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Donutholes

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Everything posted by Donutholes

  1. I remember going up against a good Baiken a few weeks ago. I was doing horribly until I noticed that 5HS was great at interrupting her IAD junk, so 5HS when you believe it will hit. That's all for now.
  2. I think one of the harder aspects of dealing with may is keeping her from getting too close. A large portion of her moves actually moves her entire body towards you, and many, if not all, require good timing to beat out. Trading hits are always in her favor, always; Jo's moves just don't seem to do enough damage. Also, her body is small and can run under coins if you're not careful (this might just be the cpu being the all-knowing jerk it is, but keep it in mind). And that's all I know of so far.
  3. Alright, bad news guys. Even at max range for me, MSJH cannot be followed by K. The only way for me to link it is to use MSDJH, which is ungodly painful to pull off. Since you all say that it should connect, I can only conclude right now that it's because of the wii version. Better start practicing D: (And yes, Killerwatt, I grabbed that Hori fighting stick for the Wii when I got the chance. I played it a bit using the gc controller, and it was ugly)
  4. I think a 5P can help you get that c.S link before your air combo. I'm not sure though, I can only vaguely recall doing this every now and then. Normally I just go for the cross up j.K path.
  5. Okay so possible problem. I know that doing JH from MF stance and during MF dash are supposed to increase the time they're staggering for, but when I tried it on training, I don't think I saw a difference. I set the stagger to lvl 1 or something, but it honestly looked like it did nothing. I'm hoping it's not because I have the wii version. I might have to get it for ps2 if that's the case (and then after that a stick for it).
  6. I see. It's just that every time I got near that cpu, I would do 2P 2D for a knockdown and it would just slidehead like it was ST Ryu doing a dp. @Chomite: Could you be a little more clear about the frame data? is the 1-16 total invincibility and 26-35 invincible above the knees, or are they both above the knees invincibility only?
  7. Gasp! It looks like I've been had :8/: But seriously, Killer Joker implies Instakill to me. You know, with the whole killer part. Also, about that PO enkasu combo, you can actually do Throw > jP > jK > jS > jD > Ensenga at both corner and midscreen. I found that out the other day. And now that I think about it, learning Enkasu against PO is probably the most important match-up wise. That and Slayer I think.
  8. Technically, Potemkin can too with his PB, but then it's a suicide kill
  9. dj.S - Double Jump Slash - it means that you do a jump cancel (for johnny, most likely after a jumping slash), then do another slash. KJ - Killer Joker - This is actually Jo's instakill, but more likely than not the person meant to say JT, which means Joker Trick (Johnny's 214S in the air) PSSH - Punch, Slash, Slash, Heavy Slash. This is most likely an air combo string, but they didn't put in the jump cancel notation KSSH - Kick, Slash, Slash, Heavy Slash. Same thing as above. KPSSH - Kick, Punch, Slash, Slash, Heavy Slash. Once again, same thing as above. There is a notation thread somewhere in general information I think.
  10. when you first start out w/ the FRCs, you'll drop combos easily. The best way is to go to practice mode and when you think you hit the frc, mash j.S. In reality, you want to time that j.S but for now, you just want to focus on getting the move out and get used to hitting FRCs.
  11. Is there any way to poke Pot out of his slidehead? I was just going up against the cpu for a moment, and Johnny's 2p won't hit him. I swear, it's like a dp.
  12. Actually, if you TK the DB, you can still grab a knockdown (I'll check who it works on right now). I remember doing that a few times just to see what DB can do and stuff. The timing is tight, but it's doable I think. Edit: Disregard this. I don't know what made me think it was possible
  13. It's not your fault :o I'm still relatively new with Johnny, probably less than a year when I started to play him seriously. I think the reason why not many people know this is because most just do JH by itself, not out of MS. Yeah, ignorance D:
  14. MSDJH? I know what MSJH stands for Mist Stance Jack Hound, but the D eludes me D:
  15. Ah, thanks. The main problem though is that when they are hit by a JH, usually they can mash out of it fast enough that doing a 5k won't connect. Not only that, but I'm usually going for a throw or something else (probably arising from previous bad habits). Is it harder to mash out of the stagger from a CH, or is it just the same regardless?
  16. Yeah, now that I've started paying attention to it, I do recognize the difference :o Although, question. Does getting a faster mist cancel justify spending the tension to get a MF lvl via RJH?
  17. Wait, the lvl of your mist finer affects how fast you can mist cancel? WHAT?
  18. not sure if it's worth mentioning or not, but: in corner and as close as possible, on Ky: 5k>5 c.S>lvl2 mist finer mid>coin>TK Ensenga (fire part hits, but since it's so low it's untechable)>bacchus sigh> 3HS (either first or second part will hit, depends on how far you started or how late the TK Ensenga hit)> lvl 2 mist finer mid> JH> 5k (or 2P for tighter timing)> 5 c.S> air combo. I got up to doing a jp>jk>js before dropping it, but it should work. The mist disappears right when you hit the opponent w/ the 2nd lvl 2 MF mid, so it should be unblockable. You can't recoin, however, since it's you'll be too far away. You can, however, do a return JH for another lvl, but the JH won't put you on the other side of the opponent, so you'll have to do 214D > 236D instead of 214D (end up on other side)> 214 D. I'll see if this works on other characters tomorrow. Edit: Actually, this combo is techable if they tech backwards or forwards I think. I tried it on Slayer and he could back tech out of it. Could be character specific still, I'll try to work on it.
  19. Now that you mention it, can JH cross up during wake-up? I think the hit boxes for it are actually behind Johnny when he does it, so if you time it right it would kinda be like Bison's Psycho Crusher.
  20. Speaking of ODs... I remember hitting a Slayer w/ the OD, leaving both of us at minimal health and I was somewhat in the corner. On wake up, I wove in and out and he did that super where he jumps really high. I OD again after he begins his and we clash. Neither of us reacted to it, but since he had so much more recovery, I punished and won the round. I think he said something similar to the following: "OD as an Oki? What's up with that?" Edit: You could also add DBT>Throw to the list. Something fun I do sometimes is do a k>s>hs>DBT and depending on whether they hit or not, do DB or throw. KJ is a little too obvious when going for the throw, so only do that if you hit confirm the k>s>hs.
  21. Er... I don't understand It's more of a joke set up anyway that just happens to give you a 1-hit Edit: oh I see what you mean. In that case, follow up with lvl1 MFM > RC > Coin. You are now back to where you started
  22. Since we're just talking about mist set ups now. In corner: c.S>6P>lvl2 MFU>TK Ensenga as fast as possible. It works on Slayer
  23. Actually, I used to drop a mist whenever I felt like it. Although it did add some pressure, it also leaves you wide open and you almost have to FRC it most of the time. Really a little too dangerous.
  24. I know that 1hitting is important, but then how come we only list how to do them after a throw? 1hitting Ky off of a 6P for example requires different timing than a throw. Is it just that we as JO players get corner throws more often?
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