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DumJumJimmyWum

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Everything posted by DumJumJimmyWum

  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?
  16. ok, so i feel really retarded that I've been playing Johnny for a long time and been using MC, but don't really know what to do with the higher levels of MC. I understand that higher lvl MF gives you more frame advantage, so what how do those extra frames specifically help? All I know to use it for is it makes my dash follow up safer, and that tick throws become better (less time to react). Can someone give me more specific examples of what to do with the frame advantage or am I thinking there's more to it then i really am.
  17. ok, so zappa has a weee hit box. How the hell do i combo better after LV2 MF(S) connects? starting with punch/slash doesn't always work. jumping straight up instead of back doesn't work. standing c(s) doesn't always work. @__@ I keep dropping the combo and it's so hard to get to zappa in the first place it's frustrating =**(
  18. I was just wondering if someone could explain what hitstop is. I couldn't find it anywhere @_@. Thanks in advance
  19. I'm still having a tough time with Baiken. For now, could someone describe to me what her counters look like? I'm trying to follow 4r5's advice, but i don't know which counters are which. K = run counter slash = horizontal sword? HS = axe thingy that goes into the air? P=? which one is her superman one? and does that thing cross up? so basically 1)you do short strings/poke her outside of slash range (which is how far? so what attacks are at this distance?). 2) if she does the kick counter and runs up you do the delay forward trick block/atk 3)if she does HS counter you block->punish? 4)if she does the slash counter can you punish on block? All jump attacks are unsafe is she blocks correct?
  20. Ok so more General Johnny Questions. Can j.S hit all standing characters on the way down? what about certain crouching characters? I'm assuming it's the threat of being hit by j.HS that keeps ppl standing. Can you use air DB as a legit cross up on okizeme (for a last hit desperation) or something? I think the guy I did it on just couldn't tell I had jumped on the other side. How do you do 1-hit setups? I tried learning them today at the arcade and couldn't pull a single one off. I tried all of them off throws, and I couldn't really figure out what timing I needed (if any) to change. How close to the corner do you need to be (or do they also work not in the corner)? I was using the combos listed in the Gameplay Specifics. Could someone give me the most simplest Enkasu that I could do? I couldn't even do KSDE that supposedly works on half the characters Any tips would help. oh yea, if a move has throw invincibility, is it for the entire move? or just their active frames?
  21. in the Enkasu section, i'm unsure what you mean since there is no separation "SKJADKSDE(83 DMG): JO" is that slash, kick, jump air dash, kick etc?
  22. I'm not sure what reference my name is supposed to be since I made it up completely on a whim so if it seems familiar I don't know what you're talking about Does my name look like a quote? As for Baiken's force break counter, does all the above apply? I'm looking at the frame data and it seems to have a faster startup (11F compared to 12,19, and 17). And while we're at it, how did you guys calculate that there are few enough frames to be safe? Based purely on recovery frames? Once I understand this, I should be able to figure out a lot of stuff on my own. And also, why does Johnny have an advantage over Anji? I keep getting owned by some block counterish moves like Baiken does(especially his OD or FB or whatever it is), but I looked at the frame data and it says he has moves on autoguard? Does normal guard = autoguard or something? I can't attack/pressure because I don't know what's going on! Jump in HS = eat some SRKish looking move. Oh, and how do you deal with Millia's air Dust? I just remember stupidly getting hit by it all the time.
  23. what i meant was they get hit by the coin (usually on backdash, but it also works when they're just on the ground) and you dash and then combo. watch at 32 sec when Bleed coin cancels from 6K http://www.youtube.com/watch?v=rCs5wDeKASg. Does this work on all characters? Do certain characters recover faster or something? Maybe I just land it on lighter characters more because they tend to be more aggressive and move a lot.
  24. The thing is with K MF, is that you would do it at a range so if you guess wrong, you don't necessarily get punished, they'll just block most of the time. If you do 6P, you have to be next to them or if you're not, then if you whiff May can bait and pressure so your reaction has to be spot on and you have to be a good distance away. And like you said... those both lose to 3K =( I just tend to run away/jump a lot until I can find an opening to pressure because May seems to be "anti-Johnny" as someone told me. The May thread mentions something about 6P beating lots of Johnny's moves Yay for DB/KJ FRC I guess.......... it seems like that's the only universal thing that works on everyone, but now that DB no longer floats big damage is so hard with these. I would definitely suggest not using random S MFs, cuz all her dolphin moves just go over it and you die. Also, try learning the correct spacing so you can always tell whether it's a feint dolphin throw or May will just whiff. I try to fish for coin->dash->combo (which i think works on certain characters for some reason, if someone could explain why...) and lvl 2 P MF combos cuz those do like half life damage. Everything else I pray I don't get dolphined to death somehow and play defensively.
  25. Ah, cuz I was playing with some guys in Austin this weekend and I would often see them run up and do meaty attacks that were within throw range. I assumed it was because the characters they play can do jumping games also, which would cause throws to whiff. Johnny doesn't really have that option I guess since he dashes? VV beats an air DB unless it's really high in which they wouldn't VV anyway. It's probably unclear by what I mean so I'll describe a situation. Ky knocks Eddie down. Ky is running torwards Eddie, and as he reaches Eddie who is getting up, at the exact same time he sticks out a kick that is well within throw range. I assumed Ky doesn't get thrown all the time because he can do that jump, back dash cross up stuff instead of doing the kick, but wasn't sure if it was like 3rd strike where you can beat throws (2F I know) with a meaty. Pozer exclaimed once during a game "wtf, i thought it was meaty" so I was kind of confused. And as far as invincibility to strikes, is there anything else that doesn't count as a strike besides a throw and projectiles? I just hate SRKs so much Also, I saw the combo video "J" with the 6P combos you guys mentioned in the video thread, but honestly I don't really ever see someone land a 6P that close chained from a ground move.... any thoughts on that? Heck, I rarely see people land hits (w/ Johnny) that close in general. it's always around full 5K distance that people get hit. Am I just that noob?
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