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Mitsurugi

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Everything posted by Mitsurugi

  1. Yup, it should work on #R too since it does not involve AC mechanisms. If you plan to do that online though, the lag may hinder you from successfully doing it. At least, I heard about some lag and assumed there is, I never played GGXX#R online myself.
  2. Okay, thanks again. Unable to practice yesterday, I'll try again later. Though the question was kind of scrubby and the answer obvious, I just wanted to double check. To be sure I grasped the theory, I'll also try to jump cancel the dash into ground based moves such as : - dash > JC > MF or - dash > JC > coin It should be easier to perform.
  3. Yup, as already stated, it is more a way to punish any incoming poke IF there is one. You dash and buffer it. - Should the opponent freeze and block, you land and do whatever you want. - Should he twitch and poke, you complete the OD motion and thanks to the invulnerability and fast startup of the OD, you nail him while his poke goes right through you (invincibility). Should you have done the TK Ensenga version on reaction, you'll be hit or it it will trade. The example on JO's wakeup buffering the OD is a good comparison. I think many players do that (I often do it too) since it can act as a safe way of escaping a pressure should you see an opening. It works really well against people using a throw invincible move, Baiken's 6K, May's 5K, Order Sol's 6K etc. It is a way to ensure you do not throw random OD provided your eyes are sharp enough to see holes. Otherwise, back to blocking if it is a perfect meaty or 1F (Super ) Jump, backdash or whatever if it is a OD bait. It is a kind of option select, not in the "press one button and get two different outcomes depending on wht your opponent do" meaning but you get the idea. That be said, I can't seem to do the dash > OD. Is the OD triggered right in the middle of the dash or at the end ? Meaning at the apex of his leap, he suddenly stick back to the ground thanks to the OD animation ? I could do Slayer's Backdash Cancel, Dizzy's 2D > JC > Spike, but not this one, odd. When not using Wave Dash, I'd use the OD version in dash > throw range and the TK Ensenga version as a bait, further than the OD one since you want to do it out of opponent's poke range but close enough for him to think at the end of your dash you'll get hit by the poke. Indeed one have to condition his opponent. Or else, that is not on reaction but preemptive, sensing/knowing your opponent will poke during your dash and JC cancel it into TK Ensenga but without guarantee he'll really do that. It becomes a feint that can't be "option selected" since you'll have to perform it no matter what, too close to confirm the poke. It is no better or worse, it just has different use IMO. Keep in mind my statements are only theory. In actual matches, I now find the confirm hard to do on the TK version. Maybe it will come with time. Preemptive dash > TK Ensenga works fine on the other hand as it does not need any form of confirm and bears the same risks/follow-ups as regular TK Ensenga, what we should already be accustomed. Don't know for the OD one since I can't perform it yet.
  4. Come on, bring on the stylish moves ! MF-S(2) into DB combos aren't that hard, specially against PO since he has a huge hitbox and deal more damage while having 1-hit potential too. DB combos after a MF-S(2) deal more damage to heavies though they are indeed harder to perform than regular c.S > aircombo. As a matter of fact, I always use DB combos against PO, he is so easy to combo with it ! I tend to go for it too against other heavies when I feel confident about the spacing and such. You have to use c.S (JI), HS instead of K (JI), HS, it makes the whole combo easier : MF-S(2), c.S (JI), HS > DBT~DT FRC into aircombo with or without JC. Don't remember the exact aircombos after the FRC point, I do one "on the spot" according to his position, you can do one with a potential 1-hit (j.KPS, JC, dj.KPSDE for instance) or one ending with dj.SHDE for more damage. He is so huge that after the FRC point, you can delay or not, use either j.P or j.K (while one many other chars you'll have to use j.P). Except if that brings the kill or makes you score a 1-hit easily, I wouldn't use a KJ FRC during a DB combo, that doesn't add that much damage and costs another 25% Tension. In fact, I wouldn't use it in a standard c.S > aircombo either except aforementioned reason. If Tensionless, you can go for : MF-S(2), c.S, JC, j.KPSDE or MF-S(2), c.S, JC, j.KPS, JC, dj.KPSDE for a 1-hit. Yup, as always, 1-hitting depends on the initial distance, the height you juggle with c.S and your timing.
  5. Ansem, have you checked the previous page of this thread (page 16) or tried searching the forum ? You could have found that post explaining Jam's "secret" 100-hit overdrive :
  6. Thanks for the explanation ! Haha, piece of cake. *shrug* I'm more fond of Wave Dashing into throw (after a K, c.S, HS > MC string for instance) but will try it out nonetheless, it has good potential. Being able to wisely do either dash OD/TK or WD can widen JO's possibilities. Same thing goes for Wave Dash (or Double Hop, according to your initial distance) as you can JC it into instant DB (or maybe KJ but IMO you get too high) if you see/foresee a poke. Though it is no overhead as opposed to TK Ensenga and needs different spacing. Or maybe, if it is not too complicated execution wise (important point in actual matches), from kinda far away, you can merge the two : WD then dash > OD/TK Ens for even more confusion, if the opponent doesn't backdash or jump away and according to his move/attack, to trick him into poking you. That makes even more options for Johnny, nice to know.
  7. Nah, it is a waste of Tension and it could easily deal more damage by simply using a Jump Cancel. After a level 2 MF-S (the low one), your opponent is sent flying toward you, allowing to combo them without the need of RC (or FRC, since level 2 Mist Finers all have all FRC point). Depending on your spacing and on your opponent, you can either juggle him with : - c.S > JC > aircombo (see below for examples) or - jump right after the MF connects and land the aircombo. This is a basic tensionless combo you have to learn and master. Don't try the others unless you master this one. Try this on Dizzy, since she is a lightweight (no c.S needed) and has a huge hitbox. Easy to combo. 5K, 5H, 236S (lv2), jump backward (7 direction), j.K, j.S, JC, dj.K, dj.S, dj.D, Ensenga. Once you master this one, you can go for one with 25% Tension : 5K, 5H, 236S (lv2), jump backward (7 direction), j.K, j.S, JC, dj.S, dj.H, KJ FRC, falling dj.S, JC, tj.K, tj.S, tj.D, Ensenga. You'll see with experience that these combos are theory, in actua matches, you'll have to cahnge them more or less. You'll have to adapt according to your opponent, your distance, the height from which you hit them and other reasons. Another staple one, 25% Tension too : 5K, 5H, 236S (lv2), jump backward (7 direction), j.K, j.S, JC, dj.K, KJ FRC, falling dj.S, JC, tj.K, tj.S, tj.D, Ensenga. Use this one if you notice during the beggining of your aircombo that your opponent is too low. The ones including KJ FRC > Airdash or KJ FRC > dj.H > DB will come after. Be sure to check the "AC Combo Guide" if you have another combo related question. It may have been already covered.
  8. Looks nice ! Damn, it sucks not having access to the net and my PS2 at the same time. From which distance do you use the TK Ensenga version ? I admit I'm kind of skeptical about this one, its real usages. Could you elaborate on that one ? Is it possible to buffer the input so that you dash and perform the motion except the last direction and button and react accordingly to your opponent moves : - if he blocks/does nothing, you land > throw - if he tries a poke, you perform the last part (69HS) and get either the TK Ensenga or the OD ? That may be even better with a KJ FRC though the input makes it more difficult since it doesn't have a forward motion in it.
  9. Yup, it will be done that way from now on, sorry for the inconvenience. Can you please merge the other threads about the "[FRANCE] Gnouz Ranking Battles" into the same one then ? Thanks ! Gnouz RB 1 : http://dustloop.com/forums/showthread.php?t=3250 Gnouz RB 2 : http://dustloop.com/forums/showthread.php?t=3340 Gnouz RB 3 and 4 : current topic. Let's shed some light on these events. Few months ago, the Gnouz Corporation started to hold monthly Ranking Battles in Paris. Those are one of the only two regular Guilty Gear RB in this city, though the other, which began even more recently, doesn't record matches at all. Enjoy the videos and feel free to leave a comment.
  10. ATG > I think that Asenka wasn't literally wondering how can a May win. Instead, he wanted to bring hype, make people wanting to watch the vids, hence the cliff-hanging note.
  11. Kind of an old post, but if you haven't found an answer : MSJH and JH leaves you at the same spot as it travels the same distance. MSJH may be slower to input but it has less startup, meaning it comes out faster. Try against a light character, Millia for instance. You'll see you have to MSJH in order to get score a knockdown. If you JH only, she'll be able to tech.
  12. Great, Render ! The gentleman above speaks the truth. ED : More info about escaping Eddie's pressure from AtTheGates and Teyah in : > the Chipp blog thread, here < Thanks to our Canadian and German bros ! EDIT : if you see the opening, go for the OD, fast, awesome range etc. DAA is kinda slow and should he hit low, what he will do with 5K for instance, you'll get creamed. But that is only if you see the opening as both OD and DAA can be baited or hit little Eddie, Eddie will then punish you for such foolishness. IMO, except if you do can see holes or are desperate, better block well, good ED won't give you such opportunities. BA : About Baiken, random thoughts. - Against an opponent I know will often use Ouren (is that what is called "Superman" ?), I just poke > coin > HS > MF-P(2) into combo. Ouren is not invincible at all so she'll fly on it. That is a gamble as should she use another counter special, for instance Sakura (FRC or not), the coin will go right through her and you'll get hit. It doesn't happened that often but you'll notice soon enough if the Baiken players like to perform this counter a lot or not, due to the high reward/risk ratio. As a reminder, it is an overhead and does cross-up. - Otherwise, Mist Cancel to bait counter or find an opening and make use of low hits/pokes. Do not press her. That seems frustrating but against Baiken, you'll have to play that way. - When she does the invincible run forward (63214K), just hit low, it only guards high and mid hits. She shouldn't use this move that much anyway. - When she spams air tatamis, jumping back and forth (what good BA players will do). As stated by Render, do your zoning job too, MF-P(1) works great to stuff mat or to nail her if she time it too late. If you have a level 2 and she times it bad (that can happen), MF-P(2) will cancel the mat hit properties AND Baiken too, leading to a combo. If she does not FRC it, you can try to JcK her when she is airborne but low enough to be hit by this FB. Preferably MSJH or better MSDJH, but any will do according the distance. The distance/timing can be tricky since you can be hit by the mat in the start-up animation or worse you'll end up in front of her, being too far for the JcK to hit. - Funny note, when she stops dashing, she has a few frames of feet invulnerability and can avoid a MF-S, though it is hard to time for her. - She can't be thrown into coin nor re-coined after a 1-hit !
  13. JOFan, your 1-hit setup is fine (you can also do j.PSDE if you wish), you just have to walk forward a little before doing the OTG hit > coin. If I recall correctly, you hit her after she "bounces" on the floor whereas for others chars, you have to time it so that both the OTG hit and the ground touch your opponent at the same time.
  14. With the pushback, is it possible to do : Tensionless: -(c.S), 2D, LV3MF(K), coin, IAD, airgatling into 1-hit ? Damn, those 1-hit from a MF-K(3) look nice. Against ED (and maybe others), is it possible to delay the MF-K(3) in order to confirm the hit on 2D ? That is a major issue in actual match, you can't risk to let out a lv3 without being sure it will hit. Kadius, when you say TK Ensenga, you mean TK Ensenga leading to 1-hit therefore the knockdown ? If so, that sounds promising too, for instance (not tested, just a random thought) : MF-K(2), coin, dash, MF-K(2), coin, coin, TK Ensenga 1-hit, 214P (FRC). Specially if the timing of the TK Ens 1-hit is easy, as otherwise you can opt for IAD > 1-hit.
  15. That was my point. I think it is too much of a burden for a person or two to cover every characters as exhaustively as you described it. To me, all players can and should share their wisdom, their point of view in order to broaden each others mindset. As there are different playstyles within a character, there are different ways, maybe complementary, for JO to beat this or that char, also depending on your playstyle and how your opponent acts. The whole thing was about discussing, for instance what we said about SL earlier can have holes and another member can pinpoint them and shed a light on a new aspect or a new point of view if it is debatable. For instance, a JO player best at zoning can teach and learn from a rushing one (DC ? ). As in a matchup there are things that are always applicable, there are also some that aren't, which need you to understand how your opponent plays before acting accordingly. IMO, don't hesitate to post whatever you have to say scrubby, intermediate or high level, whether there are points you aren't too sure about or afraid other people disagree with them. It is indeed a Johnny AC : Matchup discussion thread after all. As we do that, writing some more in-depth strats may become easier and more complete. Yep, I'm "such a boyscout" (hidden reference here) with such a naive ideal.
  16. Be sure to time the coin properly according to your range. If you are far, yep, no problem. If you are in BBU or DOT range, time it earlier as usual so that you can FD on reaction a reversal FB or OD.
  17. 4r5 > I implicitely meant "Since you know Moroha well, don't you have anti-Aba strats or tricks ?" while teasing you in the same time. In my humble opinion, the match-up thread is the most important since execution wise, Johnny was toned town. Hence the crucial need for JO players to gather information about it somewhere, here. My initial idea was to give this topic a second birth, seeing how deserted it was. That's why I wanted to put you at contribution with the Moroha allusion. Doesn't KenmasterX play Johnny too ? Come on, Fuji you too, I heard good things about your JO ! SSMugen > SL : (the fancy bolded stuff is so that someone searching for a specific matchup can easily browse through the different pages of this topic and see all the posts concerning the character he is looking for in a glance) No big strats here but as far as I am concerned (may not be viable against the SL player you face) I often zone and go for pre-emptive MF-P and low pokes (2S, 2D, MF-S(1)) when they have 25% Tension or more and I suspect a FB since should he try to BBU (his Force Break move sending you floating in the sky), it will stop him. This move does not have foot invincibility. This is because I know the players are BBU trigger happy. Otherwise, Slayer's 2H has low invulnerability and will stuff you, so careful here, do not poke low aimlessly when close to him. When he has 50% Tension, change your game and be safe, don't press too much on his wake up as his ground Overdrive Dead on Time on CH will kill you. Depending on the range (kinda far, out of BBU range), I sometime throw random coins (not too much, those are essential). That stops random Mappa, some bad d-step (the move where he moves back then forward very quickly). It can help you get in (Wave Dash), covered by the coin. If he has 50% Tension, be sure to throw it soon enough to be able to block an incoming reversal DOT. I've seen JO losing a match because of that. Defense I just wait they waste their Tension trying lucky BBU or flashy yet expensive tension-wise stuff (for instance trying a cross-up with D-Step (S) FB) while blocking low most of the time (2H or 2K > 2H hurts), find an opening to escape and then go back to zoning/poking then pressure or a CH into combo. When bloking, you should pay attention to his overheads : - 6K : caution, there is a feint version of this normal. - 5D - It's late (one of his dandy step follow-up), pretty slow but be sure to know what it looks like, the one whre he punches downward. Do no let down your guard as even non CH, a 2H gives him a good combo. Don't give him silly opportunities such as standing there not doing anything and getting hit by 2K > 2H. He can also frame trap you, making you think you can punish and blam, CH 2H > pain. If he is messing with you by teleporting back and forth over you as you wake up, so that you don't know where to block, press 2P few times, he won't be able to throw you, may hit him and should it whiff, you'll have time to guard on reaction.
  18. Not an Axl player here but : He can't block while flying but he can FD. Anyway as far as anti-air are concerned, whether he can block or not is almost useless to know because he should FD anyway since every ground normal must be FD when blocking airborne. Except if you plan a aerial AA such as j.6P. The few good ED players I met were all ready to FD on reaction/not flying headlong, knowing they are "vulnerable". Keep up the good work guys !
  19. Sorry, I unfortunately don't have that much input about ZA too. AB : - Yes, at max range, you can't 6K Danzai in order to get close but you can easily backdash, no matter if you are cornered or not, thus escaping her pressure game. You can therefore act according to the Danzai distance : close : walk forward and punish (or 6K but that is less effective) mid : 6K (not the greatest but easier to get IMO) or a poke leading to a KD, for instance 5K > 2D, better but a little harder to time. far : backdash You can also SB. 4r5, don't you have anti-Moroha strats ? PO : - When they air tech, for instance after a coin throw, many PO players j.D. If you anticipate that, do a j.D or sj.D according to his height. That often scored me a hit. Don't cancel into Ensenga except if you are sure or can confirm it since the j.D can hit as a cross-up depending on the direction he techs and the direction of your jump. - Dash throw or Wave Dash throw works pretty well despite the risks. - Double jumps or Airdash KJ FRC as a feint/bait can make wonder too thanks to its additional JC. Just be wary of his 6P and Heat Knuckle range though that last one has a slow startup (only hit if he predicts you, not on reaction unless you really screw up).
  20. Yes you can. It goes like this on the console version, against CH : K, c.S [8], HS, 421S~S FRC falling j.S, JC, dj.S, dj.H, 214S FRC, falling dj.H, dj.D, Ens, land, MF-K(2), dash, 6H, 632146H You can do the JI (meaning tap up) between the K > c.S or between the c.S > HS. That combo you be the very same on arcade except you don't have to tap up during one of the two aforementioned gatlings. Note that the guard gauge was not neutral, a little built up. It may be wrong since that Youtube video quality can be confusing but I'm pretty sure it was, comparing both CH's guard gauge and JO's.
  21. Yep, on your wakeup, you can "reversal" backdash to avoid PB. Otherwise, that would be an unblockable on chars having no DP or fast OD ! You have to be cautious since PO can bait you to backdash and punish it with 6H (ouch). Hope to meet a HOS player soon to try this KJ trick out, thanks again. I guess from a distance, manual charge is a better option for OS ?
  22. Thanks for the inputs guys ! IN : - General strats against her : when blocking her pressure game on your wakeup, always FD it so that it pushes her too far for continuing her best guessing game. She will then have to dash again in order to keep going. Now is the chance to either punish or flee (Super Jump FD then Airdash for example, despite her better airthrow range, she should be too far to catch you). - If she does her 41236S/HS move that hits low when she moves forward in a low stance (Stroke the Big Tree), you can CH her on reaction with 2H before the FRC point comes out. OS : According to LM_Akira in the OS forums, if he is doing a BHB AC (doing the move then cancel it into charge) you can do a KJT > KJ on reaction to punish it if he doesn't FRC the charge. Waraboushi > PO : - If you use IAD j.K etc. on his wake-up, chances are he will backdash > PB you since he will have time to spot the IAD (you have to perform it before he gets to the reversal point). As against many dangerous chars on their wakeup, I use 3H from farther than PB range though I sometimes got caught because 3H seems to move JO's hittable and throwable box forward. Then again, if you anticipate him to do that, it works. - Gambling option too here if I'm pretty sure he will do a reversal PB : dash > throw or sometimes dash > combo if you don't screw the dash timing. Though I use it because I know the player does that. Against PO players I don't know, 3H or staying outside of PB range and push him to make a mistake while building his guard gauge (usual MC stuff, frame trap etc). Don't remember if 3H stuffs Hammerfall 1-hit super armor [memo to self, check that later]. SO : Unfortunately the good SO I often play don't use 6H on oki nor 2D too close knowing a JO with 50% Tension is dangerous on wakeup. There are few characters on which reversal OD will whiff if they perform their OD-baiting move correctly due to their low profile : AX, OS, SO, VE and maybe others. Others clash with it too such as TE's 6P if properly spaced. 3H saves my day in this match-up. 4r5 > Sorry, I did not understand your part about PO's Slide Head except that even if the opponent doesn't delay the SH cancel, dash is possible. That was what I was unsure about, thanks for clarifying it. Through Dustloop forums, I kept reading you had to IB the 6H in order to be able to backdash hence I was not certain my opp. did the cancel as soon as possible since noone hardly mentioned it can be without IB. I however think it is pretty easy to visually confirm if PO cancels into SH in order to dash or not, to react accordingly.
  23. Time to fill this more than important section. Even if it is "only" little tricks and not fully written strategies, even if you think it is trivial, already on vids and what else, post it ! The following only results from personal experience against the players I fought and may not be universal. Hence, they can be really bad pieces of advice. Few things on top of my head at the moment. All chars with shoryu : 3H on their wake-up with appropriate spacing if you think or know they will reversal with it. AB : After having blocked the first hit of Danzai, either immediately 6K before the second hit or SB it. AN : When he performs Fuujin (236S or 236HS), block it then if he does the H or D (Force Break) follow-up, 2K or 2D it as soon as you see it for a CH. Continue with whatever you want, for instance : - 2K > c.S > 2D > coin - 2D, MC~K > H > MF-P(2). Damn, I should have noticed that sooner because the only few times I met an Anji, the two players completely raped me. Not only were they good players but I also lack knowledge on this character (and many others). Any help would be welcome, I really don't understand how he works, how he attacks and how JO has to attack and defend. EDIT : forgot to say that I painfully learned he has a really good j.D. It becomes hard to airthrow him thanks to it and if he whiffs it, he can still hit you while falling. JO : If he throws a coin, 6K will go under it and land a nice CH if properly timed. OS : 5K stops all Rock It poke attempt, even 5K on reaction. The sprite is pretty deceptive as it seems JO gets hit by the flaming fist. At least against RI used as a poke. Granted depending on the distance, you may not be able to combo or get a knockdown but that really helps breaking his rhythm/losing the pace. PO : If he uses blocked 6H > Slide Head, you could still dash forward without IB the 6H and punish him with whatever you want. The timing is tricky but doable. IB is a better solution but when you see you haven't IB the 6H, you can still get out of it. Don't know if my opponents made a 1 or 2 frame delay or not before canceling into SH but I have done it several times already.
  24. Yep, sprites and animations are kinda confusing. During our first matches, one of the OS players did FB Fafnir, which I never saw. I thought it was an overhead specially since he told me so (he truly believed it) but I kept being hit by hit. Hence I checked on the frame data to see the truth. Now that was true mindgame. Same thing goes for TE's 6P and FA's 2K and many others. Back to the OS-JO matchup. You can also run under coins but that is distance specific. Can KJT > KJ really beat you out of a non-FRC Lv1 BHB AC ? On reaction or anticipated ? Thanks, I'll try that. Though I mostly try Mist Stanced Dash Jackhound, the KJ option may be better. In fact, there are 3 good OS players I play : two on a regular basis (once or twice a month max) and one every 6 months ! It has been a while since we didn't play together, they may have built new anti-JO strats by now. Maybe more to come on this matchup next time we meet.
  25. It seems you are being outpoked. When he is from afar and you fear an upper Mist Finer (MF), you can dash-jump and or double jump and FD it to bait the MF. If the JO player perform it, he would lose a level 2. Dash Brake (run and FD) with low FD if you want to approach from the ground. Same thing here in order to make him waste a level (MF-K or S) if he uses it as a poke/thinks there is an opening. Anyway if he zones you from afar, that is a good opportunity to charge since you can cancel before he gets close to you. Avoid the burst cancel whatever it is called, it may works the first time but afterward, you'll get baited and punished after it. 2H mashing is easy to punish thanks to OS small jump. Don't know how, but I played two good HOS players and if I carelessly throw out it, they small jump (anticipate it) and big combo. On the opposite, i think OS has good frame traps and "priority" that makes it hard for JO to escape pressure : 2H is really risky and blocking (FD, IB) then punishing or escaping when there is a true hole (not a bait from the frame trap) are better options for JO than mashing the panic button IMO. When you wake up, beware of 2D or dash > throw too, either masked by a coin or a little gatling beforehand or not. Don't recklessly throw out reversal SV as an appropriate 3H will nicely stuff it thanks to its range and 2 hits (CH against all reversal shoryukens but the distance varies for JO). Granted, it he does it too close you can nail him but that should not happen often. 3H is not a low by the way ! Do not poke with Rock It as a simple 5K will CH hit. Those are only random stuff from matches between 2 friends playing OS and me (JO) maybe everything is not viable for you but it may help nevertheless.
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