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Everything posted by qwerty
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Chaos Breaker
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The 15th? Shit, guess I won't be able to make it after all. I'll be in town from the 28th-06th, and I'll definitely make it out to whatever's going down.
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If you hold down the face buttons as the game starts, it brings up the progressive scan toggle screen, a relic from the PS2 ports. This is obviously no longer necessary, and it doesn't make a difference whether you enable it that way or not if you're already using an HD display at a progressive scan resolution. Just found it weird that it's still in the game.
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It's official: Johnny is TOO STRONG
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First +R vid added to the playlist. I may just make a separate +R playlist eventually, though.
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I can do FRC's in even the worst of my matches, my problem is that I can't do Dash Jackhound or move as I want to. Sometimes it'll randomly drop inputs in the middle of gatlings, too. I've pretty much given up on finding the one person I can have a playable match with. Granted, my internet here is shit, but things don't get much better when I go to my friend's (who has cable). I would say my case is the exception, except it seems that a lot of people have the same problems. Vocal minority, perhaps?
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Somehow, I get the feeling that they know all of this by now, and perhaps even knew before the game was released. The game itself is perfect, but the features are clearly a rushed hackjob. Something tells me we're either going to see the much needed functionality added when +R hits, or it'll just stay shitty forever. I definitely wouldn't buy another console just for GGAC online; the 360 doesn't offer anything over the PS3 at this point. I don't even try to discriminate between "good" and "bad" connections anymore because they all suck, really. I just press buttons and watch my life bar disappear because my character takes 10+ frames to register block inputs.
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Page 2? Do you even lift, Florida?
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GT: GUILTY GAIJIN Location: Japan Stealth edit on a two year old post
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Yeah, a lot of the older posts here aren't necessarily bad, just lacking context and/or are no longer pertinent. I've been doing my best to give this forum everything I wish it had back when I was first learning how to play. Also, San Jose? Most of the Norcal Johnny are gone now, but I guess you can still ask Tenkai for help if you go to SJSU. I think the Norcal bandwagon has jumped ship to Zappa now, which is bad news for you.
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The best you get as far as gatlings go is just canceling in to 2K/2S/2D. None of your gatling options hit overhead, so you have to go low instead. But usually, people block low against Johnny anyways, so you'll have to get good at tick throwing to get them to want to either jump or attempt a throw tech. Again, I can't emphasize enough that this is not the character to play if you want to kill people by hitting them with mixups. Being able to do stuff like this is something you'll be able to do some of the time in specific situations, but it's not something to base your game around. Becoming a setup-dependent player is a good way to never improve. As for the mist, it kind of sucks in AC. Without FRC'ing it, you can't use it most of the time. Even with FRC'ing it, you need a significant frame advantage knockdown like a one hit Ensenga in order to use it properly. This will change once +R hits, though. After a 2D -> coin, I'm afraid you can't do anything unless they decide not to tech. (Well, okay, I guess that's not entirely true. You can wavedash up and throw them, or DBT/KJT which is more gimmicky. But again, not something I'd bet on being able to do often because of the gimmicky nature of such things)
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This has already been gone over before, but I guess for the sake of people who may just be browsing this forum for the first time and don't feel like going through this whole thread, why not. So you have three ways to score damage with Johnny, those being Level 2 Mistfiner, JI Killer Joker, and Mist Stance Dash Jackhound. The idea's that you want to get in a position as early in the round as possible where you can land at least one of those (ideally, at least two). Easy ways to build tension include: - Walking forward, then walking backward, and then walking forward again - Instant blocking - Hitting the other guy Easy ways to land coins include: - Trading with stuff that won't get you killed early on (Pot slidehead, Ky f.S, Roboky 6P, etc.) - Ending a gatling with 2D and canceling that into a coin (5K c.S 2D coin, 2K c.S 2D coin, etc.) - Landing coins after a throw So why did I mention all of this instead of just list a bunch of combos? Because it's important to know why you're doing these combos in the first place (ie: why you'd opt for knockdown/recoin over damage, or spend tension instead of coins, or viceversa), because this all affects your options once you're done with the combo and you're either on the offensive or back at neutral. That being said, damage combos with Johnny are fairly straightforward. It's all about getting as many S and H in the combo as possible. Knockdown is where things get more complicated, since it becomes a lot more spacing, timing, and character specific. There's a lot of combos listed here and all around these forums; but really, the best advice I can give is to just sit down, keep what I said here in mind, watch some combo videos, and practice. It all depends on distance and who you're fighting. I take it you're talking about being in the corner and the other guy being knocked down? After a corner knockdown, it's best to meaty with either 2K or 3HS depending on the distance. From 2K you have quite a few options, actually. - 2K c.S: This is a good way to shut down a lot of wakeup options (reversal backdash and some reversal supers; as far as I know this doesn't work against DP's, though), and if you're fighting against someone that likes mashing wakeup throw you can stay just outside of throw range and get a nice counter hit. c.S is frame advantage so you can do a few things with that. - 2K -> tick throw: Not a bad way to land a throw in the corner, if you're looking to score another knockdown. - 2K c.S 2D: Will condition the other guy to block low, which will help you occasionally land... - 2K c.S TK backwards Ensenga: Who the hell expects Ensenga here? - 2K c.S 5HS: Probably the best overall blockstring off of 2K. It'll push you back a bit, but that's not a bad thing in this case since you were pretty close to begin with. 3HS doesn't gatling in to anything, so you just have to Mist Cancel it and keep the pressure on that way. One thing you'll learn one way or another is that Johnny isn't like other characters in this game, in that he doesn't just keep you locked down in the corner forever and kill you with mixups; he waits for you to make a mistake and be your own undoing. Likewise, I suggest you spend a lot of time learning how to judge the spacing for landing airthrows after a blocked/FD'd 5HS in the corner; and the occasional JI Killer Joker to catch people jumping isn't a bad idea, either. I just tap 8 every time I do 5K, that way I never have to worry about it. The JI itself isn't that hard really, but if you want to make sure you did it just see if you can double jump after the FRC. The harder aspects of learning JI combos are the spacing (making sure you're in range so that it'll connect after 5HS) and later on when you're doing the more advanced combos, buffering the j.HS to come out immediately after the FRC.
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It really isn't easy to pull off in practice, most of the time I just end up with an unsafe 6K. The only practical situation for it I can think of is after a meaty 2K or blocked 2PP, since that's about as far as the throw range gets extended. And yeah, you'll see Johnny move forward (about 1/4th of a normal dash) and then you'll either FD if you're out of throw range or throw if you're within it.
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Oh yeah, you guys are going to NEC, right? Nevermind that I'd be going to Philly to meet Florida for the first time.
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Just to clarify: this is not in reference to the console port, rather the emulated arcade version in nullDC. It's something I've experienced in all NAOMI emulators and even with older versions of GGXX. As far as I can tell, this port is the best yet. I just wish the netcode didn't suck so much ass!
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Whenever I jump cancel mid combo there's a 50% chance I drop the combo after that. This is on both my RAP EX 360 and HRAP 2 SA using an Xconverter360.
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Again, I want to refrain from archiving Day 1 stuff too soon, especially with the balance patch around the corner (though idk how JO will be affected by it, if at all). Not to mention, I can't actively follow +R right now. Shit internet and not much free time takes a toll on these kinds of things.
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My connection is shared by my entire quad, in a building so old it's not even wired for cable TV. If I'm lucky enough, I can wake up at 5AM and get a playable ping (90ms). But as soon as someone wakes up, it's time to find another hobby.
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Oh hey, I played you. Except my internet sucks ass so I had to go to my friends place to play after that match because it was goddamn awful
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Netcode sucks; even when I had a good connection at my friends place, half of my matches were slideshows and the rest were no better than playing on Kaillera. Wouldn't hold my breath for a patch or for the PS3 version being any better either, so just live with it. The port itself is good; beats playing on nullDC as I have been for the past month. I'm slightly annoyed the game doesn't upscale nicely as it does in emulators like nullDC, but it's a small price to pay to have your inputs read correctly.
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Yep. It appears I wasn't the first person to realize that a well spaced step jack (is that what we're calling it now?) is effectively safe on block, and perhaps Arcsys didn't like the idea of a stupid, safe gimmick that leads to full life combos on the off chance it actually hits someone. Go read the thread dedicated to it dude. It's not easy, I'll give you that, but it's far from the hardest thing you'll learn in your Guilty Gear career.