers at a very high rate. Combined with all of his other defensive bonuses Johnny winds up one of the more naturally defensively boosted characters in the game. 1.08) JUMPING/AIRDASH SPECIFICS Jump Startup: 3F: AB, AN, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, OS, SO, ZA 4F: AX, FA, JO, SL, TE, VE 5F: PO, RO Jump Height: NOTES: 1.09) WAKEUP FRAMECOUNT Character is face up on the ground: Currently Unknown: AB, OS, RO 32F: TE, ZA 34F: KY 35F: PO, IN 36F: AN, AX, BA, BR, DI, ED, FA, JO, MA, MI, SO, VE 37F: SL 39F: JA 41F: CH Character is facedown on the ground: Currently Unknown: AB, OS, RO 31F: SL 32F: AN, AX, BA, CH, IN, KY, SO 33F: ED, MA, PO 34F: BR, MI 35F: DI, JO, VE 36F: JA, 37F: TE 38F: ZA 40F: FA NOTES: This is mostly important information to know in regards to 1-hit Ensengas as well as timing meaties. For 1 hit Ensengas, characters get up FACE UP. So with characters who take longer to get up face-up, you generally wind up on better frame advantage after a 1hit->mist. I currently don't have the data for ABA, Order-Sol, or Robo-Ky. OS and Robo-Ky get up probably very similar to or exactly the same to their Sol/Ky counterparts. ABA gets up super fucking slow either way. Keep in mind that 1-hit frame advantage is also largely dependant on character gravity and which setup you use to achieve the 1 hit, so how slow someone gets up doesn't necessarily indicate guaranteed frame advantage. 1.10) CHARACTER GRAVITY/WEIGHT 0.94: PO 0.95: RO 0.98: AB, JO, OS 1.00: AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA 1.05: DI, IN, MI 1.10: BA, BR, JA, MA NOTES: Characters with lower numbers(0.94 for PO) means they are heavier and will fall faster than other characters. While JO may seem like he falls like a rock, it's actually moreso due to his frame being screwed up and going straight horizantal very quickly so a lot of stuff will miss him after "plummet" hits. ABA suffers a very similar effect from plummet hits. 1.11) BACKDASH SPECIFICS *SPECIAL NOTE*: MO and GM are Moroha and Goku Moroha mode for A.B.A.. Her properties change depending on her mode only for a few specific things. I will generally only include MO or GM if there is a change present. Backdash Frame Total: 11F: JO, MI, ZA 13F: FA, JA, MA, VE 14F: RO 15F: BR 16F: AN, AX, BA, DI, ED, IN, KY, MO, OS, SO, TE 17F: AB 20F: GM 21F: CH, PO 28F: SL Backdash Invincibility: 20F: PO 19F: SL 11F: IN 10F: RO, ZA 9F: AN, BA, CH, DI, KY, MA, TE 8F: AB, AX, BR, OS, SO 7F: ED, FA, JA, JO, MI, VE Vulnerable Frames: 1F: PO, ZA 4F: JO, MA, MI, RO 5F: IN 6F: FA, JA, VE 7F: AN, BA, BR, DI, KY, TE 8F: AX, MO, OS, SO 9F: AB, ED, SL 12F: CH, GM Backdash Velocity: 14.0: MI, ZA 12.5: JO 12.0: MA 10.0: JA 9.7: GM 9.5: FA 9.0: AB, BR, DI, IN, KY, MO, OS, RO, SO, VE, TE 8.5: BA, CH 8.0: AN, ED 7.0: AX 3.5: PO 0.0: SL Overall: Great: IN, JO, MA, MI, PO, RO, SL, ZA Good: AN, BR, JA, KY, TE, VE Average: AB, BA, CH, DI, FA, MO Bad: AX, ED, GM, OS, SO NOTES: Backdash Frame Total: Total number of frames it takes to complete a dash. Johnny's is tied for fastest in the game to complete. Backdash Invulnerability: 1F->?? are invulnerable for everyone's backdash in the game, so Johnny's would be 1F->7F invul. Tied for lowest total invul count. Vulnerable Frames: How many frames on the tail end of the back dash that character is vulnerable for. Johnny has a very short(4F) window in which he can be hit. Backdash Velocity: How quickly the character moves backwards. SL with a value of 0 is because he doesn't gain any kind of momentum. His backdash moves him set distances with no velocity. This is because his backdash is JCable and they specifically do not want to allow him to keep momentum from it to get farther away. Total distance the backdash covers is some kind of formula between backdash Velocity and Total Framecount, but I'm unsure how to calculate it to get an exact dot count. JO's backdash is among the quickest in the game. Overall: General rating taking all different aspects into account on how good each character's backdash is. Every backdash in the game is useful regardless of their rating, it's just more of a general rating to give you a better idea of how good each one is. You'll notice a character like Faust's backdash has decent stats, but his frame is also gigantic while backdashing so he gets negative points for that because it's so easy to hit him out of it, so I took those kinds of things into account. 1.12) STAGGER SPECIFICS Stagger Moves: 2H(CH): 53F Max j.H(CH): 39F Max JH: 47F Max MSJH: 52F Max MSDJH: 65F Max Stagger Links: 2H(CH) 2H(CH)->5D: MAX 2H(CH)->f.S: Lv2 2H(CH)->5H: Lv2 2H(CH)->2D: Lv2 2H(CH)->2S: Lv2 2H(CH)->3H: Lv2 2H(CH)->236K(2): Lv2 2H(CH)->236S(2): Lv2 2H(CH)->6K: Lv1 2H(CH)->6H: Lv1 2H(CH)->Dash->Throw: Lv1 JH JH->RJ: MAX JH->Throw: Lv3 JH->5P: Lv2 JH->2P: Lv2 JH->5K: Lv2 JH->c.S: Lv2 JH->2H: Lv2 JH->2K: Lv1 JH->f.S: Lv1 JH->5H: Lv1 JH->OD: Lv1 JH->3H: Lv1 JH->2D: Lv1 JH->6P: Lv1 JH->2S: Lv1 JH->236K(2): Lv1 JH->236S(2): Lv1 JH->Coin: Lv1 MSJH MSJH->RJ: MAX MSJH->Throw: MAX MSJH->5P: Lv3 MSJH->5K: Lv3 MSJH->c.S: Lv3 MSJH->2P: Lv3 MSJH->2H: Lv3 MSJH->Coin: Lv3 MSJH->f.S: Lv2 MSJH->5H: Lv2 MSJH->2K: Lv2 MSJH->2S: Lv2 MSJH->2D: Lv2 MSJH->6P: Lv2 MSJH->6K: Lv1 MSJH->OD: Lv1 MSJH->236K(2): Lv1 MSJH->236S(2): Lv1 MSDJH MSDJH->5P: MAX MSDJH->5K: MAX MSDJH->c.S: MAX MSDJH->f.S: MAX MSDJH->2P: MAX MSDJH->2K: MAX MSDJH->2S: MAX MSDJH->2H: MAX MSDJH->2D: MAX MSDJH->OD: MAX MSDJH->RJ: MAX MSDJH->Throw: MAX MSDJH->Coin: MAX MSDJH->5H: Lv3 MSDJH->6P: Lv3 MSDJH->6K: Lv3 MSDJH->6H: Lv3 MSDJH->236K(2): Lv2 MSDJH->236S(2): Lv2 NOTES: This section notes the required mashing by the opponent in order to escape specific links involving moves of Johnny's that stagger. This will let you know how escapable certain links are. In general: Lv1: Very mashable if they have general mashing down(which any good player will). Stuff like this will generally only connect if they got lazy or really didn't see it coming(which is certainly possible with stuff like 2H CH or j.H CH). Lv2: Iffy if they'll mash out of it unless they knew it was coming or have fairly fast mashing reaction. If you're facing players with good JO experience, you may need to use your Lv3 safe moves to achieve links but Lv2 mash is still not simple to achieve on reaction. Lv3: Nearly impossible to escape, the player MUST be mashing like before the move even hits and mashing very fast at that. For all purposes and intents there is a very low chance of escaping something that requires Lv3 mash, especially on reaction. MAX: Impossible. Even if you begin mashing your heart out before the move ever hits it's pretty much physically impossible to mash at "MAX" level, generally only the CPU does this. N/P: Not possible to mash, period, even on max stagger. As far as I know nothing like this exists for Johnny as even Return Jack is mashable no matter how fast it's done if the CPU is set to MAX recovery. The only move I didn't include that staggers is j.H, as it depends on how high in the air you hit it from so it'd be impossible for me to document how safe certain links were. Also note that all of these values assume you hit the link on the FIRST POSSIBLE FRAME, so some of these MIGHT be 1F links(MSDJH->6H is a 1F link) under the conditions listed, though most have some leeway with the timing. 1.13) MIST CANCEL CHART 2.10) MIST CANCEL CHART (Thanks goes to 4r5 for making the chart) 4r5: Something looks wrong with this. I'm going to go through the checks, again. 2007/08/15: Ok, fixed it. Red is no-no. Blue is a-ok, if you can do it fastest. LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F) Hit Level == Mist Level 1/2/3 1 == -4/ -1/+1 2 == -2/ +1/+3 3 == +-0/ +3/+5 4 == +3/ +6/+8 5 == +5/ +8/+10 Attack == SD/MC1/MC2/MC3 P == [B]+-0[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/+1 K == [B]-2[/B]/ [COLOR="Blue"][B]-2[/B][/COLOR]/ +1/+3 c.S == [B]+3[/B]/[COLOR="Red"][B]+-0[/B][/COLOR]/ [COLOR="Blue"][B]+3[/B][/COLOR]/+5 f.S == [B]-11[/B]/ +3/ +6/+8 HS == [B]-16[/B]/ +5/ +8/+10 6P == [B]-2[/B]/+-0/ +3/+5 6K == [B]-3[/B]/ +3/ +6/+8 6HS == [B]-15[/B]/ +5/ +8/+10 3HS == [B]-14[/B]/ +5/ +8/+10 2P == [B]+1[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/[COLOR="Blue"][B]+1[/B][/COLOR] 2K == [B]+2[/B]/ [COLOR="Red"][B]-2[/B][/COLOR]/ [COLOR="Red"][B]+1[/B][/COLOR]/+3 2S == [B]-4[/B]/+-0/ +3/+5 2D == [B]-8[/B]/ +3/ +6/+8 As noted in red, 5P, c.S, 2P, and 2K are pointless to MC at level 1. Everything else is beneficial to MC.
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A.B.A. MATCHUP INFORMATION The overall strategy against ABA is to keep her from changing modes. When shes in normal mode, you want to lock her down. 2K and 2D discourages sliding. Watch for if she tries to jump out. Dashing back in after a MC can be risky at Lv1, you may get Key'ed. Cancel your dash into a FD in case of Keygrab or sweep. Try not to give ABA to much space, but at the same time don't be too reckless. Berserker/Moroha mode, ABA becomes a monster. Her monster-ness is off set by her hurting herself. When she's all over you, a well placed InstantBlock, backdash, or DeadAngle can win you the round. I find FDing to be somewhat useless against ABA. Alot of her moves have forward movement built into it. She's going to jackup your guard gauge regardless, better to have tension, to threaten with, then no tension at all. Outside of ABA rushing you down, 5K is a pretty good poke. It's fast enough and has enough range that it can stuff out a fair number of what ABA might try to, while being quick enough that it's difficult for ABA to punish you for whiffing. Knocking ABA down while she's in Moroha mode will remove a little under 1/3 of her Moroha time. Three knockdowns (four, if you start knocking her down from a full bar) is enough to force her out of Moroha. ABA doesn't get her life back when forced out, and you get a free combo and sometimes and Instant Kill. Watch her Moroha bar, count her bloodpacks, and keep your cool. ABA does half the work for you. Specific Combos: 2D>LMF2 // A 2D>MMF2 won't connect, but luckily this one will connect with no special timing needed. Additional Notes: At the start of a round, a keygrab has enough range to hit you, and enough speed to beat out what ever you can do at this range. Jumping or moving a pixel or two backwards is a good precaution. The rekkas. IB'ing the 1st or 2nd strikes lets you retaliate, before the next strike would connect. Normal blocking the 1st or 2nd strikes lets you backdash, or OD, the next strike. The 1st, 2nd, and 3rd strike is a free retaliation, if not followed up with next strike or not FRC'ed/RC'ed.
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GENERAL MATCHUP INFORMATION MATCHUP ADVANTAGE OVERVIEW: This is a quick overview on matchup advantage/disadvantage. This is highly subject to change as gameplay in AC evolves. 5-5: Anji, Bridget, Ky, Robo-Ky 4.5-5.5: Baiken, Chipp, Dizzy, I-No, Order-Sol, Sol 4-6: A.B.A, Axl, Faust, Jam, May, Millia, Slayer, Venom, Zappa 3.5-6.5: Potemkin, Testament 3-7: Eddie
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Click on the character name below to go directly to their matchup information. MATCHUP SUGGESTIONS AND INFORMATION General A.B.A. Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam Johnny Ky May Millia Order-Sol Potemkin Robo-Ky Slayer Sol Testament Venom Zappa
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This topic is for linking to random JO matches/combo vids of interest, whether your own, Japanese, American, European, Korean, whatever. Feel free to both post videos and discuss the videos posted in this topic. Useful Links: http://www.youtube.com/FourAreFive 4r5's YouTube archive of Johnny matches and Johnny combo vids. Matches: http://www.youtube.com/view_play_list?p=A3497F2610EBAA3D Combox: http://www.youtube.com/view_play_list?p=3FC52F254AD7B2C5
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This is where you ask questions relating to Johnny instead of forming whole new topics just to ask 1 question. Your question can be anything. Please take a glance at the Forum FAQ to see if your question was already answered before asking here.
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Welcome to the Johnny forums. I assure you I'm a benevolent...ish dictator! Just follow these simple rules and we'll all get along just dandy. 1) Don't make dumb/spammy posts. 2) If you have any questions about Johnny, ask in the General Johnny Questions topic, and someone will answer you. Matchup related questions go to the matchup topic. Please be as ARTICULATE as possible when asking a question about Johnny or a matchup. "How do I beat Venom" is too vague for us to help you and you'll often get unhelpful answers in return. 3) Be polite, even if someone asks a question that was already answered. Simply direct them to the correct information. 4) Please keep a lighthearted attitude as much as possible! People will disagree, that's natural. Disagreements don't warrant namecalling. We're all good dudes here, so let's keep it that way! 5) Try to at least make a quick scan to make sure your problem or question hasn't already been resolved in a previous post or in the Johnny FAQ. 6) Feel free to PM me about ABSOLUTELY ANYTHING. If you have a problem, don't understand why a post/topic was deleted, or have a suggestion or anything else I will always listen and respond as soon as possible. As Crazydazed said before, Happy Mist Fining!
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That would be really neat. Kinda reminds me when I was thinking how badass it would be if Johnny's Ensenga or 2H had an FRC. For Axl hmm...I know this is vague but I'd like Raieisageki(H) to be more useful. It's just too gimmicky for my tastes. They made Rashousen good in AC so I'd like Raieisageki(H) to have more use than just some gimmicky mixup or like running down the clock with 3 seconds left. One other thing would be his f.S being a little more combo friendly. The thing doesn't naturally chain into ANYTHING! Slow startup too. AHH! I only really use it to set up Raieisageki(S) or aim for a CH or something. PS Check your PMs if you didn't!