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DumJumJimmyWum

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  1. how is sword stupidily easy? A3Religion, link to replays of Randy plz! =D
  2. Have you guys tried k>2S>HS > MF-2(S)? (Give or take the 2S or HS) I noticed BLEED doing this sometimes, and I thought it might allow for easier "correction" of needing to adjust the initial hit after the MF-2(S). I guess that's why they put that gatling back in AC. What I mean is, instead of adjusting by doing a c.S or jK/jP after the MF-2(S), you adjust the spacing of where the MF-2(S) hits by doing k>2S>HS, k>HS, or whatever. This allows for more consistent prediction of what hit you need to do after the MF-2(S). Then the rest of the combo will be more consistent/easier. Just my two cents.
  3. Does anyone know of a trick to pull off the one hit on the female cast+buri off of a throw? I know you have to dash+insta jump, but i always seem too slow. Do I buffer the dash and then jump cancel? i'm referring to the beginning of the combo vid http://www.youtube.com/watch?v=xIVYvBx8kCE&feature=PlayList&p=3FC52F254AD7B2C5&index=7
  4. the problem is the spit/goo(i think it's standing S), it really messes up the ground game =( I see a lot of jumping by the JO players usually. My theory is that if the zappa player does summon, the JO player will dash in and start a block string. Just wanted to see what you guys thought.
  5. For some reason, whenever I watch Japanese Zappa players, they just don't backdash really fast(Zappa has the fastest backdash in the game) and then summon. A lot of zappa players I know do this, especially at the beginning. Is there something I'm missing that Johnny can do to put him in a favorable position/punish? Only thing i can think of is punish jackhound. Anything else is pretty risky.
  6. Does johnny have an moves that he should FD cancel(as opposed to MC or w/e)? I don't think I've ever seen it mentioned, but I just wanted to make sure. And Mucho thanks to everyone for their posts! Sometimes I forget to say thanks. Johnny forum is the best! Especially because of 4r5 and RedBeard Seriously, when I went to other forums, none of them have as good guides,ppl etc. Sadly, school/work is keeping us all busy.
  7. http://www.youtube.com/watch?v=IN6btrdDXb4 In this video (at 1:28), Johnny does a tkEnsenga>RC>air dash>js>ensnega midscreen. I was just wondering if you guys knew if there were certain conditions where you would know for sure that this would connect (like vs light chars and when they are close enough to you) or was it just spam and hope it connects anyway because you really don't have anything to lose?
  8. I have a question about Johnny's wake-up game. In this video http://www.youtube.com/watch?v=aRxGkOsgXVw at 1:20, KID/KIDDO dashes in and then does a meaty 2K. However, he's well within throw range. What prevents the Anji player from just mashing throw? Did the Anji player just have bad reactions? The guys I play with will almost always throw me on reaction if I ever get that close on wakeup =( 1)Johnny is way too close/late to do the walk back and forth trap 2)he dashed in close/late enough that it was obvious he was going to be within throw range 3)Johnny doesn't have any throw invul moves, and he doesn't have any jump shennanigans many other characters have. 4)Back dash would be beaten by most HS from mashing throw? 5)Since you have to press back again to throw (I'm not sure if that's right), is it meant to hit them the split second they let go of back to press back again to throw? Is it because throwing on wakeup is "difficult" and that if you mess up you eat a big fat combo? From my experiences, if you mistime the HS you just block.
  9. a couple of things i would like to add. 1) lvl 1 MF-P on CH also has knockdown property AND is much faster startup and recovery then all the other lvl 1 MF moves (so as an AA, it's pretty good at certain ranges as a preemptive strike) Also, in the corner, even if it's not CH it puts them in a bad position. Could someone else explain that to me? This is the reason you sometimes see "fake" combos where the JO player will SJ jS>Ensnega after the MF-P if they decide not to tech. I know the the other two options are air throw and sj.D, but I'm not exactly sure how you set them up. Do you dash first and then SJ backwards or is this char specific? 2)the ORIGINAL DB combos are useless now, but DB in certain combos is not entirely useless. In certain cases where you can't 1-hit Ensenga, it's good for knockdown. just to avoid confusion for newbs. 3)As far as I know, the only time you would use tkDB is after Double Hop(spaced right into tricking them into thinking your are going to throw), and then TK DB. Bleed does this quite a bit. Someone else care to comment on tkDB?
  10. what's the best way to deal with people who reversal backdash on wakeup?
  11. Is he trying to imply that throw>jPKS>JKSD>Ensenga is a mid-screen enkasu for the female cast & buri? http://www.youtube.com/watch?v=7C0GVUR-Fi4 I tried it out on Baiken, but couldn't get it to work.
  12. ok so i was watching this CV( another world - http://www.youtube.com/watch?v=iSvxyrgpNVU) and I was wondering if this cheesy combo at ~2:18 works on all char and not just chip. Start w/ lvl2 (lvl 3?) MF, 6HS,MC,6HS, MSJH, S, 6HS, MSJH, S, 6HS, JH ->Return Jack. 1)Better players will obviously know to mash lvl 2 stagger, so wouldn't 5K be better since it gives lvl 3 stagger? 2)Huge waste of meter, but it dizzies chip and thus you can technically 1-combo kill him. So for other char, how much dmg would replacing a MF-S somewhere follow up combo do?
  13. I was watching some dogura vids (especially the one where he OCVs PC/NO/RF - http://www.youtube.com/watch?v=B0YMla3rd8c) and I see him do really close meaty (like almost on top of them and obviously really close throw range) As far as I know, RO doesn't have any spammable throw invul moves, so what prevents players from just mashing throw on wakeup to stop him?
  14. can you explain how the buffering would make it faster? what i'm understanding is that basically there's only 1 frame window to input the S for the KJ from a KJT to combo off of HS. i assume you mean buffering would simply make it "faster" by making it easier because you only need to work on pressing S at the right time. And just to make sure that buffering is what I think it is, it's starting the KJT (421 motion) when you press HS as opposed to right after? Also, has anyone tested out the kara-slashbacking for Johnny? Thanks in advance.
  15. wow, thanks so much 4r5. continuing with Zappa - 1) since you can't TK Ensenga a crouching Zappa, frame trap is the best option because he can just watch for throws? 2) are there any easy punishes/counters against the summons? I have a really hard time with the ghosts..... I know you can OD one of the sword moves =) 3)What do you do against Raoh. I just cry like a little girl and try to run away =( SRK +RC = combo of death+invinc+no punish on block?
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