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qwerty

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Everything posted by qwerty

  1. i haven't exactly played against the greatest venoms ever, but i find ensenga zoning (similar to how it's used against potemkin) to be very useful against him. especially when he's setting up balls; if you catch him during active frames you get a ch ensenga (which isn't fun to be hit by for anyone).
  2. ever notice how your 150 damage combo does a hell of a lot less towards the end of certain characters life bars? that's guts.
  3. http://www.youtube.com/watch?v=fX0ZejKzz6k loving the new 2P animation, and it seems to me like jacky's 6KG is easier to juggle with now (in vf5 ver c the timing for the G cancel was a 16 frame window, maybe it's more lenient now?).
  4. qwerty

    [AC] Johnny vs May

    hah, i've actually played against many may players since then (norcal is full of mays ). for the most part, i tend to distance myself and do much more guarding/defense in general and much less throwing out random normals at rush in range like i used to. this has helped a lot, because now i can actually see patterns in how may sets things up from everywhere on screen. against may, you should be keeping yourself safe at all times. mist canceling guarded normals is a must (you should avoid whiffing anything), as may can capitalize and ch from most anywhere on screen. conversely though, you can very easily punish may for moves she whiffs/you guard (coins and low level 2's work really well for this). 5H is probably your best overall poke here (ESPECIALLY ON ROUND START) with 5K and 2H coming in a close second. don't use f5S, ever; it'll whiff over her every time and isn't worth risking. even if you're going to mc it or something, you'll end up getting punished for it. so long as you keep yourself at a distance and punish her whiffs, you'll soon discover that she isn't as hard as she seems she is- she just has stronger gimmicks than you. speaking of gimmicks, may has lots of them- and most of them are really stupid. if she's in 1hko mode (like if you struggled out of a dizzy or something), just distance yourself and guard if she comes anywhere near you. nothing you have is stronger than a full invul throw (not even wakeup super. don't ask ). if she has half tension and is always trying to get in front of you (iad'ing all over the place in an attempt to catch you behind her), you have to watch out for that too because she's probably trying to set up a dolphin super; if you're behind her when she inputs it, it's a zero frame hit that you can't do anything about. so in essence, just keep yourself safe even when you don't think it's necessary (because against may, it is). may doesn't really need tension to do damage, so even at round start you have to be careful of her rushdowns. past that, just stay patient and wait for her to leave openings (don't worry, she will) and capitalize on them as much as you can.
  5. ggx s tier: johnny ggx a tier: millia ggx shit tier: everyone else
  6. 6P is guaranteed coin on baiken. it's no throw or 2D, but it works.
  7. that's hrap 1 style, so i'd use the outermost six buttons if i were you. all the true japanese curve is is a slightly different shape from those outer six; you see it on hrap 2's and the like (like this one). if you had a stick with that config, you would be using the innermost 6 buttons.
  8. is this an hrap 1 style config or is it a true japanese style curve with those two useless buttons for tekken on the side?
  9. if you have to play on a pad, always use the d-pad. everything is so much more precise that way. especially if you're applying heavy pressure with mist cancels, you don't want to make a mistake as to what normals you're mc'ing.
  10. i mostly only use level 3's for combos against characters that are hard to combo off of level 2's ( and , mainly), but they can be rather useful if you set them up properly. the preferred method is 2D -> level 3 high (though it doesn't work on ky, robo ky, aba or dizzy), but you can also land level 3's off of the same counters you can land level 2's off of. best level 3 for combos though is easily the high one (MFP), because it has a very long, untechable float effect. even if you end up landing the level 3 from pretty far, you can dash in and still be within perfect range for a combo. i did a quick write up on them in this post, but i'm sure you all could add much more to the info i supplied.
  11. there are universal combos. KSKS works on everyone, as do variants of it (KPSKS, etc). it's not a knockdown combo (one hit ensenga setup) but it does good damage and works on everyone (though i've managed to land it as a one hit a few times, it's really not worth trying). johnny is low tier in accent core because he doesn't have any overheads (except 5D, lol), reversals (except his super, but that's 1/2 tension) or mixups. his guardstun is also terrible and due to his tall hitbox, is an easy target for random normals (this also makes some of his moves, like 5S, completely whiff over shorter characters ). that's not to say he doesn't have any redeeming values though. johnny also happens to have among the highest defensive modifiers in the game, so he takes less damage than most others. johnny also can do lots of damage off of random hits (most of these setups reqruiring a level 2 mist finer), and his frc points are relatively easy. mist cancel strings also do a great job of locking down your opponent, and the possibilites for mindgames with those are endless (though risky, in some cases). lastly, his throw is arguably the best in the game (not counting command throws), giving him perfect position to combo or coin. pretty much, the best way to play johnny is to be unpredictable. you can take more damage than most other characters, so just focus on landing a coin and then from there, setting up a combo off of a normal. some of his normals are actually really good against certain characters (5K, for instance, completely shuts down order sol), so landing one on ch makes setting up combos that much easier.
  12. when you see normals lumped together like that, it means that they're part of an air combo. the double jumps are just assumed and likewise aren't added in. so for instance: j.P -> j.S -> dj.S -> j.H would be shortened to just: PSSH makes things easier to read.
  13. i've seen kenmastersx sbo qualifier video on youtube. it's actually one of the first results if you just type accent core into the search bar. other than that, i recall hearing that there's a really good jo main in socal, though i forget his name at the moment. there's a few jo's in norcal (myself included) but most of us are just about as good as any other random scrub (though i mostly speak for myself). i tend to win lots of rounds but lose lots of matches, mostly due to stupid mistakes i make under pressure (such as iading during mc pressure strings against potemkin), though i can only get better i guess.
  14. its strange to see bunbunmaru play someone other than wolf. the walls are really dangerous to be near in r. i think people got tired of not really being able to punish opponents (like me) who sit there and guard/fuzzy/throw break all day but don't actually evade to the other side. well, now you can punish them. for 70%+.
  15. i typically jump when i see a slidehead coming and then do an ensenga/divine blade on the way down.
  16. don't watch johnny matches in ac then . try watching some old ggx matches. you'll see some of the most ridiculous shit ever in those (spending all coins on mist trap and ending it in a super, among other things) and the best part is that johnny always wins.
  17. suzume: the absolute best, by far. it's a shame his team didn't do too well in sbo 2007. omito: very good. only JO i've seen who can consistently beat PO. dc: strange play style, but it seems to work. at least he can do as well with coins as he can do without. bleed: pretty good, but too bread and butter. i think the reason he doesn't win as much as dc is because he's more predictable. i will say though, that he is the king of comebacks. hiro: only seen him play a few times, but he came off as being very skilled. mk: kinda a crossbreed of omito and dc in terms of style. arguably the most interesting JO to watch. jonio: don't see much of him anymore, but he seems to play like alot like bleed. also seems to lose alot.
  18. qwerty

    AC: Combo Guide

    throw -> j.k j.S -> DB (FRC optional) 58 damage, gives knockdown and likewise is a good mist setup. only works on potemkin, but can be used anywhere on screen (though the mist is much more likely to hit midscreen if you frc db).
  19. i've watched that video at least a hundred times. i still hope to one day use that mc pressure string he does in the second round. still no 1hko though .
  20. a little off topic, but you know how pretty much every johnny combo vid shows him using his 1hko against aba when she transforms back to normal (when she says "suka")? has anyone ever been able to do this in an actual match?
  21. oh, i thought you might've been confused or something. sorry bout that. at the moment though, there's no confirmed console port yet, though myself and many others are leaning towards the prospect of it being ps3 exclusive with online play via vf.net. localization for the us is questionable though, since vf5 didn't turn a profit here at all. but, if it comes on ps3 in japan, we'll be fine.
  22. vf2 soundtrack confirmed for vf5r. none of you know how much this excites me .
  23. honestly, i prefer vf over everything. most other 3d fighters don't even compare (i say most because i'm sure theres one or two i don't know about) to vf in terms of technicality, option select and balance. jacky is everyone's main. myself included. vf4:ft was ported? i think you mean vf4:evo... and yeah, jean looks pretty badass. i might switch to him too once i get my hands on it.
  24. qwerty

    [AC] Johnny vs Ky

    consider youself lucky. ky is one of my most hated matchups in the game . fb crosses completely dominate johnny's air game. if he gets you in the corner and he has quarter tension, i'd suggest you get out of that shit asap before he places a cross and pretty much holds a choke point on the stage. the most i've been able to do in that situation is stop his rush in with 5K (kinda hard, depending on who's playing ky) and fd until the cross disappears. you don't want to jump into it, period, because he can capitalize on that from anywhere on the screen, be it with a dp combo or a projectile (or in some cases, another cross ). pretty much, this is a matchup where you have to be aggressive and try to get an advantage as early as possible. land a coin before he can gain tension and try to dominate him on oki with enkasu setups. be wary of his pressure (ky's 5K looks like it hits high, but it hits low. this used to get me all the time) and if he manages to trap you, be patient. the difference between a good ky and a bad ky are that a good ky will back off and try to bait you some other way, whereas a bad ky will just keep spamming crosses all over the place and try to bait you that way. if you just stay put and throw out safe pokes to counter his rush ins, those crosses will disappear and then you'll be free again. then he'll have no tension and you can rush him down johnny style. hard matchup (for me at least), but it's definitely doable. ky's kinda like venom in the sense that good players can be very versatile with them and really fuck you up, but bad players just use gimmicks and bullshit that will only work the first time. luckily, most of the ky's i've had the chance to play have been good, so i can at least offer some (somewhat) valuable advice for him.
  25. i think eileen has remained more or less unchanged, save for a few new throws. there's a full command list here. i guess even though jacky was somewhat nerfed (6P is now easier to counter, 1P has longer startup now, even shittier P+G) that a jacky main swept the sbo finals this year, which makes me happy. also, i guess sabaki's have been somewhat beefed up, as most jean players seem to be exploiting them rather generously. hard to say anything for sure though without actually having played it yet.
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