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Everything posted by CrimsonDisaster
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I suck. 2D RC H JC [jH, K], land, 2S JC [jK > 2K, jK JC djK > 2K, D > 2K, K], land, P JC [jD] (227) Which is whopping TWO more points of damage than if you just did jD after the last j2K. Your call if you want to risk messing up ;(
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Doesn't matter if they're on the way up or on the way down as long as they're where Pilebunker will hit when it comes out ;(
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K gatlings into 6P.
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I thought I implied by 6K, K > 6P that it was on crouchers
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For ABA, best corner combo for damage:tension I've got is- 6K, K > 6P FRC H JC [j2K, K], land, H JC [j2K, K], land, H XX 214P > P (196) 2D RC leads into the same followup (from the first H). Does about the same damage, go figure. On Johnny, best I've found is: 6K, K > 6P FRC H JC [j2K, K], land, H XX 214P > P, 2P > P JC [jD] (213) You can do the same followup off 2D RC, again. Easier, less damaging, still knockdown version off 2D RC: 2D RC, H JC [j2K, K], land, H XX 214P > S, P JC [jK JC djD] (204)
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Jumping off of AKA's post, here's some corner combo variations off a mixup (like 5K or Undertow into whatever): 6K, 5K > 6P FRC 5H... Generic works on lots of people with different timings: JC [j2K, K], land, 5H SJC [sjH, D > 2K, K], land, 5P JC [jD] JC [j2K, K], land, 5H SJC (sjH, K JC djK/S > 2K, D > 2K, D] - a bit easier than trying to do jH, K links off the first bounce. - sjH, D version works on ABA! Also probably your best bet on lights if you can get the initial [j2K, K], land, H part on them. - sjH, K version works on plenty of people but I don't remember who So I'm trying to optimize this for specific characters but those 2 variations work on plenty of people. On Pot... shrug, I dunno what's the best for damage, I just do [H JC j2K, K, land]x2-3, H XX PB lol. Or after the first rep, 5H XX PB, 2P > 5P air combo. On lights... couple of variations for different characters since their hitboxes are all weird, but generally start with 5H SJC [sjH, D > 2K, K], land into whatever. On Dizzy- 5H SJC [sjH, D > 2K, K], land, 5P JC [jK > 2K, jK JC dj2K, D > 2K, D] is the most consistent version I've found for damage + knockdown (251 with no guardbar, ~265 off blocked 5K). There's a more damaging variation that I can't get a knockdown off of, but it only does like 15 more points of damage and it's way harder, so I'll mess with it more and see if anything comes of it. You can also j2K, K on her, it's just pretty weird... don't remember if you get more damage doing it, either. lol Undertow (blocked), 2D(hits) RC 5H JC [j2K, K], land, 5H XX FB PB, 5H XX FB PB, OTG whatever kills Chipp from full ;(
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Slayer corner mixup time: 5K... - 6K, huge damage combo on hit - 2D RC, huge damage combo on hit - 2K, whatever - throw/bite - 6P to stop mashing - 2H to stop other mashing - Undertow to reset the mixup and make people scared, also guardbar Undertow leads into a similar situation! Also off 6K, you should do 5K > 6P FRC into 230-300 (lol 400 on Chipp with guardbar) damage combo. Best practice non-basic corner combos to make them really pay for blocking the wrong way!
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You sure? I'm pretty sure I've done WT > CLGV on Sol at the very least. Might have been in the corner though, and maybe I'm just imagining things. Also I don't have a console version to check on yet, but does 2D XX CLGV, dash jD JC djD XX H VV > knockdown... knock down on Buri? -EDIT- whoops yeah doesn't work on Sol =X Also 2D XX CLGV, dash jD JC djD XX HVV >knockdown works in the corner pretty easily, just gotta catch 'em low for the first jump. Also a combo on Ky- dash K > c.S > H XX VV(1 hit) RC CLGV (a little bit of mashing depending on how quickly you did the GV after the RC), dash jD XX CLSW, dash c.S > 2H JC jS XX CLSW... stuff, haven't gotten a knockdown off this yet =/
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Goku has some Tekken vs. Capcom Turbo 2 combos going on... Thus far, it looks like unfly L, L, LH:H L+B~B, unfly H, ff+H, H XX 623H is working really well for no-super and less action bar usage. Use a super instead of the uppercut if you have meter (or 214L/H XX 236236L/H if you have super-cancel!) Since you can link L into itself, it becomes a pretty good hit-confirm/pressure/throw tool, since L, throw vs. L, L (hit-confirm into just frame into phat) is pretty scary. Also doing blocked LH:H is hilarious, lol guardstun. oh maybe I should mess around and see if unfly L, L, L, LH:H L+B~G, unfly H, ff+H L+B~B, unfly H, ff+L XX SPIRIT BOMB works. -edit- ff+L XX Spirit Bomb doesn't seem to work on lights =[ -double edit- but ff+H XX Spirit Bomb does... kinda...
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I finally got my own copy of this game so now I just need to spend a year getting my characters powered up =[
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omg if it's not in the booklet you must be hacking the game
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Super DBZ? More like Super Magneto no Ken II: Turbo
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Because you still stay close after 2K, 2D and you get a pretty good mixup afterwards that can lead to a bunch of damage for no reason.
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Bite gives you life back and even if they mash, you get a "mixup" off it I guess. Plus they can't tech a bite! ...I still just throw.
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2A > 2B > 2C XX 236B 6D 5A > 5C IAD iadC, land, dash 6B JC jC 5D jC, land... etc. etc. You pretty much have to eyeball where you are on the screen and how much bar you have to figure out how to finish her combos beyond the first HC.
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Mei-Feng is still pretty good. Still does ungodly amounts of damage off various setups, super-robot-super still gives you a good setup... in fact she's pretty much the same but better than she was in original AH (AH DEMO? D: )
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If you're close enough to connect 5H, shouldn't you be able to do 5H -> iadD for better positioning after the knockdown? Just wondering if this isn't a possibility at the range you're describing.
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You're doing 5K XX 2369P/K as fast as possible or something. Do 5K, SLIGHT PAUSE, 2369P/K. Or do some other method. Whatever works for you. I do the slight pause variation so it's like I'm hit-confirming OH SNAP.
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2H and 2S are pretty good against Zappa, except he can run up 5K your 2S. Ghosts are the biggest pain in my experience, though Dog is a close second. The problem with Ghosts is that Zappa doesn't really have to fight you anymore once he gets them out safely. Other than patience and using stuff like jS and 236P to hit him from far away, you pretty much just want to avoid getting killed by a billion random low damage hits. Just don't commit to big moves like 5H, 6H, TK Ensenga, any Transport because you are probably going to run into a ghostring or a golf ball/flower pot and get frustrated. Dog... don't commit to big moves to kill the Dog, and don't go out of your way to kill the Dog when Zappa is chasing it. If there's a lot of space between Zappa and the Dog, feel free to 2P it or something... or go after Zappa if you have that kind of space. f.S is pretty bad against the Dog (and Zappa in general =/ ) but 2S is alright. I like to jump and airdash back whenever I have space, then I wait to see where Zappa goes from there... if he starts charging straight at me, I've been doing jump -> airdash (not IAD) to dodge Dog 6D to go straight for Zappa (usually with DB FRC). If he hangs back and sends the Dog out first (ie. looks like he's attacking with the Dog and not just sacrificing it for orbs) then I'll superjump and airdash... generally that'll take you out of range for the next Dog attack and gives you at least one shot at Zappa. If he sits there and waits... then shrug. Wait more and try to bait him into committing first. If you NEED to attack, throw a coin from right outside its max range or so FROM THE DOG. If you space it well, it should hit any Dog attack that would threaten your approach, then just go from there. Sword... eh. I dunno, haven't played against AC sword enough with JO lately. Other than new combos and better mixups, it's the same ol' sword in terms of your general gameplan... safe pokes, don't jump at him, be mindful of uppercut FRC. 2S is still a decent way to stop him from running in. You MIGHT want to risk moves like 5H against his pokes, simply for the pay-off. Also coins are good if you get into a poking fight. Raoh... bleh. Block. If you can block Dusts, great. Force him to waste time and bar on blocked supers- yeah it burns your tension and/or chips you a bunch but that's better than dying in one combo, and that's 50% tension he's not using to kill you in one combo or to do uppercut RC. If you're feeling gutsy you can try hitting him out of Dusts (Jackhound, if you're super gutsy). Please please please do not tech OTGs in the corner. Better to deal with the mixup than just die for free. Also remember to FD when you try to jump out of pressure- uppercut, Raoh-doken and all the Raoh-doken extensions need to be FD'd in the air... and eating any of those while airborne sucks. If you aren't being cornered and if he isn't in an immediate position to rush you down, then just make him chase you a bit, but do NOT jump without the intention of either doing high up DB FRC or FDing. Not worth the risk- how much damage are you going to do to him? (200-250ish if you land a jump-in) How much is he going to do to you? (you die ahahaha) shrug dunno how much that helps, a lot of it seems like common sense because I play against Zappa so much but hopefully something in there is useful for y'all.
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If you have a coin on them and full tension, then you have room for some creativity... =[
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STUFF IS POSTED I'm sure that anything RedBeard agrees with is already in the guide that is not posted yet. OH WELL. basic defensive uses for moves... normals: - P - situational anti-air against people who are right over you - 2P - mashmashmash. Safer move to mash out of tick throws and sloppy frame traps. - 6P - generic anti-air, also good against mid-pokes like Faust f.S. - K - stops dash-ins, decent defensive poke that beats surprising things (randomly anti-airs Eddie lol) - 6K - preemptive anti-air, kinda. Not a very good defensive move. A poor man's UPPA. - FD jump back jK - for when you don't know what else to try against your opponent's offense. - 2S - stops dash-ins really well. Great against some characters (Jam, Anji) who can mess up your mid pokes while running in. A bit safer than sticking out f.S as a defensive move. - falling jS - generic "don't know wtf to do" move. Hits a really important space in front of Johnny that makes it hard to approach him. - 2H (> D) - mashmashmash. Beats more things than mashing 2P, way less safe. Dust followup hits poorly planned punishes. Important move! Players who know the Johnny matchup will go out of their way to bait this, though. Terribly unsafe on whiff, you are in CH state for like a year. - 2D - stops dash-ins and beats a couple of key moves like Testament 2H. As fast as 2S with way more payoff potential, at the cost of being way more punishable on whiff. specials: - 236P - preemptive anti-air(dash), also beats a lot of things that it doesn't look like it should. Pretty safe to just throw out most of the time, as long as your opponent isn't like running straight at you. Worth noting is that L3 236P eats your opponent's tension like mad if they FD it in the air, and sometimes they'll just run out towards the end, giving you a nice combo opportunity. - L2 236S - stops dash-ins. Also beats some pokes and is just kinda fast. Not a great thing to spend your L2 on, but against some characters (Chipp especially) you need to take a few calculated risks. - L2 236K - mostly for IB -> punish against certain blockstrings that leave your opponent kinda far out. - 236H - typically a safe move to toss out, takes up a ton of space along a vector that covers most angles your opponent can attack from. Also nullifies projectiles and lets you start your offense on block/hit. Beats pokes that get in its way, though that's more of a situational use. - (super)jump 236S FRC - run away from the problem and throw a line of fire at it. If you have space, this typically gets you out of trouble for 25% tension... or at least gives you some time to stall a bit longer. Also good for staying up in the air a bit longer. - (super)jump 214S FRC - run away and run away some more. Can beat some things but it mostly just gives you the option of moving in the air again. falling air 41236H - stops dash-ins and preemptively stops IADs, way safer than TK Ensenga as a defensive technique. Surprising range and sends them across the screen. - 214D - not the greatest way out but it's situationally good to Jackhound your way out of trouble. If you have the space to, sometimes you can Jackhound to just get out of the corner for 25% tension and hopefully not get punished too hard for it... typically a bad idea! Also good against certain characters' blockstrings into summon/trap (Dizzy, Testament), especially after an IB. - 632146H - WAKEUP SUPER. Some characters have a ton of ways to beat this super out if you do it on wakeup, other characters have to just block and deal with your get-out-of-jail-free card in that matchup. Good for hitting people out of airdashes from far away, or catching people in loose frametraps, and such. Not the greatest move to throw out (especially for 50% tension) but it's your only fast move with any semblance of invul. other: - backdash - Johnny has one of the better backdashes in the game, or at least it seems that way. Won't dodge moves with tons of active frames (Pot 6H and other moves used to bait backdashes), but it'll get you out of plenty of other situations, like people going for empty jump -> low attack mixups and such. Backdash -> f.S is a solid way to turn a match around, due to the range you can hit people at... kinda like a poor man's DP. - throw - typical throw hijinks, like IB -> throw or throwing poorly spaced jump-ins on their landing, or wakeup throw against people who are lazy/sloppy. Johnny gets some good mileage out of defensive throws since he can combo into knockdown off his throw, and/or get a coin on his opponent, and/or do 80-90+ points of damage for free. - airthrow - good against badly spaced IADs and jump-ins. Then again, so are 6P, 236P, and a host of other moves. Still, it's one of your better reaction "anti-airs" and gives you space (or a good setup if you throw them into the corner). - Faultless Defense - more pushback = more space = more chances for Johnny to do something. Since Johnny doesn't have a fast + invincible move to toss out at random, he has to make do with whatever he has the space to do... and FD gives him that space. - FD jump - for bigger gaps, when you don't think you can outguess your opponent's next move. A bit safer than staying on the ground since you only have to block left or right, and most characters aren't going to kill you off their airthrows. Mostly just to breathe a bit rather than get out of pressure completely... gives you more space than just plain FDing but your options are limited to whatever air move. - Instant Block - less blockstun = more holes in your opponent's pressure = more punish opportunities. IBing things will give you free throws or the necessary time to 2H your way out of pressure. It is kinda hard to split your attention between dealing with high/low/throw mixups while trying to IB, though. - Slash Back - a bad parry. Do it when you see a move that you know you can SB consistently. There are tricks to help SB more consistently (SB cancelling normals in their startup frames) but just because you can SBC 2H or something doesn't mean you should try it all the time. - block - better than getting hit!
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yes, but my internet at home sucks... because our main computer died so I'm stealing wireless from some guy who's probably like a block away. I'll comment when I move back into my apartment this weekend.
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waraboushi: Getting fast Mist Cancels down is just sitting in training mode and working on it. I used to sit down and go through ALL of Johnny's moves and MC them till I got them as fast as I could, then I would go and practice MC combos... like on crouch H XX MC, f.S > 6H... or with L3, 2D XX MC, 2P > c.S (JI) > H XX 236P into some coin-Jack setup if possible. So really it's just sitting in training mode... and not expecting much from L1 Mist Cancels, lol.
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There's the prototype version ROM with all kinds of sick combos that aren't in the final arcade release. Which is technically "arcade perfect" as it's not a ROM of the final version but of some early prototype. And then there's hacked versions... my friend played a bunch of KoFs where juggles flat out didn't work in the ROMs he had, which are super easy B&B combos in the actual game. Assuming you get a non-hacked ROM of the final arcade release, you are good to go! But plenty of people like messing with things for some reason shrug.
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I dunno if there's any real rhyme or reason to the blockable unblockable Mist Finer. I'll do the same setups over and over in matches and they'll randomly fail. Ironically, it's most common after a 1-hit Ensenga, and 1-hit Ensengas are worse in AC (and people are starting to see it pop up more often)... shrug AC JO sux lol