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Everything posted by 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)
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Two questions: Do we have a MC links guide in a table(?) format anywhere? And do any of you know how CHs affect Johnny's MC window? I've been reading this and can't really figure out how many extra frames he gets off of them. I'm just curious how many frames total he gets off of certain CHs.
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Thanks ajinkris & ky0n01. ajinkris, I actually have 6P, 6HS, (s)carcass raid down pat. I was actually asking about using (s) carcass raid off of 5HS because it looks pretty sweet in the corner. Or maybe just in combo videos. ky0n01, that's exactly why I asked about comboing a FRC'd stinger aim. As for Mosaic VS N.O, I too think Mosaic would win. But I imagine it would be close.
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Hello Venom forum, it's been a while. I kinda switched my main to Johnny and... eh, I've fallen out of practice. Though, I I wouldn't say I'm terrible with Venom, I am rusty as hell. Three questions. 1.) I have trouble linking 5 HS, Stinger aim, frc, dash in, 2S... etc. Is there any trick to this or is it all distance/dash buffering. 2.) 5S©, 5HS, (s)Carcass Raid... I am terrible at this. Tips? 3.) Does anyone remember the term for manipulating summoned balls into active balls and chaining them? I'm thinking of making a picture guide. Edit: Had to look up C-God's old #R guide. It's called the Mosaic technique (named after the Venom player, you can find some videos of him using it on youtube).
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So what's everyone's opinion on using Slash Back? The more I use it, the more essential it seems to help Johnny get the upper hand. Versus certain moves, it can net you a nice CH combo. The kicker is, if you can IB something you can SB it, I guarantee you. I have mainly been using it against guard specials (I.E: Fuujin, Dubious Curve) You can actually begin holding S or HS when you first enter block stun and then tap the other at the correct moment (the time you'd normally IB)
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Nattak: You should be playing more of a ground game VS Sol. Let him be the one to go to the air. That Sol LOVES air dashing in on you, put a stop to it if you can or block it. Remember that MFM lvl 1 can stop gunflame cold, lvl 2 will net you a combo in some places... threaten him with it when you can. Also, be more careful when closing the distance on Sol. I don't know if you were going for throw or what, but sometimes dashing in is like saying "Please hit me." Jo: First off, props for the 2D MC combos. However, I would say you're a little over zealous with the 5HS, MC, f.S sometimes, take your damage and skip the MC combos if you're not landing them that day/match. The main thing that I think I can tell you is to know when your coins are going to connect. I saw you throw at Slayer when he was WAAAY to far up/far away for a coin. And don't be afraid to hit people with lvl 1 MFM, don't give away that little bit of damage for a MC all the time. It does add up and it forces close range characters to come to you. Making them come to you is great since this is one of the areas Johnny excels at (vs characters like Sol or Slayer, obviously).
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So, I've been looking for new coin>knockdown tricks. Because I'm a pad player it's nigh impossible to do: coin, iad, blahblahblah, enkasu. I might just have picked up something juicy for you guys. (I'm almost sure I've never heard anyone talk about it here.) Best of all: Divine Blade and TRAPS. Basically: For 25% tension you can get a lvl 2, knockdown and relatively safe mist in the corner from MFM or a 6K. It can also be done from a throw, if you're feeling the need to whip out a DB. Damage isn't too bad either, ~128 on Slayer from 6K. In the corner. lvl 2 MFM, coin, 6K, MC, forward jump, j.D, divine blade, frc, air dash, air combo into enkasu. The tricky part is the timing. So far, I've only tested this on Slayer and Potemkin. Seems like the main thing is to know when to jump and connect with the j.D. For Slayer I had to wait almost until he teched, for PO it's almost as early as possible. If this has been mentioned before: oops. But I think it's pretty nice, since it does 'decent' damage, possibly makes knocking down some characters a bit easier in certain situations, probably does a bit more damage than the coin>iad combo, gives you some extra time to mist and leaves you with some options (tech throw, guarding, air dash, etc)
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Does anyone know if Johnny's dash puts him into an airborne state? I was air thrown out of a dash vs the computer a while back. IIRC, it was early/mid dash.
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To Shinjin, if you really talk to DC; tell him that for me, watching his matches are like watching a car wreck. Mainly because he throws coins when his opponent is on the other side of the screen. Towards the end of the match I'm always thinking "I bet you wish you had those coins you wasted." Two questions, though I'm not really expecting a response. Does he intentionally handicap himself by throwing away all his coins? And why does R.F act like he does when he fights DC?
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^^ What 10stars said. I'd like to add, if that Slayer keeps bursting so dangerously, you can put him into some nasty situations for free/25% tension. As in, if you see him beginning to burst from a 5HS (fearing an air combo) when he's too high, MC the 5HS and throw his ass into a corner. Alternatively, you can use a FRC'd DBT/KJT and throw him when you see him begin to burst. Then, after you put a bit of fear in him, you can start delaying/omitting your mist finers... and he wont be bursting there anymore:bad: I noticed that in some of your lvl 2 mfl combos, you dropped them because you didn't wait for Slayer to fall enough. Don't rush yourself, he can't tech until he's much closer to the ground. And work killer joker into your air combos more often, you can end the match with that extra damage. In the corner, I saw you drop a lvl 2 MFM, coin > combo. After you throw the coin, dash in and hit him with a 5HS, it'll connect; trust me. (If you didn't already know, Johnny can cancel the last part of his dash into special moves/normals. I didn't learn this until about a year ago and I've been playing him for years.)
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What was with the air combo j.S, RC, double jump, j.S, Ensenga vs OS? Yeah, your opponents are getting better. formerly isn't too bad, though I think the OS is a bit spammy. (no offense towards anyone, hell, this game takes forever to learn) VS RK, I saw you get hit by his charge/horse while air dashing in two or three times. Killer Joker that crap. Stop blindly mist canceling stuff too (or not at all, sometimes.) It seems like you're MCing with S, that's fine. But sometimes it looks like you hit S before even thinking about it (hitting OS in the air and then whiffing a lvl 3 mf low). Also, 5HS to lvl 1 mf low wont connect unless the 5HS is CH. Use mf mid to knock them back/get a little more damage. You also missed a lot of chances to get a level/start a combo from a 2D. VS OS... you MC'ed a 5HS into an instant ensenga. While I'd normally say 'awesome,' you MC'd a 5HS that hit into a TK ensenga that also hit, RC'd and then... nothing. )= I guess, to sum it all up: Hit training mode up. Practice combos and beating on the CPU. Try to improve on your reactions to things. I.E: hitting someone with a CH 5HS. Do I have lvl 2? Can I coin, dash in and continue the combo? Should I mist him or use a 2D into MS jackhound. MF mid or low? etc. Most of this is just stuff that you have to beat into yourself via mass amounts of playing, so that's the best I can recommend. =) Edit: Just remembered. A few of those air combos you dropped would've worked if you added a dash before jumping. Try working that into your air combos, you'll find that a dashing jump will help you most of the time. Oh, I uploaded TIPS to youtube a while back. In case some of you haven't seen it.