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10stars

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Everything posted by 10stars

  1. Pretty much what qwerty said. Johnny's the high risk moderate reward character.
  2. He has the worse matchups in the game. He's weak in alot of areas where alot of characters aren't, there's alot to cover on why he's low tier.
  3. Because of the interest in the throw > 6k crossup at 1:11 I would like to clear any confusion up, I made that video while I was messing around with multiple characters for weight etc, the 6k 1-2 frame crossup that hits dizzy behind her after the tech is a DIZZY SPECIFIC, it will not work on other characters.
  4. Post hasn't been updated for awhile, I went back to marvel for a little bit so I stopped recording, but to update a little bit since I'm back to guilty, a video with some gimmicks that are new. All off of a throw into a back recover. Some useful some one time use per opponent stuff. http://www.youtube.com/watch?v=kWpBLwbp7Hs
  5. Yes - for one reason or another if the guard bar is low certain things will not combo, j.p > j.s works on potemkin in the air, but if his guard bar is low, for one reason or another it wont, and its techable.
  6. Its dependent on everything Teyah said. Johnny has bad matchups across the board, but you'd be surprised how little people know how to fight against him.
  7. http://www.youtube.com/6o9tenstars My collection of Johnny stuff so far. Potemkin video is the latest.
  8. After a long break of recording I decided to pick back up with the character specific videos, Potemkin: http://www.youtube.com/watch?v=nehP3Gi6wOc
  9. Damn man where the fuck have you been hiding all this time!
  10. Divine blades do not link using frcs in accent core. Divine blade no longer causes the opponent to float, it instead causes them to plummet. j.h > ensenga > rc > l3 mf > extended combo does roughly 65% to every character besides Pot and Robo.
  11. There is no "best" johnny player. Bleed is widely considered a better JO than Kabe, and Suzume is a legendary JO player as well. They all bring different types of JO play to the game.
  12. even though im not 100% with my enkasus i still go for them whenever i see the opportunity, even if you dont get it, you dont drop more than 20 points of damage from a KJ damage combo to a KJ > AD > enkasu
  13. xfer to auchindoun, play more wow.

  14. Alot of the eddies ive ran into at this point are pretty careless with shadow against johnny. They like to move in with him the same way they do against everyone. Theres a few good answers to it: go hunting with coins, if shadows moving in and you toss a coin while the eddie player isnt really worried, chances are that nice little gauge is going to be eating a recharge for awhile. Didnt work? They probably used shoukougeki, that crummy shadow move with 11 frames of immunity on it. Next time? Go hunting with coins, but try to aim for shadows nose, if they use shoukougeki, shadow should appear right in front of you in time to eat a 2p, sending him back to the recharge bar. Bait Nobiru! If shadows moving in and you dont want to use your coins, or you havent had luck using the two options listed above, wait until hes almost near you, jump and backdash so you dont get hit by Nobiru, and on the way down throw a j.S to take shadow out of play.
  15. oh wow, so you can solo JI and get a double jump. Thought this was something they may have done in AC+ when Nattak said that you can DJ after the solo JI. Adds another trick to the list.
  16. You can only solo jump install the KJT/DBT with a superjump. I havent done it as a wake up on anyone. Ive only done it in a blockstring ended with a coin in the corner. 5h > coin > sjtk kjt > kj (block) frc > air dash > dust. pretty much exactly how it was done in the video is the only way ive applied it in play. You dont want the KJ or DB from the transport to whiff, or theyll feel free to jump out or use whatever move they want to hit you during the air dash. If its done correctly after the kj/db frc it almost looks like johnny hits the ground because of his air dash startup.
  17. Yeah, DC has proven himself as a threatening Johnny player with his style. Suzume Jonio and Bleed all have their own slightly different variations of playing, DC is obviously the more threatening JO if you took coins away from all four of them, and learning what he does without coins is useful in alot of situations. Its sad that theres so much behind Johnny and theres so many ways he can be played. I honestly dont think anyone will ever be able to tap into Johnnys full potential though. Imagine a Johnny with Suzumes pressure, bleed and jonios sets of tricks, and DCs ability to fight without coins being a true crutch. They all pull a different set of excellent options from Johnny, and everyone has an opinion on why one of them messed up in a fight and why another Johnny would have done better in the given situation.
  18. Thanks, ill be making one for every character so theres still a handful that arent released.

  19. I always like seeing the upset win too. But I follow Suzumes playstyle so much that when i see DC play im just like ? why the hell would you do that? He lost a match to a venom awhile ago because he RCd an ensenga to ensenga again at the end of a combo, he had much better options that could have killed him in that combo. He just does random things that cost him matches.
  20. I really dont like the way DC fights. He lucked out on a handful of things.
  21. As far as reliable pressure, you really do need to use coins in your strings to make them hesitate unless you're at level 3. Example: 5h > mc > 5h > mc > dash > 2d > mc > 5h > mc > 6h In this string normally by the first dash, theyll jump out. However if you change it > 5h > mc > 5h > coin > dash > 3h > mc > 5h > coin > mc > 5h > mc > 2d blah blah They see a coin the first time then hesitate before the jump, allowing an extra 40 points to be racked up on the guard bar. Johnnys pressure is really freestyle, so you have to change guessing what they want to do. If you think theyre going to jump, 5h, if you're kinda far back and think theyre getting ready to strike back during your forward dash, 6h etc etc. As far as anti airs it needs to be specific, if they 8 jump wait for you to whiff then dash, throw a high mist finer, its a pretty safe anti air. If its a character with a lower jump such as HOS, and you're spaced a little farther back, 5h can be a decent anti air. If theyre simply jumping and trying to attack on the way down, 6k can be useful in SOME situations. If theyre just looking to get out of the pressure by iading, 8 jump and throw them back into the corner for a free coin / mist / 5k > mmf2 loop. A good way to make your tk ensenga a little less predictable is to JC moves into it, it makes it easier to hit and is less expected, examples: 5k > JC > ensenga 5©S > JC > ensenga 6h > JC > ensenga 5k > 5©S > JC > ensenga Coining into it is also a nice change, most people tend to expect dashes after johnnys coins, throwing the overhead can make someone hesitate the next time around. Ill probably end up making Robo my next video for specifics, theres going to be a reference to his throw knockdowns in it so you can see it and possibly get a better visual on it. Edit: i think testaments next actually, havent decided yet. As for throw combos > corner enkasu is throw > j.k > j.s > j.d > enkasu Mid screen kj frc enkasu: throw > j.k > j.p > j.s > dj.s > dj.h > kj frc ad > j.k > j.s > j.d > enkasu
  22. Any chances of having a tournament thats set on a specific date instead of having 99% of the competitive players for a game not show because of a mispost on a tournament thats happening the next week?
  23. Lord Knight is a bum.

  24. Do you play tekken or does the Blackula reference not have to do with the bruce player?
  25. If someone allows you to activate mugen, then gets pushed into a corner and gets hit while mugens active, they need to rethink the types of games they're playing. The combos there but its situational as hell, mugen has no invincibility and you can be hit during the startup, or avoid corners.
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