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East Sun Ghost

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    Hong Kong
  1. How many hits in total are there for -k- little eddie? So it's like there are two hits, instant block the first, backstep, and we can dodge the second -k- little eddie hit?
  2. If the other johnny pressures you too much on MC pressure, use 2hs at the right time + s.dust as cancel. But dun overdo it =/ One of my major mistake is to be too obsessed with fancy combos...I mean, for any characters other than johnny, there are character specific combos. This mirror match isn't really about combos anymore. It's about who can be more anal to think of attacks that suppresses the other. e.g. if you overdo a 2hs>s.d, the other johnny should simply pressure you with s.hs>mc cancel>reshuffle. if you overdo iad, the other johnny simply holds their 236P MF / do a 6p / 6k. if you overdo a s.hs>mc>reshuffle, the other could bs>6hs. If you overdo a 6hs, just iad and do what the heck you want. It's basically karma match =/ of which i hate.
  3. Upon johnny's ANY cancelling moves (e.g. coin > 66 , k>s>2d>MC...etc) ---> Go for HS Fujin. It always works.
  4. I find you a very experienced johnny indeed with your ji's, kj frc>db frc>jd>ensenga...your combos are all good. I'm very much similar to your fighting style in fact. More on the offense than defense =/ Just some general comments, nothing dogmatic just some personal comments: Match 1: 1) You rely heavily on ensenga near the end of the match, even without an RC. Dangerous. 2) When you're pressured in the corner, why not use some FD blocking to repel a bit more distance, and start moving forward again? Match 2: 1) when you have your opponent in the corner, it doesn't HAVE to be an ensenga =/ predictable man. I often repeat the same thing you do too, relying heavily on ensenga so I guess I'm not too proud of myself on this either. But yeh, I'm now learning to do more mixups when opponent's in the corner. Try staying at mid range after you've 2d the opponent. At the time they get up, they'd be guessing if it's an ensenga. Throw them a 236S lv.1. Next mind game, MC a lv.1 S, and go for the lv.1 S again! If they do fall for it, go for the ensenga the 3rd time. Well, this is no rule fixed in stone, but just an example on how mixups can make your opponent miserable, especially MC-ing. I know that ensenga>rc>ad>jkjd...racks most damage, which is why if your opponents would try blocking it as much as they can to avoid.
  5. hm...this i think was mentioned before in the slash posts but i'd generally reiterate some simple points. hard match. Almost ALL of faust's pokes are superior to johnny. Faust's jhs zones johnny out. Faust's k/flipping punch(6P i think?) counters johnny's ad's and follows with combos. Beware of Faust's FB air drills to the ground(whtever the name). That counters a lot of johnny's aerial attacks. Once on the ground, Faust can play with it's 'facemask' times 2>flower>on my way. Beware of heavy 6hs RC-able overheads. Beware of fake attacks followed by that scalpel juggling laugh. Jump with fd blocks. 6P counter that long range scalpel poke > ad to closer range. Ad> kj frc. Close range mind game of either 6P/2hs/236 p>js>ensenga. Once johnny is in close range, it'd be a faust's nightmare. But don't go too cocky there, cuz faust's 2d could break your pressure when johnny cancel's it's moves into another GC.
  6. Rule: A baiting johnny is a better johnny =P
  7. This is generally a hard match =/ Millia can do a 236D fb move for 3 hit pressure, 1) k>k>6k/2k; 2) ad>land>2k; 3) throw (=/). You get hit by any of those, you land yourself a 14 hit combo + down, with millia launching another mind game. After you're down, they can close js>ad> jpjkjp > pressure. Their 5hs>2d>roll adds to their advantage. Millia's aerial 236d>landing on your opposite side changes blocking direction. I always fall for it. Millia's jd is strong enough to excel almost all of johnny's aerials. Millia can summon bubble bath at long range to cover herself rushing in. The best I could think of: bait for their pin. While they dash, jp a counter following into a combo. Always remember one standard lv.2s>kj combo can almost slaughter them 70% health. Funny thing is, sometimes, your 2p could actually counter a bad moon!!!! You can follow that up with a c.s into an aerial combo. Rule of thumb:Block, Block, and Block. Bait, Bait, and Bait for just ONE chance.
  8. From current vids, I see a japanese johnny slashes back venom's 421 attacks, since the timing could almost always be predicted to be occurring as the finishing mixup move. I agree with the jackhound upon ball summons. Of course provided there's tension. I too agree that johnny should stay low with patience. When you high jump, don't be hasty to throw a divine blade or killer joker frc transport. Astute venoms HOUNDS your landing perimeters as heavy punishers. Make venom angry by using 2hs countering like a stupid johnny scrub is another tact. Well, it's not using it like there's no tomorrow but should be calculated. Apart from all these, I would say that venom by all means as all the edge against johnny's =( Even though I may be saying all these tacts, I a lotta times couldn't perform them myself cuz it's all too circumstantial in venom's favor.
  9. It's simple: AXL 5p = johnny 6p (counter) axl 2hs/2p = johnny 2hs (counter) The frustrating axl's are the ones that forfeits their distance, but rams into the distance of neither mid range (johnny's range) nor close range. They do heavy mixups 5k > 2d > chain (down)...6hs (which can be countered by overdrive but you gotta be quick)...axl bomber downwards (NEVER press buttons after this move cuz axl almost always moves faster I dunno why, probs the frame?) airdashing with a killer joker frc is a good transport plus potential counter hit on axl's chains Normally, the moment johnny gets in close range, and doing his proper mixup, you'll be vouched winning.
  10. Generally from my personal experience: 1) Hold down your lv.1 MF(S) when eddie summons out shadow. Teleport to and fro until you get close enough to kill it. With the charge bar regaining time, pump in the pressure on eddie, but ONLY air dash when you've safely judged the circumstances as 2HS's got heavy punishing effect. 2) FDC jump. This changes your trajectory to minimize air throws, and could also block -s- claws, 2HS, 6P. 3) As in the other johnny forum here, if you've mastered the "lv.2 k MF> coin> IAD> jpjkjd >one hit ensenga > mist > k> s> lv.2 k MF...repeat" trick, this is insanely productive. I've seen top tier eddies being sliced and diced by Johnnys repeating this pattern. Who says johnny doesn't have unblockables? One thing I would like to ask though: I've seen Johnnies throwing eddies RIGHT BEFORE the eddie could hammer a 6K>214S>-k- gattling combination. What's the know-how? P.S. I like Alex DeLarge
  11. In general, the puddle unblockable is the best. It deals the best stun, generates a lot of tension, ends in a knockdown and leaves you with the option of going for the 22H FRC iad j.S unblockable afterwards.
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