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RedBeard

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Everything posted by RedBeard

  1. I'm done with all but about 2 things with Axl. There's just 2 sentences I can't figure out. If I can't figure it out tonight I'll just post all of what I do have tommorow.
  2. Technically speaking, it has 19F invincibility if he just backdashed. Doing an actual BDC doesn't offer that much invincibility.
  3. Shinquickman's.
  4. I was gonna say...it'd be a bit odd to give half the cast full invul backdashes and then nerf Zappa's...
  5. Return Jack is 236D during Jackhound. It uses an additional 25% tension on top of using Jackhound(So 50% total for both the Jackhound and Return Jack).
  6. BTW, I don't remember who asked but... Kezuri=To shave/To Chip etc. IE, Dizzy's Imperial Ray(1.5x), Venom's Dark Angel(2x), Anji's Butterfly(2x), and Axl's Byakuerenshou(2x) have different Chip damage modifiers.
  7. Johnny looks great. After looking over the whole thing, only minor changes need to be made. "Hitting an opponent during Slide effect causes __F Float Effect" should be changed to "Midair hit causes __F Float Effect" in the Jackhound notes. Jackhound's input is 214D. Mist Stance Jackhound is 214D when in Mist Stance. Mist Stance Dash Jackhound is 66214D when in Mist Stance. Killer Joker Transport is 421S. Killer Joker is S. Killer Joker(Air) is 214S. That's all of it then Johnny is done.
  8. Makes sense I guess but they worded it horribly in the mook...ugh.
  9. Ah, all true. I was just worried that my wording was too vague so that people wouldn't get it heh.
  10. After I'm done with Axl(which should be today), I'll be taking on another character. Since I have no other favorites outside of Johnny or Axl I'm not exactly averse to suggestions. The only character I refuse to do for now is ABA because I hate the bitch and her framedata is a mess. Edit: I made a handful of mistakes on Johnny. In short: Throw and Airthrow should be Forced Proration. DAA should be "Causes Wallbounce. Ground hit causes 28F untechable time" instead of "Causes 28F Wallbounce" Sorry for the inconvenience.
  11. I asked about Axl. I'll pick it up today since I haven't seen anyone else mention doing it.
  12. Johnny's notes(Most thanks go to POScrub, as all I did was edit/make some corrections/normals/ODs/IK) HS: Move extends to full on frame 12. 6P: 1->4F Upper Body Invincibility. 5->16F Above Knee Invcincibility. Ground hit causes 28F float effect. 80% Proration. 6K: 7->13F Upper Body Invincibility. 35F float effect. CH causes Wallstick(78F total untechable, 30F Wallstick). FRC Timing 12->13F. 6H: Midair hit causes blowback. Dedo/DAA: 50% proration. 1->13F Invincibility. 14->23F Above Knees Invincibility. 14->28F Throw Invincibility. Causes 28F Wallbounce. 2P: 90% Proration. 2K: 75% Proration. 2S: 75% Proration. 2H: CH causes Stagger effect(53F Max). 1->35F Johnny is in CH state. 2D: 2nd hit causes Knockdown. j.H: CH Causes Stagger effect(39F Max). Air Hit causes opponent to plummet. j.D: Causes 24F Wallbounce. 5F Landing Recovery. Throw: Causes float effect. 40% Proration. Opponent may tech 15F after your throw recovery ends. Airthrow: Causes 60F Wallbounce. 50% Proration. Specials/ODs: Mist Finer P(LV1): Midair Hit causes 36F Blowback. Midair CH causes Knockdown. *1 *2 Mist Finer K(LV1): Hit causes 25F float effect. 85% Proration. *1 *2 Mist Finer S(LV1): Ground Hit causes Knockdown. 85% Proration. *1 *2 Mist Finer P(LV2): Hit causes 55F Wallbounce. 19->20F FRC Timing. *1 *3 Mist Finer K(LV2): Hit causes 70F Blowback. Hit causes 40F Slide effect. 90% Proration. FRC Timing 19->20F. *1 *3 Mist Finer S(LV2): Hit causes 42F Float effect. Hit causes Vacuum effect. 85% Proration. FRC Timing 19->20F. 1* 3* Mist Finer P(LV3): Hit causes Float effect. Hit causes Knockdown. Active as shown: {4(3)}x3 {3(4)4(3)}x2 3(4)4. *1 *3 Mist Finer K(LV3): Hit causes Float effect. Hit causes Knockdown. Hits 3, 5, 6, and 9 have a GB rating of 15. Must be blocked low or FDed in the air. Active as shown: (4)4(4)2(4)3(5)2(4)3(4)3(5)2. *1 *3 Mist Finer S(LV3): Hit causes Knockdown. Hits 7, and 8 have a GB of 20. May be blocked by any means. Active frames as shown: {2(5)}x5 2(4)3(4)3(5)2 *1 *3 Mist Finer Stance: Mist Stance Cancel input possible on 2F+. Fastest possible time to input Mist Stance Cancels as shown- LV1:9F. LV2 6F. LV3: 4F. All other Mist Stance options available must be done one frame later. LV1: 10F. LV2: 7F. LV3: 5F. Mist Stance Dash: From 2->9F, additional Mist Stance Dash input possible. From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible. Mist Stance Backdash: From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible. Mist Stance Cancel: Fastest possible Mist Cancels available as shown- LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F) Glitter Is Gold: 6F Hit Stop. Powers up Mist Finer by 1 level. Uses up 1 Coin per use. Ensenga: 1st hit causes Knockdown. 2nd hit causes Blowback effect. Upon landing, is in a crouching state until recovery ends. 6F Hit Stop on 1st hit. 90% Proration. Frame advantage listed was performed as quickly off the ground as possible.(2nd hit has a 17F startup) Bacchus Sigh: FRC Timing 41->46F. Hit causes Mist Finer to become unblockable for 357F. 28F is the soonest the Mist can hit the opponent at point blank range(Tested on Sol) Divine Blade Transport: From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 11->13F. 9->31F, Divine Blade input possible. Divine Blade: Hit causes opponent to plummet. 20F untechable time. FRC Timing 9->10F Divine Blade(Air): Hit causes opponent to plummet. 20F untechable time. FRC Timing 15->16F. Frame advantage listed was performed as quickly off the ground as possible.(17F startup) Killer Joker Transport: From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 10->12F. 9->28F, Killer Joker input possible. Killer Joker: Hit causes 36F Float effect. Hit causes Vacuum effect. FRC Timing 13->15F. *1 Killer Joker(Air): Hit causes 31F Float effect. Hit causes Vacuum effect. FRC Timing 12->14F. RCing or FRCing the move will reset the jump count. *1 Jackhound: 13->15F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(47F Max). Hitting an opponent during Slide effect causes 46F Float effect. Johnny is in a CH state until the move ends. 60% Proration. From 28F+, Return Jack input possible. *1 Mist Stance Jackhound: 6->8F Strike Invincibility. Can pass through though the opponent. Ground hit causes Stagger effect(52F Max). Hitting an opponent during Slide effect causes 51F Float effect. Johnny is in a CH state until the move ends. 70% Proration. Fastest possible Mist Stance Jackhounds possible according to level as shown(includes frames requires to get into Mist Stance)- LV1: 15F(9+6). LV2: 12F(6+6). LV3: 10F(4+6). From 21F+, Return Jack input possible. *1 Mist Stance Dash Jackhound: 3->5F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(65F Max). Hitting an opponent during Slide effect causes 47F Float effect. Johnny is in a CH state until the move ends. 80% Proration. Fastest total startup possible, assuming you are already in Mist Stance, is 4F(1F Dash+3F startup of Jackhound). From 18F+, Return Jack input possible. *1 Return Jack: 13->15F Invincibility. Can pass through the opponent. Hit causes 49F Float effect. Johnny is in a CH state until recovery ends. 60% Forced Proration. Hit raises Johnny's current Mist Finer level by 1. That's my name(Sore ga ore no na da): 1->8F Invincibility. 9->10F Throw Invincibility. 9->17F Above Knees Invincibility. Hit causes Knockdown. Roman Cancel possible on 1st hit. Roman Cancel Hit causes forced standing effect. Frame Advantage +25. Joker Trick: 54F IK Activation. The Card stays active for 177F. Will keep going off screen for the full amount of frames or stop if someone is hit or it is blocked. If Johnny is hit while the card is out it vanishes. *1 *1: 0F Hit Stop *2: Cancels projectiles, but loses hit potential. *3: Cancels projectiles, and retains hit potential. (RB'S NOTES, NOT PART OF THE MOOK) -Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It doeS NOT take the Cancel's recovery frames into account. -Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel. -You may ONLY perform Killer Joker(Air) once per time you are airborne. Inputting the command a second time will cause a j.S to come out. -For his Overdrive, Forced Standing Effect means that if they're airborne they get pulled down in front of him no matter how far in the air/far away they are. You can rename this "Forced Teleport" or some shit I guess to avoid confusion. If an opponent was previously ducking before you RCed it when hitting them, they will stay ducking.
  13. Hit Stop is when you hit somebody, and the game "stops" for a certain number of frames during the hit animation.
  14. I'm working on Johnny. I'll just PM you the footnotes for the moves since I have no idea how to make a table.
  15. Interesting. I thought the "reblock" frame was a lot shorter than that, like 10 frames before you could block again
  16. 222H isn't RC/FRCable. For sure. I also don't really know how useful it is. It adds a little damage but then you get no big blue fireball pressure IIRC.
  17. 1. That's not true at all. Period. It's not like if Johnny is in the middle of pressure he can whip out MF Level 2. He's in too much blockstun. Besides, if Sol FRCs it he can just block and you just wasted a level 2(which you need more in this matchup than most) 2.. The whole point of Sol dashbreaking is that he dashbreaks outside of Johnny's laggy ass pokes then gets in for free. All of Johnny's longer range pokes have horrid, horrid lag on it. Not only this but if Johnny decides to do ANY ground poke, period, Sol can IAD in with j.S and there's nothing you can really do. Again, you are forced to guess. 3. Yes, if Johnny guesses right he lands tons of damage. If he guesses wrong he will take less initial damage, but then he is locked down and in a world of shit because Sol owns his face up close. If Johnny does big damage he just knocks Sol away. Sol doesn't really get locked down by Johnny because Johnny can't realistically lock him down that well, it's too risky. Really, it's not that hard for Sol to get in on Johnny. Perhaps he'll take some damage doing so but once he gets in he's on a huge advantage. If Sol has 50% tension, Johnny cannot safely pressure him. Not only will Sol turn his pressure on Johnny, but he will do 200 damage in the process. VV RC=Complete ownage. You can be DESTROYING Sol, and he lands one of those and it's anyone's game. In the end the matchup isn't horridly skewed either way. I still put it in Sol's favor in Slash, but that's me. Often the argument is that it's impossible for Sol to get in on Johnny. It goes both ways. Johnny cannot get in on Sol, at all.
  18. Problem being that most VVs are counter hits and depending on momentum Johnny's punishes are more limited. Also RCing it ruins that(and is an amazing use of 50% tension). Still great about Johnny but blah. Also I thought you could only backtech the followup if they time it properly? If they do the followup on the first frame doesnt it hit you unless you backtech? I could be mistaken.
  19. To put it more specifically: Viable one hit Ensengas are no more. You might get some random shit setup, and it is possible from highly specific Air JT FRC setups, but for all realistic purposes it's not going to be something that is realistic anymore. The only real 1 hit Ensengas left are off of corner throws. They work but since misting is even gayer now it's much harder to take advantage of. And lastly yeah, Johnny is going to be easy to pick up now. Like slightly harder than Slash Sol to pick up, only because getting used to his rushdown/mixups/mist canceling would take a little effort. His combos are Slash Sol easy.
  20. In my opinion, Sol beats Johnny in Slash. Everyone and their mom will disagree with me but I play the match like 30 times a week. He doesn't totally own Johnny or anything but it's in his favor imo. Basically, to try and sum it up and be short: Johnny can do nothing about Sol's "dashing" mindgames. Sol dashes at you, and you need to choose to do some shit, and fast. He can run in VV, he can run in stop and GV, he can run in and 2D(which will beat pretty much every poke Johnny has except his sweep at MAX range. Good luck timing that), or he can dash jump in if you attempt to do a ground poke. He can also just FD stop to test you. Or dash in with Gunflame FRC. Or a myriad of things. You're not given much time to react to what he's doing, and guessing wrong means he gets in on you for free. Then, IMO, the match basically goes: If Sol gets in on Johnny, he owns him. Johnny has close to nil he can do to safely escape Sol's pressure. It's all risky. Sol can pretty much safely run all over Johnny. Johnny, on the flipside, has to be extremely careful pressuring Sol. One fuckup means one RC VV and half your life gone. All it takes is you doing ANY poke. Sol doesn't need to outsmart you. He gambles 50/50 on his VV(you either did something or you did nothing and you blocked it), and even if you guess right and block it he starts HIS pressure on you. Sol is the epitome of a momentum character. He has a BIT of trouble getting in on Johnny. It's often exaggerated though. Sol has a fast dash which forces Johnny to make a decision, and fast, and it's a guessing game. Johnny doesn't just magically "cover all the angles" as people put it. He either guesses a jump, an FD stop, a running VV, Dashing BB, or a dashing poke like 2D. It's a guess, and Johnny does not have 1 simple answer to all of these things. He has to answer them with very specific pokes. Guess wrong, and Sol gets in on you, where he owns Johnny. You need to guess quick. The one big thing in Johnny's favor is that he dishes out more damage per combo. Problem being that Johnny's combos are both a bit more situational and you're far more likely to fuck them up. Whereas Sol just needs to do some dial-a-combo air combo and knock you down into his mixup. So if you guess right, Sol is likely to eat some huge damage as long as you dont screw it up. Sol has an easier time blocking bursts than Johnny. I mean Johnny is a good burst blocker naturally, but like half of Sol's pokes block bursts automatically. Basically Sol has a VERY easy time turning a match around. You can be whupping his ass, and he lands 1 VV and you might wind up losing. He's a total momentum character, and he has solid 50/50 mixups which are hard to block. Johnny just does big damage but the match isn't as "safe" as it is for Sol. The one obstacle Sol has to overcome is getting in on you. It's often exaggerated how tough that is for Sol though. Just my opinion. Pretty much everyone and their mother disagrees with me but I've played the matchup like 1,000 times, and I've yet to find solid tactics to "counter" Sol. The best advice I can really give is that if you DO outguess your opponent, like you block his VV, you need to be ready to dish out maximum damage for every mistake he makes. Edit: Other small bonus for Johnny: Normals VVs don't work on him. CH VVs cause knockdown, but Johnny can backtech a normal VV hit. It leaves him in the air though, where he kinda doesn't want to be. I had other stuff in Johnny's favor but I forgot
  21. New Eddie unblockable thing does scale a ton. He won't get more than like 100-120 out of it tops. Thing is, it's a shit-ton of damage combined with his awesome pressure/mixups. Then he's also gotten great at zoning/wasting time for little Eddie to recharge in AC. The big drill allows him to waste TONS of time pressure wise for little Eddie to come back. He also has some FB move which restores his little Eddie, but it leaves him pretty vulnerable. I've only seen it used once. If you tripped them with a far drill or something I think you could pretty safely do it though.
  22. EX colors are perfectly selectable in the arcade. So technically you have 10 colors to choose from. You hold start+push the button(punch, kick, whatever) to get an EX color at the arcade.
  23. He does. Heh. He sounds loud and weird... "ARGGHHH OWWWWWW URRRRGGHH" etc.
  24. Basically to spot a level 6 you'll hear a huge "THUNK!!!" noise on block as well as a huge blue block animation thing. It sounds like a massive FD except they're not FDing heh.
  25. When I head back to TGA this weekend I plan to thoroughly test the Slide Head thing(startup if its faster, if you can IB and jump out of it etc). It's obviously reversable but I'll get as many specifics on it as I can. I only played him for like 5 mins last time. He is looking beefy. Just flatout beefy.
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