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qwerty

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Everything posted by qwerty

  1. No thanks. I'd rather not have to deal with AC Testament or Venom ever again.
  2. AC+R for me. It really is the finality of the XX engine. It combines the focused character design philosophy of Slash with AC's superior system and expanded options. I would argue that XX got better as it went along, really. Even Slash, for all the shit it got, was a necessary step in the evolution of the series, and undeniably a better game than #R, even if it was less ambitious. As for Xrd, I'd put Revelator somewhere between #R and Slash. Like #R it suffers from some serious character and system issues, but not to such an extent that it renders the game unplayable. I would really like to see the blockstun and pushback on moves to be lowered at least a little, that way the dynamics of instant blocking would more closely resemble that of the XX games. There's a lot that relies on the game being exactly how it is, though, so I don't know if that's ever going to happen. Besides that, GG2 is a cool game for what it is, and even Judgment is alright. The only bad Guilty Gear game in my book is Isuka.
  3. For anyone who's interested, I'll be hosting monthly events at my place in Yokohama. I've already hosted a few and they've been great, but more people are always a welcome addition. Everyone that's attended so far plays +R, but I have pretty much every game and don't mind playing anything.
  4. For the Holy Order ( ͡° ͜ʖ ͡°)
  5. RESURRECTION Finally added videos to the first post, after all these years. I was reminded of this thread as I was going on a matchvid binge and figured I'd finally update it. Unfortunately, most of the +R Johnny players have either moved on or quit altogether, so it's not going to be easy to find more videos from here on out. I certainly don't play as much as I used to, either.
  6. Slight addendum to brett's post: 6P is more or less identical in terms of its properties on hit, but like many returning character's 6P's the hitbox is not nearly as useful as before. It can still be used as an anti-air against low jumps but its utility as a counter poke is fairly limited compared to before. It'll still whiff/trade against f.S type moves but no longer beats moves like Mappa for example. Better pokes all around though make this nerf more or less irrelevant, just something worth noting so you don't die due to pressing the wrong button. Regarding matchups, I feel like Johnny doesn't really struggle against anyone besides Sin; everyone else gives you ample opportunities to hit them. You've heard it a number of times already but his new 2S is really insanely good, it reaches really far and can convert to huge damage at level 2. 6H is honestly broken, once that move is out it is not losing to anything lol. If you're getting hit by low profile it means you're either too close and/or starting too late. 5H is also a really good move too, you can legit walk up and 5H people now (especially useful against characters that normally can poke at those kinds of ranges, such as Sol). I still stand by my earlier post in that this version of Johnny is by far the easiest. Your only real weakness as a character is that you don't have easy/reliable ways to disrespect people, but if you played Johnny before you should be used to that by now. Just IB/FD and jump out and you'll be fine. If you wanna live life on the edge, I guess you can Blitz Shield or depending on the situation 2H, but really the risk is not worth the reward compared to landing a Zweihander/j.S/j.H on your way out of the corner.
  7. I don't typically like to comment on this kind of thing, but Sol is very clearly one of the better characters in Revelator. For the most part everyone seems to agree that Millia, Zato and Sol are top or close to it. Past that though this game is really hard to call. Charged Blitz is a game changer and people are still trying to figure out when it's best to use it. A lot of characters seem dumb at first (Elph, Jack-O) but once you learn how to fight against them you realize how vulnerable they can be. Honestly I don't think it's worth having this discussion at this point in time. Japanese players are still figuring the game out and nobody else can even play it yet. The difference between Sign and Revelator is bigger than it would seem on paper.
  8. Honestly, I think this is by far the easiest version of Johnny. New inputs and combos will take some getting used to but past that he is incredibly easy compared to any previous version of the character. Spacing is way easier thanks to his new normals and your corner oki is as one dimensional as it seems. Anyone who had a decent handle on this character in the past should have no issues picking him up in Revelator, and even new players or people who've never used him before can probably get the hang of things pretty quickly.
  9. It doesn't seem (too) height dependent actually. 5K works on characters f.S doesn't work on and the timing is pretty similar. You want to hit them right as they bounce. Played a lot of the mirror match today, 6K is really fucking good against Johnny. Because of its frame advantage you can do almost anything after normal block, including but not limited to just doing 6K until they get hit. Obviously other characters will have invincible moves that make 6K less appealing but it is still a good move. 6H is obviously great too, catches Johnny doing anything at the right range.
  10. Learned a lot last night. First off it is possible to combo off of airthrow even midscreen! Saw someone do f.S Lv2 Mid for corner carry. I'll have to try this for myself to see how hard it is but yeah. Also a universal follow-up for Lv2 Low: dash 2S coin f.S Lv2 High etc. Lastly I came up with a dirty trick that works really well: 2H Air Low MF YRC into instant overhead j.K. Should work on everyone.
  11. Karinchu, and yes, 2H does put you airborne. Your options on block are height dependent so you'll have to figure out the best Mist Cancel timing for what you want to use it for. At level 1 I sometimes have difficulty with timing the MC correctly for a high/low mixup so I usually either just land and block or cancel into low MF. At level 2 however it's pretty easy to get the perfect positioning for a mixup so you can just do whatever you want. Pretty sure mid and high air MF are overheads, I've seen people TK them in the corner, but maybe they just aren't being blocked.
  12. I agree that all of his new normals are good, but 2S and 6H particularly stand out for me. 2S now reaches farther than 2D, which I believe is a first for Johnny. Combined with the frame advantage from Mist Cancel it's basically the old 2S on steroids. 6H is really something else though. It gives him frametrap ability at nearly half screen and beats a lot of moves you wouldn't think it would (it beats Elphelt's slide clean!). It will still lose to low profile moves but past that it is really something to be feared. I like 2H a lot too, I just don't have a good handle on it yet. It seems like a good meaty for when the opponent can't Blitz Shield and it can lead to a high/low mixup even at Level 1. Pretty good anti-air too.
  13. To be honest, I'm trying to minimize my coin usage outside of combos as much as possible. Already you're spending 2-3 coins per combo on average and if you want a mist setup that can beat Blitz Shield you can add another to that. That's why I've been focusing on poking and pressuring using mostly normals, which has become much easier than before since new 2S and 6H are both really, really good. Sorry for the confusion, I guess you can't believe everything you hear at the arcade lol.
  14. Upon further investigation, that does appear to be the case. I stand corrected.
  15. @brett: That's what I've been told and that's definitely what it feels like when I do coin -> IAD combos. Using AC/+R timing I was always airdashing way too late, but once I was told it's a cancel and started doing it with cancel timing it worked just fine. I know for a fact that coin is FD cancelable towards the end of recovery so it being jump cancelable isn't too far out there. I should confirm this at some point by just trying it in a blockstring, that never occured to me before now lol.
  16. Yeah, I was thinking that this had been around since day one. I haven't seen someone do Gunflame PRC oki in awhile though lol. @Killerwatt: RC Zweihander should let you do mist without YRC, plus time to do a backdash and meaty coin if you're close enough to the corner. After the RC you basically plummet to the ground while your opponent is still floating so you have a lot of time to work with. It probably helps too to get the opponent as high as possible in your combo (doing throw -> dash jump -> PKSPKDZ instead of PPDZ for example).
  17. Something to keep in mind is that in order to YRC Bacchus Sigh, the opponent has to be knocked down. If you do it as soon as you land after Zweikasu, the opponent is considered OTG still and you can't YRC it, only PRC. So in a lot of instances it actually makes sense to RC Zweihander instead, since you may otherwise be unable to YRC it with the correct spacing and/or frame advantage.
  18. You can watch me play my third day of Revelator for the first 24 minutes: http://www.twitch.tv/joniosan/v/19227717 Overall I like this version of Johnny a lot. The new inputs really threw me off for the first day but once you get used to it it's not so bad. Mist Finer being 214 actually makes baiting bursts even easier than in the old games. The biggest adjustments for me are identifying the new ranges Johnny can fish for counter hits at and the various different timing adjustments for combos. Basically all of your old throw and Lv2 Mid combos will work, you just have to alter the timing for dash jump/IAD. IAD after coin is now a cancel instead of a link, so just mash it out as fast as you can and you'll probably get it. Zweikasu is easier to get than Enkasu for sure, although I have yet to come up with a reliable way to visually verify when it'll connect midscreen. Sometimes it seems like it'll hit, but will whiff, and other times it looks like they're way too high but you get Zweikasu. I'm sure it'll come with time but right now I just do Zweihander whether or not I think it'll connect.
  19. IT'S BEEN OVER A YEAR I will fix this thread up proper as soon as I get the chance. That being said, don't hesitate to post any videos in the meantime. It'll help me out quite a bit, actually.
  20. I do. I'm pretty busy as of late but I will randomly show up to Pasopiard during the week sometimes.
  21. Just get a new PCB for it like an MC Chtulhu or PS360, dude. It's not that hard to install and you won't have to spend nearly as much.
  22. Fuck spacing and all that I just wanna dash n' mash
  23. I think my main issue with BS is that it is a key contributor to my main issue with Xrd as a whole: the pace of the game is minced up. We already see the wars of attrition with YRC all the time, and the same thing is starting to happen with BS. It turns into a contest of "No, you activated my trap card", bringing the game to a screeching halt until someone runs out of meter. It is kind of cool in a way, but it will get old fast, and we won't like it as much as we do now. I think if they made it more similar to Slashback in that you can't use it as a reversal, it would help with that a lot. But then we'd have to see a number of characters (particularly the Valentines) get reworked entirely to account for that. Basically, the game is a slight mess right now, but I am optimistic that a lot of these things will be improved.
  24. Watching your own videos helps, but you have so many local players you can just watch theirs instead. You can see me play against shtkn at 02:02. He plays a more defense oriented style whereas I play more aggressively, which should give you a good idea of what you should be looking to do in both situations.
  25. I think I've seen you play at Saltmines? I'm just visiting the area, next week will be my last visit for the foreseeable future. You have shtkn to play against, who is a great player to learn spacing from, so I would pay close attention to how he moves in and out of range of certain normals. A lot of this matchup and playing Ky in general is simply getting in the right range where you can react to your opponent and hitting them with whatever you can. Playing on reaction is the name of the game, so if you find yourself making those guesses with f.S/3H a lot, I would suggest you get out that habit and start trying to poke almost entirely on reaction, even if it's with something not so great at first like 2K or 2P. Just getting in that mindset will take you a long way, and then from there you can start putting the finesse on things. Can't offer much more without seeing a video or something, but I feel like you have all the resources you'll ever need at your disposal. Once you get in the right mindset to really start playing footsies, everything will fall in place from there.
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