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Posts
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About Kadius
- Birthday 04/22/1985
Other Info
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PSN
Keen_Kadius
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PSN: Keen_Kadius Local: East coast Scrubbing hard. (Only been playing her three days.)
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Just a little trick I discovered today in training mode. You can jump install (or super jump) any ground move of Johnny's without having to MC or JI via combo. How? Simply input an attack while landing from a standard single jump, no need to combo off of a j.HS or anything. Jump, land -> 623S = JI DBT Jump, land, 2S, 5HS ->JI transport Even 6K or 3HS will carry the jump install. I guess the changes to I-no's dash carried over to other characters.
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You're talking about the mist cloud, right? That's 'Bacchus Sigh'. 'Mist Finer' is when he strikes a pose and strikes out with his sword high/mid/low. Bacchus Sigh makes Mist Finer unblockable* *Barring that they don't backdash, clash or the mist doesn't attach to them.
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I'm not sure if there's much difference between instant blocking and slash-back against greed sever, but I'll check it out. If nothing else, you have more time to decide what to do, better chance at a CH and the OH SHIT factor. We should compile a SB checklist, feel free to add. Is this attack: -High or low -a block string ender -minus on block -Multi hitting (How many hits are left?) Can they: -Cancel this attack in any way besides RC Do they have: -Super armor -50% or more tension And of course, your comfort level of knowing when the attack will hit.
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Probably holding S while blocking and tapping 4+HS when you want to SB. Though, I haven't tried it out. Some stuff that's easy/good to SB, generally hit exactly when you think they will or are easily timeable. Venom: normal balls (any speed) Dizzy: dagger projectile Millia: pin Jam: Choujin (Jump into, SB and throw). FB puffball (watch for the flash) Testament: 2nd hit of badlands, 2HS Ky: Greed Sever, all stun edge attacks Baiken: chain Slayer: Pilebunker and BBU both have terrible recovery, but I only rarely SB his PB.
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I'm not too sure that guy is DC. He wasn't throwing coins into empty space while his opponent was on the other side of the screen. Only way to know for sure is to see this guy play against Faust. Edit: Watched the second video. I'll eat my boot if that's DC. I don't know, the play style doesn't seem familiar to me. He's good and knows how the game works, but if you watch, he makes a few ground combo mistakes trying to get a coin.
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Nerfs or Buffs each character should recieve, GGAC Edition
Kadius replied to shinquickman's topic in Archive
The Johnny forum actually has a giant thread dedicated to ideas on buffing Johnny up. For Johnny: -Less prorating on his throw -f.S hitting a little lower -Offset Jackhound's negative affect on tension gain (FRC, maybe?) -Mist finers need a little upper body invincibility when going into pose -Transports need to be treated as normal jumps -Level 2 mist finer should be + on block (I'd love to see them pierce super armor, but...) -Level 1 mist finer needs a faster startup, LVL1 MF(S) should connect from level 5 moves on normal hit. Potemkin: -Less untechable time on slidehead (already mentioned here.) -Less invul time on slidehead (I've had the CPU SB Johnny's 3HS and Slidehead through the second hit. Jesus.) -slow down f.S and 5HS a couple frames -2D not chainable (I could overlook this if slidehead was fixed) -Reduce Heat Knuckle's range and tension gain on first hit(s) -Remove Potemkin from the game. Other: Remove Jam's loop. -
Man, this thread is D-E-A-D. I was hoping one of the more enlightened among us could shed some light on the "Tension Pulse" for me. (Specifically Johnny's if they're different for every character.) As well as how instant blocking and slash-back effect it. With Johnny, I do a combo that gains ~19 tension. Yet after one slash-back, it's ramped up to around 25%. Does he seriously get a 20% bonus to tension gain just from ONE slash-back?
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I just wanted to drop some info on you guys concerning Johnny's tension pulse. I'm sure some of you guys already know this, but I figured a few people might not. In short: Johnny's tension gain can become freakish. I know you're thinking "No shit, Kadius." But you might have known that there's a limit to his tension pulse from just comboing and moving around aggressively. You have to instant block or slash-back to get it really going. It's kind of a hidden little trait of his. Tested this in training mode, walking from starting position until the dummy is completely backed into the wall. Full life, 0% tension to start No IB/SB: ~60% tension 1 IB: ~65% tension 1 IB, 1 SB: ~75% tension 1 IB, 2 SB: 75% tension before corner, 100% about 2 seconds after 3 SB: ~90% tension In short: More instant blocking/slash-back = more tension, quicker. Slash-back > IB Walking is good. Edit: Not sure on all the numbers, but they're in the general ballpark. Slash-back seems to have twice the effect that instant blocking does. Also: Tension pulse effects how much tension you gain off of combos. 6K, MC, j.K, j.S, dj, j.S, Ensenga seems to do about 20% or less tension from a fresh start. With one slash-back, it's boosted to 25+%. I don't know if this is true or not, since it's nigh impossible to have 0% tension when I'm testing this, think I'll ask and see if anyone has a more in depth knowledge of this. Edit 2: Doing the math (reading the framedata), it comes out to 18.96 tension. Yet after a single slash-back, it's at least 25%...
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KJT is pretty tricky to combo off of. Spacing is the main problem with it, you can be too far away and it wont combo or you can be too close and Johnny will be too high or behind the opponent. I'd say the ideal range is about the max range of JO's f.S (if you can imagine that distance). Combo'ing off of a Jackhound, you might just be too close. If you've already got that working and just can't seem to get the JI working, just keep practicing, it's so easy once you get the hang of it. Try inputting the [8] at around the same time you hit HS. You'll get it. Bonus fun, Jump installs where you don't expect them: 5K, [8]5HS, MC, f.S, KJT (JI) -Jump installs remain as long as you keep the combo alive. Jump in, j.HS, 2P, 5K, 5HS, KJT (JI) - You retain your jump if you start a combo from the air. 5K, [8]2D, transport - Doesn't combo, but it's neat to pull off. Edit: Yeah, you're a bit too close.
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雀 ...which is Suzume. There's even a "Kyaaaaa- Suzume!" at the beginning of the video. So I assume it's the Suzume that plays Johnny. Sweet.
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Astral Finish!
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This thread feels like a group therapy session, haha. Johnny just feels right to me. The rhythm of his gameplay (combos, etc), I also enjoy having so many options in my combos. Playing Johnny feels artistic. And the fact he has so little going for him means that I have to be the better player, and I guess there's a little pride in that.
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Excuse me while I pick my jaw up off of the floor. That was great.
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So, uh, MC links I've been testing and can confirm. (5HS, 3HSand 6HS are all level 5 attacks so they have the same hitstun) LVL 1 5HS/3HS/6HS, 5K... 5HS/3HS/6HS, f.S... (crouching) 5HS/3HS/6HS, f.S > 6HS LVL 2 (everybody knows these) 2D, 5K/c.S/3HS 5HS/3HS/6HS, 5HS/3HS/2S/2D * f.S, f.S/5K *3HS/5HS are very hard to string together on standing opponents (1-2 frames, I'd say)