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Everything posted by 10stars
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oh shit. it looks like 6239S~S FRC does allow you to do an air dash, but it seems you can only get the actual DBT out correctly this way by hitting S on the exact frame of the startup of your super jump. Looks like a glitch to me, tricking the game into thinking you super jumped without actually leaving the ground or jump canceling a gatling. nifty. Edit! Also works with KJT!!!!!!!!!!
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Im aware of all of this, which is why im asking how he did a coin > standalone DBT > DB FRC > air dash to do an impossible mixup. Edit: 629S~S FRC, 66 (air dash) gives me a tk DB most of the time (Mostly because im hitting 3 before the 9) but when i dont hit 3 before the 9, i get a j.s. I also tried doing coin > 629S~S FRC air dash, making it so that during the coins downtime i wouldnt jump but would instead get the DBT off, and even after frcing the DB there, the air dash still isnt possible.
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http://www.youtube.com/watch?v=KfGBDvFCMDw&NR=1 2:31, can someone explain how he did a standalone DBT DB FRC and air dashed without hitting the ground or doing a KJ FRC? am i missing something?
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I hit josh ballard with the TMN RC at NEC, got the knockdown that lead to an IK so, its a useful trick, even if you only use it once in some random fight then never again. Edit: Throw > j.s > j.h > kj frc > j.h > land > 6k, in that i cant seem to dash 6p or dash 5©S at all, so the 6k trap is still useful. And what's your opinion on the 6k frc throw setups? I know the same thing can be accomplished with a dash in alot of situations, but 6k scares people into blocking alot. Further edit: I cant seem to jackhound rc j.k from any range, im one of the people who has no problem dropping 75-100% tension if it means im going to finish whoever im fighting off, any videos you have sitting around so i can get a visual?
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I dont have any videos of it unfortunately, but ive used it against a slayer and a sol in casuals. Slayers tends to go for DoT if he thinks you're close enough in mist stance.
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Yes, his slow backdash does allow AAs, but 6ps for the most part thrown before the crossup wont hit johnny, VVs etc will (from experience so far at least) The only time i kjt kjfrc crossup is when i land an enkasu that puts me out of mist, coin, and oki range, you really just have to eye up the crossup and distance in matches, and i dont use it frequently because its more risk than i like, and tension can normally be spent in other places.
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Any jam pressure that leads into an iad to continue pressure can be air thrown, its a safe way to say "get off of me" in alot of situations where she's in the air. Close range coins seem to be the best thing to stop her if she's in your face, I have problems landing pokes such as 5k etc if a jam is rushing me. If you're near a corner try to avoid poking too too much, because a puffball can mean you're in for a deep pile of crap. There arent any johnny openers that cant be punished in this match, so i normally change between 2d if i expect a dash, hmf if i expect a jump, 6k if i expect a backdash jump, or a coin if im not really sure whats going to happen. Beware that she can run under your coin off the start and 2s you for some damage and the advantage in pressure game. Since jam is so very used to applying as much oki pressure as possible, wakeup overdrives are a good option in alot of cases. Dont let her stack cards, jackhound is the answer to this. She's relatively easy to land enkasus on, and if you land one into a mist, do NOT 3h for wakeup, use 2S because she'll simply parry your 3h and make you pay for it. Jams defense is not helping her in this fight, as far as LMF combos because she's so light and floaty, this is the combo that i use if i have a coin landed> 5k > 5h > lmf2 > j.s > dj.s > dj.h > kj frc > dj.s > tj.s > tj.h > tj.D > ensenga. Deals a total of 244 damage to jam with a regular guard bar, if you land so much as a HS before this combo hits for a +20GB, the damage is increased to 309. +40GB increases it to 348. So pretty much, if you can land a few blockstrings and find an opening for a combo, TAKE IT! the damage can change a match as fast as her damage can.
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Yeah, out of the coin transport throw, if you know theyre going for a throw attempt and used DBT, you can DB slightly before you hit the ground and push them out of throw range.
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The best advice i can say for this matchup is to learn your enkasu combos, and learn knockdowns out of every throw. Clutch moments against aba that can end a match: DAA is a knockdown, if Aba is in moroha mode with 1/3 of a bar and the DAA lands, she's knocked out of moroha, giving you either a free IK, or a free combo. tk ensenga is a knockdown if it hits, same as above for moroha mode. air throws are free knockdowns, if Aba goes into the air, it tends to be her weakest pressure point, throwing her is a risky, but pretty good option. 2D is pretty nice against a few things aba has, such as her slide in normal mode. Never open a match with a coin, Aba can react to it off the start, slide under you and get a free keygrab, or throw > dash keygrab to push you further into the corner. You can walk under the second hit of Danzai. Air to ground is hard for Johnny no matter what form aba is in, her 2p seems to beat out j.h and j.k alot. Better to DB frc if you think theyre going for an anti air (knockdown if it hits!) If you're in a tight spot and want to make a dash throw attempt while Aba is in moroha mode, ive had more luck throwing two coins before the dash to scare aba into thinking i dont care about my coins. Thats my name is a knockdown as well, so if you're in pressure and you know that another attack is comming, it can give you that IK or free combo hope sometimes. Abas are ruthless with pressure, so they often tend to walk into wakeup overdrives. Always keep in mind that if jackhound hits and you can land a 5k from the stagger, you can in most situations 2d for a knockdown, into a mist > mist finer for 2/3rds of the moroha bar. Aba seems to wakeup slower than other characters, for example if you enkasu > mist frc > 3h, most of the time 3h seems to whiff because she's slow. I've gotten away with mists without frcing against all the abas ive played at tournaments minus seth, because i had no matchup experience when i played him.
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Regardless of what it is, players can use trial and error to see what works more than once, the important thing at this point is to put more things up that new or experienced johnny players can use. From there they can determine what works more than once, and when to use what.
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Most of the gimmicks or traps i figured out were pretty much just changes from 4r5s 2k > dash > throw tactic. Changing it with a coin into a 6k frc or a coin into a KJT throw makes it more confusing. I'm going to be updating the hell out of the how to hit people thread, if you need any help with a Jo guide message me and i might be able to help.
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I put labels for what would fall under mixup and what falls under gimmicks after reading^ The 6k FRCs can be used multiple times imo, since it scares people into thinking its a hit very few frames before hand, it allows for multiple uses. The DB combos i listed for corner are DBs performed lower to the ground, so if you try them too high such as db frc land throw, it allows wayyyyyyyyyy too much time for the opponent to react.
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More gimmicks/mixups, listed for the players who are running out of tricks: 2d (hit) dash - jump cancel backdash j.k/j.s/j.h Mixup http://www.youtube.com/watch?v=GjTRATWzRhU This works because its a crossup after a knockdown, even if you dont have the tension to combo off of it, its a free hit regardless. This doesnt work because it can be reacted to, Johnny doesnt have the fastest air dash for crossups. On the same note, you can delay your air backdash, and instead of crossing them up you'll be in front of them facing away, but johnnys j.s hit boxes are slightly behind him, so you can still land hits. This doesnt work because they simply wanted to throw a reversal when they woke up (such as a VV) Mist Stance cancel overdrive Gimmick, can be used more than once because there's multiple things the opponent has to try/test to find a proper counter. http://www.youtube.com/watch?v=St0ieWL45pg Originally found by qwerty, I've used this in matches to my advantage. This works because of a really long list of things: They thought you were holding a high mist finer. They think you're a sitting duck in mist stance because they have a move that goes under mid mist finer (Such as jams puffball, avoids the mist finer, but does not avoid the ovedrive) This is good because: You can have a high mist finer waiting for an air dash. You can jackhound through some projectiles in mist stance. You can MSDJH if someone's doing something a bit out of jackhound range that you dont want them doing (jam charging cards) Even if they block the overdrive, you wont be punished for it, resets on block. This doesnt work because: Your enemy has projectiles that you cant jackhound through. Your enemy has slidehead. Your enemy has something that avoids both mid mist finer and thats my name (kys 236k, sols grand viper, so they do this just in case they think you're holding a mid mist finer) Overall easily one of my favorite "what the hell are you going to do" things. Overdrives immunity, anti air with high mist finer (this is the one you always want to hold if you're trying for this) jackhound for other options, and if all else looks like its going to fail, MC into a block. 5k > 5h > coin > Transport (kjt or dbt) > throw Gimmick http://www.youtube.com/watch?v=PeEb9_YQP9s One of my first found useful throw traps, works because they think you're trying to continue pressure. Doesnt work because there's a gap where they can either backdash or jump to avoid a DB or KJ, and avoid being landed on for the throw, or throw a reversal. In the case that they backdash you're rarely punished for it. Its definitely johnny style risk/reward, abusing it means they figured you out, throwing it out once in a full blue moon means it could be a clutch moment. 5k > 5h > coin > dash > 6k FRC > Throw Gimmick / can be used more than once. http://www.youtube.com/watch?v=nZp4qwjktzA Works because they think you're trying to continue pressure with block strings. Works because they think the 6k is going to hit if they jump (Which they can 1f jump fd block anyway, but it still works) Doesnt work because they can jump out of it, even though the 6k deters them a little bit. They can backdash out of it as well, or throw a reversal. Your 6k can be thrown in its startup frames. Random pressure string, MC > 6k frc > throw Gimmick / can be used more than once. (video above) Works because its very hard to react to unless your opponent is used to countering 6ks startup with a throw. Doesnt work because they were 2p mashing, threw a reversal, or jumped away, your 6k can be thrown at the startup before the frc. Mist cancel pressure (Any) into MSD throw Mixup http://www.youtube.com/watch?v=iFCPTscvVcY This works because it catches people off guard, Johnnys regular dash is the "omg he can throw me" sign, from mist stance especially in a corner, people dont want to poke too much because he's the most threatening there, especially if they take a few hits that make their guard bar cry. This doesnt work because they were 2p mashing, they IAD'd over you when they saw the mist stance dash hoping you werent getting ready to throw a hmf, or they threw a reversal such as a vv. Corner DB FRC > land > walk throw Mixup Works because they thought you were going for a low after the DB FRC. Doesnt work because they were spamming reversals, or IBd the DB and started mashing 2p. Corner DB FRC > land 2k > generic combo Mixup Works because they thought you were going to throw something else from the air after the DB FRC Doesnt work because they were spamming reversals, 2p etc etc, you can toss a Killer joker after the DB frc if you think theyre going to spam 2p, it also seems to have the best chance of clashing with reversals. KJ hitting after a blocked DB frc against a 2p is a free launch in a corner. Overdrive RC Dash throw Gimmick Works because the opponent never expects it, it can be a round ender against people that arent looking for every single thing. Doesnt work because 2p spam reversals, jumping, and FD. If you arent REALLY deep with the overdrive and they FD it, they get pushed out of throw range. Jackhound RC dash throw Gimmick Same as above for both working and not working Any air combo > KJ FRC > j.S > allow tech > Jump throw Gimmick http://www.youtube.com/watch?v=pLIayYKE6Zo Works because your opponent was more worried about teching than anything else and back or neutral teched in or close to a corner. Also works because they thought you dropped a combo, silly bastards. Doesnt work because they dashed out of the throws range as soon as they teched, or waited to tech. In the case that they wait to tech until theyre close to the ground, you can still hit them while you're falling. Good because if you're in a corner, and arent able to land the enkasu, its a knockdown + mist with added damage. Especially useful as shown in that video if you can land the 5k > JI > 5h > kjt combo, because it allows you to land that mist into the enkasu loop. Newly updated Throw > Coin > Allow air tech > hmf http://www.youtube.com/watch?v=O7V80fP-iPM Works because they didnt FD after they teched the coin. This works on both back and neutral techs, forward techs you have to wait until they tech to the other side of you, or backdash as they tech in order for the mist finer to hit. Doesnt work because they dashed after teching, or double jumped as you threw the mist finer, or they FDd the second that they techd. Good because if you catch people without tension (aka off the start of the match) if they hold FD and you pause the mist finer, they'll run out of tension and you still get the hit. Throw > j.s > j.h > kj frc > j.h > land > 6k Character specific, not everyone can be hit by this. (Potempkin cant recover from it at all for example) http://www.youtube.com/watch?v=ftWcAAQ7HTo Works because they back techd without fding because they wanted to avoid a knockdown. Doesnt work because they used a forward tech, or FD the 6k. Good because even if they neutral tech, your 6k recovery frames are over, and you still have mixup options (You cannot neutral tech this combo and it leads to a knockdown if you dont back or forward tech it) Especially good against Aba players, who tend to tech absolutely everything to avoid a knockdown, and if the 6k hits, you just turned your throw into over 100 damage, and have the option to either 6k into coin, or 6k into a combo. (6k coin can also lead into a hmf if they dont want to air FD again ^_^) After using it once or twice, if your opponent is deciding to just forward tech, instead of 6king, you can pause and jump up to catch their tech throw. j.S ensenga RC > land > tk ensenga http://www.youtube.com/watch?v=FwBdNJOHSxs I cant recall what player did this, but it was used to finish someone off in a #Reload fight, It works because after the opponent sees an Ensenga RC, their immediate reaction once they see you hit the ground is to block low. Doesnt work because they thought you were going to throw another ensenga without hitting the ground. j.S ensenga rc > land > lmf2 http://www.youtube.com/watch?v=BdDTjtpKuCI Works because they thought you were going to throw another ensenga, or a tk ensenga. So pretty much after they get hit by the trick above, you can throw this into the mix. Doesnt work because they reacted to the lmf2. Remember that Lmf1 is REALLY slow and shouldnt be thrown into this mixup, but a lmf2 has a higher chance of going by unnoticed until its too late. I'll continue to update this post, the more i go to tournaments the more i figure shit out. And the more i play the more i randomly wake up at 4 am and begin recording things i find useful. I added the 6k traps simply because i hardly ever see it used. It really isnt bad, im at a loss for why i never see it.
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If it werent for Johnny players complaining about Johnny, there wouldnt be players like me, you, 4r5, etc etc etc, telling those Johnny players that they arent doing well because they're doing ____ wrong, not because of the character. Because of the complaints, we have more knowledge about our character sitting around on the forums, where alot of character threads have almost nothing. Jam forums for example, theres SO MUCH that isnt listed about jam expert play on the forums. Hell yeah, its harder to win as johnny, and yeah - you have to think more than your opponent. But at this point, everyone who's actually serious about maining him understands that within the first few minutes of reading around here. And i think majority of what can be put in any guide can be found here by searching, or i would have started uploading the stuff in my notebook. There's tricks that can still save people, but for some reason Johnny players dont put theory behind things then try them. Johnny is capable of most of what the cast is when he's given the opportunity. Unblockable into unblockable into unblockable - yeah, harder to do and requires a corner and a limited supply of items - yeah, but he can do it. Overhead crossups that are decent - yeah, provided the setup happens midscreen. The ability to rock someones healthbar in one combo - yeah, give him the tension and a crouching opponent, or a cranked guard bar. Ability to crank a guard bar - check Ability to mix someone up with highs and lows? No - not check, instead he was given a great throw game imo. DB FRC j.h > 2k > 5©S ensenga can be changed into DB FRC j.H land throw, DB FRC j.h > 2k > dash > throw, DB FRC j.k > j.s > 2d MC > throw, DB FRC j.k > j.s > 2k whiff > dash > throw. The list is almost endless, why mix someone up with highs and lows, if you can make them shit their pants and stand there while a throw happens. Crossup KJT for the unexpected blockstring into 'wtf' The ability to zone safely is a problem, long distance poking is an issue as well, but thats something Johnny players have to overcome. The Johnny community needs to learn that even though johnny doesnt have the best matchups, in the states there's a ton of players that have little to no johnny experience, little to no experience with a character that makes options for tick throws in every blockstring, and still has more threatening damage once a coin is landed than characters. His firepower isnt bad, his mixup game is decent, his throw game is A- on a bad day. He doesnt have the best matchups, and defensively he doesnt have an answer to absolutely everything, but he does have an answer to majority of things that can head his way. And from my seeings at tournaments and casual gatherings, a Johnny who's winning is getting more respect than any other player running around. Johnny matches still give that "wow" feeling at the end of them if he's played well, where alot of other characters get that nice old "eh, its been done before" look. Tricks that are new, things that can confuse people, they have the biggest advantage on people who fight tons of eddys baikens pots slayers jams sols and kys, even if they adapt to something quickly, there's probably stuff laying around that hasnt been thrown at them.
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Eh, not that ive placed high in any tournaments yet (17th at NEC, 7th at ACT and i would have placed in the mid 20s at SB3 if the tournament actually finished) but, everything i've read here has given me the edge to win the matches I've won. That and watching videos nonstop. I dont get to practice against people much, so alot of the time i go into tournaments with no matchup experience, but knowing what beats what, seeing how players react to suzume and bleed, and watching your videos i pick up on everything and have a gameplan for alot of stuff. Anything I've done thats 'good' has been from reading what you say, watching videos and learning from other players. No one really uses the same gimmicks all the time, there's new stuff tossed into the mix here and there, so since i dont have time to really make my own im a mix of a ton of players. As far as going for the L3 combo, it seems to be rare as far as johnny fights go. But even if you decide to play like that, or i decide to in the future, i think we'll both find that it isnt that effective most of the time, and you have to rely on tricks here and there. Suzume is a fine example of what every johnny player should be in my opinion: http://www.youtube.com/watch?v=5mwIKWLShuU Safe pokes, safe throws, still keeping a semi slash feel with DB crossups, throws the corner enkasu loop (mmf2 coin 6k mc is sexy, worth its weight in gold because of how easy it is to do). Even though the loop didnt go all the way through due to a burst, it made the aba waste a burst. Then he does crank a guard bar and land the L3mf combo. He's a strong mix of everything. And theres so few matches where i can say that about johnny players. DC is all coin pressure until he runs out, then he manages to struggle through alot of matches by outsmarting his opponent. Bleed is a mix with good pressure mixups throws and loops (tanbo match ftw) And i think ive only seen bleed go to l3 a few times in videos. Id like to see more jaw dropping moments where people eat a combo that deals 80%+, but i need to see it in action in order to really see it as a really good strategy, instead of a once in a full blue moon caught you off guard without a burst deal. But then again, if no one tried new shit we'd all still be trying to play like its reloaded or slash, so i guess at elvenshadows tournament i'll see how it works out in casuals so i dont have to spend any of my tricks before the tournament. Edit: double main? hell no, stick to johnny, alt venom! xD
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The opening dash j.s was fine, the ensenga was too high for it to hit as an overhead (even if he blocked it by standing he could have punished it, and since he crouched it whiffed) allowing him to get the first pokes out and set a few balls up. You got passed that before it got messy though. Be safer with the ensenga tosses especially against venom. A malicious venom wouldnt have let you move in after the ensenga punish. At 0:23 when you moved him into the corner, you only had a l1mf, he knew he could poke inbetween your cancels, in that situation it would have been a better idea to coin cancel instead of MC, he would have taken the coin hit and you would have been able to safely apply more MC pressure. At 0:27 you missed a wakeup overdrive which ended up in you taking extra damage (Thats ok though, it would have worked if it came out :P) at 0:40 im not sure if you meant to 2s > 5h MC, but the 2s > 2h really put you in a bad situation, the venom didnt take advantage of it though. The enkasu was nice, but he was pressing buttons on the wakeup and you didnt have a mist finer, when the 3h hit you could have hit confirmed > coin > l2mmf > 6H > Overdrive for an unburstable kill, unless he bursted at the 6H right before you threw the overdrive, which would have made you invincible to the burst, and allowed you to throw when he landed (or at the very least apply coin pressure). After the final throw attempt that he bursted, he threw a ball hit, you could have jackhounded through it for a kill, even though its somewhat risky, you could have even romaned it for another throw.Overall not bad even though it ended in a loss, be more vicious with coins against venom (you died with 5+ coins left!) Second round the ensenga whiffed again, he didnt fully punish it but it gave him a few ball sets. You ran into alot of hits, and you tried to fake him out and wait for him to attack before you attacked a few times, and you still had alot of coins, dont hesitate next time, toss a coin, it would have stopped him before he hesitated to attack, and allowed you to apply pressure. Third round the overdrive you threw was too far away from venom to hit. You didnt use your burst at safe points (Venom threw a 623H in a combo, the spinning pool stick. Would have saved you a handful of health and the burst would have landed.) However the second 623h he threw he romaned expecting the burst. Practice up your l3 MCs, you were still canceling like you had l2s out :P. Venoms a really hard match for johnny so sometimes theres really just not much you can do. Roboky match: first round opener was fine, just dont use it all the time because he can punish it if he doesnt dash forward. Great use of coin pressure in the corner (do it to venom too!) Not sure if the lmf combo was intended to be an enkasu but if it wasnt you can get alot more damage out of it. After that he recovered into air missiles, it may not have hit but 6k is the answer to air missiles, if its tension missiles and your 6k hits, MC it and block to be safe. Most of the time it counter hits, you can mc > dash and hit off of the wall stick without any missiles hitting you. At 0:50 you threw your last coin for pressure, but you only had a l1mf with robo at almost 50%, thats too much health to get through without a coin combo, save the last one or two for throw coins if you dont have a level. Second round opening was fine, you ran into a few hits because i think you crossed yourself up though. At 1:30 you 5k > 5h but missed a mist finer (would have put you ahead for the fight) Other than eating alot of missles that round i cant point out much i would have changed. Maybe other than turning the lmf combo that you landed into a jackhound combo, because you caught him crouching :P. Third round you ate a 6p off the start, Johnnys 6H beats this, but in some situations it trades. Other than that you ate alot of hits during your movement, he had the momentum of the fight. Fourth round you took alot of hits trying to move out of pressure and he caught you with mixups, and you jumped into the corner! You hit him with a 2d while you were in the corner and MCd it into a tk ensenga, next time MC it into a super jump out of the corner, thats a nightmare waiting to happen. You got out of the corner though, unfortunately once you ended up back in it he put you in a situation where you couldnt wakeup TMN to get out of it. So mixups ended up killing you. Try your hardest to avoid ending up in the corner. Last round Took a 6p again off start. Other than that you played alot safer that round, which ended up with you getting ahead in the damage game and coin game. at 5:00 you hesitated with a 5k, hesitation got you hit and gave him momentum at 5:08 you MSDd under his missile but you had a low mist finer that you threw (understandable, fast thinking, right reaction, simply canceled your earlier attack with a low instead of a high mist finer, cant blame you for that) Alternatively MCing before the MSD and throwing a 6k would have worked. Nice toss on the jackhound for a win. Work on your Robo character specific combos, you can get a bit more damage out on your lmf combos against him, at 4:53 you could have done 5k > 5hs > lmf2 > 5©S > JC > j.p > j.k > j.s > dj.s > dj.hs > KJ FRC > dj.s > tj.p > tj.k > tj.D > ensenga. Other than the bnbs just work on whats safe and when to use your coins, definitely alot of improvement from the first matches i saw, keep it up ^_^
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http://www.youtube.com/watch?v=ojord-7cm3w Videos being processed, but its knockdowns enkasus and damage combos for A.B.A.
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For slayer the easiest ive found is 5K > 5H > MMF2 > Coin > Iad > j.p > j.k > j.d > small delay > enkasu. You want to be slightly above them during the IAD, timing this is somewhat frustrating to pick up on, but once its down to muscle memory its not something you have to worry about. I input the command for ensenga (41236) during the delay, and hit H when im at the right distance from the ground, or i see the right frame to hit it. Nattaks way of learning enkasus was by height, mine was by what frame the opponent was in during the wall bounce from the j.D, then i learned the distance from the ground as well. How everyone else got it im not sure. A video to help with looking at these things in slow motion is here: http://www.youtube.com/watch?v=RibOFVkGXtY In slow motion you can see that johnny drops about 3 physical frames during that delay, which is still time to get the ensenga out. Since we dont have superhuman eyes however, and guilty gear is obviously a ton faster, you want to hit the ensenga SLIGHTLY after you see johnny start to fall after the j.d lands, too early and both ensenga hits will connect, too late and you'll hit the ground before either hit connects. Ive found that you want to be able to air dash as deep as possible during the coin, this way there is less push back during the hits before the j.D > enkasu A video like this can only show you very small things, after you practice it enough you'll have you're own way of doing it most likely. However, this is what I picked up on when i learned it (keep in mind, this took me roughly two weeks to learn practicing 10-12 hours a day) When i learned it all i knew was that a delay was inserted before the ensenga, and it took me a long time to get a feel for it without any slow mo videos, so this might be useful. If you still arent getting smoothe quality or cant see the pictures clearly post and i'll put it on rapidshare. Jofan he's missing the timing on the corner enkasu loops which is the hardest part. instead of using the KJ frc he could use coin > dash > 5h > jackhound > 2d(2) mist. But its more useful to not spend the tension by doing the real combo, because you gain tension from it in case you drop it or they burst or throw a reversal, so you still have TMN for reversals and jackhound combos waiting if they escape.
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hmm? Edit: dunno man, that leaves it to having to be 100% offensive with johnny, characters can still avoid his pressure with reversals, its impossible to predict every movement. Plus, after someone sees it the first time, theyll save their burst for that terrible moment where theyre about to get hit by the big combo. Plus, you really need a flashing bar to screw someones day up that bad. The gimmicks and everything still have uses!!!!!!!!! Even if you did just go for the big l3 combo and punish with tension, you still have to use some gimmicks for the first two coins :x
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I do the enkasu mist loop at the end of the 3 combo videos i have up right now http://www.youtube.com/watch?v=FpADtZqbhpQ http://www.youtube.com/watch?v=WZNOIJx-H3s http://www.youtube.com/watch?v=ZW22owXHsc0 Its the very last combo minus the jam video, which is the combo before the last. The tk ensenga ad j.s ensenga timing is very very strict, and it totals to 128 damage (on slayer at least) From what ive found from testing it, you have to enter the 66 for the AD slightly after the RC, and the timing isnt really fast on the AD > j.s. Try a few different timings, if you need i can record and upload a video of it with the input on for reference.
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There are midscreen enkasu combos (im assuming you're referring to untechables) from throws, however they normally dont lead to extra damage, so its better to do the KJ FRC Air Dash enkasu combos so you end up near them in the corner. This way you can recoin or mist. Midscreen enkasu combos tend to leave the opponent a long ways away from you where you cant take advantage of it, such as Throw > j.s > j.h > KJ FRC > j.D > enkasu (works on slayer/anji that ive tested it on) it pushes the opponent into the corner, but leaves you at midscreen. Corner mist finer loops arent good, each coin hit you land destroys the guardbar, so by the time 2-3 reps happen, your hits end up doing 1-5 damage each, which totals to less than 200 damage no matter what you throw in it if you use all 8 coins. Instead you can just do mmf2 > coin > iad > j.k > j.s > j.d > enkasu land mist for 140ish damage with a free misted target + recoin, so you can either loop that, or go for a lmf combo for damage if its going to kill the target. Save your coins get more damage and retain your damage potential, try not to use all of them in a combo and end up at a disadvantage for the rest of the round. Even for tension gain you'll end up getting more from doing the coin iad enkasus in the corner. Edit: Unless you were referring to the corner loops that i was talking about, then any MMF2 > coin > iad > hit hit dust > enkasu > land > mist > repeat is worth doing, the most damaging loop in that is coin > iad > j.k > j.s > dust > enkasu, the weaker but easier to do is coin > iad > j.k > j.p > dust > enkasu
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http://www.youtube.com/watch?v=GjTRATWzRhU The videos being processed by youtube, its only 45 seconds or so, but its just to show what crossups can be done after a knockdown (preferrably a 2d) I normally jump cancel my dash after a knockdown so i can be pushed passed my opponent a little bit. Since johnny sure as hell isnt Ky, and his crossups can be reacted to (or even be seen in patterns if used too much) Pause the backdash and you wont cross them up, but due to GGACs changes to where attacks hit (aka j.s j.k hits slightly behind johnny) you can still apply pressure and land safely, unless they wakeup reversal, which in that case it would have been better to simply do the crossup. Edit: Video is finished being processed and the samples are available.
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Breaking guard as in mixups? Johnnys mixup options are very very very small, j.s / j.k / j.hs crossups are risky, as well as tk ensenga. tk ensenga requires 50% tension to combo off of, and j.X crossups require tension for jackhound in most cases. Johnnys 5k is good for punishment off of alot of attacks, you really wont find yourself hitting too many people with mixups. Luckily however, johnny was given a pretty good throw game, so scaring someone into blocking during a MC dash throw or coin dash throw is a very good option. 2D > MC > 5D is ok because even if the 5D is blocked you wont be punished for it unless its instant blocked or slashbacked, which is rare from what ive learned. Throwing a tk ensenga here and there from proper range can confuse people into thinking you're going to do it all the time when you're at the range for it, and can allow openings for lmfs if theyre looking for the tk. I've learned to focus more on making someone scared to poke out of pressure, because if a 5k lands with a MF level, its 200+ damage. If they're scared to poke, they leave themselves open for throws. Learn throw combos that end with enkasus for mists and recoins, put the opponent into a state of panic and you have a much larger list of options available.
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johnnys better than bridget >:L
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Not a problem, always nice seeing people learning johnny.