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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. Slash because XX is broken and #R is Eddie.
  2. Toki has a good high/low mixup?
  3. It is but Johnny's backdash is pretty good so you can use it sometimes... though most Eddie players in the US still use buzzsaw too much, which is dumb but also unbackdashable. Your normals beat the hell out of Eddie's, so he really needs you to mess up, or he needs to take a lucky guess with like 6P, or he needs to take a fairly significant risk (flying, random drills), or he needs to summon from like fullscreen and go from there. 1) you messing up- don't. 2) lucky 6P- at a good spacing, this shouldn't be a huge issue since you won't get knocked down off it, though he MIGHT get pressure depending on what he does after. Shouldn't happen too often, especially if you're using 2S and coins and such. 3) flying gets raped if you're looking for it. Drills are a bit safer but you can just take care to not be standing on a drill spot... sometimes you can't avoid it, but again this is one of the risks Eddie has to take to beat you, whereas you generally can fight in that space between the drill zones really well AND you can beat the hell out of him at the S drill range as well. 4) summon at fullscreen- ain't much you can do about it, if your opponent has good shadow control and such. Just be thankful that he's going to be using up bar just to get to you, and milk that- Eddie is better than EVERYBODY with the shadow out when properly controlling it, and killing the shadow at neutral tends to mean eating a drill against good Eddies. So just get away from him and let him decide whether he wants to unsummon to preserve bar (and go back to sucking) or if he wants to try to rush you down for as long as he can. shrug Johnny owns flying so hard though. L1 P MF, jS, jD are all good, 6P at some points... and for whatever reason K and P are good against some of Eddie's jump-ins as well.
  4. mmmmmmmmmmm I have some random things but I have class and stuff till late tonight so I'll post them later if no one else does. Upwards Mist Finer is nice though, stops him from flying freely, though most Eddie players should have adjusted by now to the CH while flying thing.
  5. I disagree. You have pokes that are about as good as ABA's and damage output that matches hers, BUT you don't lose life to do your combos. So unless you can 1-hit off a poke into combo, just do a big damage JI DB FRC combo. She has options if you just do 2D XX mist, and you've done like no damage. If you can JI DB FRC combo her (better yet, into 1-hit) then you've done a ton of damage on top of however much she hurt herself trying to combo you. It's more important to get a lead and land a coin on ABA when she's in normal mode, and force her to transform into Moroha mode via mid/fullscreen bloodpack... fighting her in Moroha mode isn't impossible, though. Seriously Johnny does way too much damage to be passing it up for a chance to maybe knock her down again, since if you just do unblockable L2 MF to knock her down, you have no coin (ie. no big damage opportunity when she reverts). If you're going to base your game on knocking her over (Johnny doesn't really NEED to, per se) then get the glitch down and save yourself a lot of grief.
  6. He's not talking about Dizzy poking with H (which is a really bad idea) but getting hit out of backdashes by her H... which makes no sense to me since that would really only happen if you were to backdash a throw attempt and usually that'd entail eating a 6H, but I dunno how your local Dizzys work so shrug. I've started backdashing a bit too much so I can kinda empathize with that, though. Patience goes a long way... though Johnny can bully Dizzy with pokes all day and force her to commit to really risky moves. Sometimes those moves just hit you for no good reason and then you could lose, though =/
  7. No, plant mist, who cares if he can VV out. Why the hell would you always eat VV after setting mist, lol. Think of it this way- it's just oki that happens to be unblockable anyhow. Set mist, do your baiting things... who cares if he blocks your trickery, he still has mist on him so unblockable and he dies anyways. Airthrow doesn't work against Sol IAD strings if he sticks out jS early enough. And K being a 2 hit move isn't the problem, the problem is Sol tends to do it really deep. If Sol players are starting their offense with K close enough that you can't backdash it... try blocking lol. Not like it hits low or high or anything. Blocking is severely underrated in the US. Give it a whirl.
  8. Air Bandit Revolver FRC to airdash doesn't need JI because you already jumped. Ground BR auto-JI's for you so you can just airdash. BB probably has the same effect.
  9. Sorry tj3ssa1 but I think you're wrong on both the 6H into JI DB and the H into JI DB ;( 6H XX JI DT > DB is 6H XX 62369S > S. You don't have to do anything fancier than that. And Johnny's H isn't JCable so you can't TK DB off it. Something else is going on in that vid. IIRC, it's probably the thing where if you jump, land, and IMMEDIATELY do a move, your old normal-jump state carries over.
  10. Full guardstun or full guardbar? Full guardstun combo is the same as a regular combo in that it's continuous xx-stun of some sort. Regular combos are moves that connect before hitstun from the previous move ends. Guard combos are moves that connect before blockstun from the previous move ends.
  11. K Mist Finer pushes back- pretty much if you didn't start the combo from like point blank (ie. close up H XX K MF) then you'll be too far to connect the DB a lot of the time. If you're doing the dash combo (usually on lights or if you start really close to your opponent) then you'll want to use S as it has less pushback. Use K MF if you intend to MSJH afterwards, though.
  12. Double jump and then Storm Viper. Or just jump, Storm Viper AC might work. Or you could be really cool and Charge Burst through the whole thing.
  13. It's far more important to have something solid than something new so shrug. j2K FDC trickery is still good against Sol/Ky if you mix up when you actually do it, and if you learn to bait uppercuts from it and punish accordingly. People won't be as fast to uppercut if you hit them for like 30-40% each time they try... or they just die really fast.
  14. Hold back after throwing the coin. It's free.
  15. The "good local Testament" isn't even that good =/ You need to poke better, like bag said. That will pretty much help in all matchups. For rush down, you aren't approaching it correctly at all if you think you need a DP. Use your pokes, bait him into doing stupid stuff, punish him (AS HARD AS YOU CAN), and then either get a knockdown and attack from there (rushing from neutral gets you killed) or force him into a tech trap situation, depending on how you're punishing his mistakes. As to mixups- do 2H > whiff P and then do a strike/throw mixup from there. Don't use scalpel stab from any closer than half screen unless you expect to hit a CH 2H. -EDIT- Faust fights very well at midrange and further out in neutral situations. Use those pokes!
  16. That's because P > 6H is the ultimate mixup D:
  17. Jam's Dust is just hard to see so shrug. It also pops up during really fast and hard-to-see three-way guessing games, makes it even harder. Dizzy has fish, bubbles, spears, scythes, and fire to cover her Dust attempts. It's still not good enough to be a go-to mixup or even something to use more than once every five or so matches. Comboing into Dusts and such has interesting applications, and it's always possible to catch someone off guard... but yeah. They aren't all that good and people need to learn to see and block them.
  18. Even if you "do it right," most Dusts can be blocked on reaction (20+ frames is plenty of time to see most coming) so you'd have to pretty much catch someone asleep or something.
  19. The 3-piece shouldn't really be an issue unless you're playing really recklessly. Yeah they feed into pressure on FRC and they combo from pretty far out but you shouldn't be getting hit by them except in combos.
  20. Every move should be banned, you can only win by the sheer willpower to do absolutely nothing.
  21. urm well... learn to block her stuff, use FD to push her out, and don't settle for crappy knockdown combos when she's in Moroha mode- that's probably the biggest mistake people make against ABA. Yes you can win off 3 knockdowns, but as Johnny, after that first knockdown, how are you going to set up the other two? If you have a coin on her and know how to recoin into 1-hit on her for 3 knockdowns (and how to deal with PURPLE STUFF on wakeup), go for it. Otherwise, just hit her as hard as you can, if you get a knockdown that's great. Johnny does so much damage from midscreen and closer that ABA has to manage her Moroha and lifebars even if you're not knocking her down all over the place. As to baiting PURPLE STUFF, it's fairly safe on block since it pushes you out really far, really your best bet is to either make it whiff and punish (hard) or just suck it up and wait for her to do something else. The rekkas (Masshou 3 piece or whatever) are a problem? How so? She can FRC into pressure I guess and maybe she can do delay tricks but other than that... what's she gonna do on block that's giving you so much trouble? A little clarification would be nice.
  22. Not always true, OTGs can set up a bunch of things as well. Just kinda depends.
  23. Sometimes, but not because of what you described D: Some moves that auto-JI can add another jump sometimes, just kinda depends on the move, but Jam has some hilariously bad combos with a ton of extra jumps via her various auto-JI moves.
  24. eh no Most hits won't be affected one way or another since they tend to connect at about the same frame regardless of your blocking position. Fireballs are a bit different- you're still going to go through the exact same amount of blockstun, but if your crouching hitbox is wider, you could conceivably cause the fireball to make contact like a frame earlier or something dumb like that, but I doubt it'd ever really come up.
  25. Force Breaks are more like Melty Blood EXs than 3S/Darkstalkers, people need to stop making dumb assumptions ;( Most Force Breaks seem to be done with D, not two buttons. Also it seems not every move is getting a Force Break version? It's more like Force Breaks are their own moves that happen to use 25% tension, though a bunch seem to be extensions of other moves.
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