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10stars

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Everything posted by 10stars

  1. Nah, there really arent many enkasus you're going to land on HOS, from what ive picked up from HnH and the other hos/sol players though, is to just go for big damage instead of mists. Corner enkasu recoining is a different story though. As for slayer theres a ton of enkasu mists from mid screen as well as the corner, a handful are in this video, minus the damage combos that i have in there: http://www.youtube.com/watch?v=FpADtZqbhpQ You might also be able to pick up some more combos from that, post if you need help with anything.
  2. 2S MC dash tick throw works really well, coin dash throw works, its hard for them to poke or jump out of the throw because its during the block stun that you dash. 2k dash tick throw works well too. Learning the 6k FRC is a very nifty tool for throws, 6k used too much can end up having you thrown out of it, but if its used very sparingly and here and there its frcd into a grab you'll have some nice setups for 25% tension. Remember that you can take any move you can JC and turn it into a tk ensenga, for example 5K > 5©.S > jump cancel ensenga. If theyre deciding to block high when you're just in range for ensenga to hit, try throwing a low mist finer out. after eating a few lmfs tk ensengas/lmf juggle should be nice for a bit. The only problem with this is that low mist finer lvl1 can be reacted to, and it is easily punished if blocked. On the other hand, if you have a level 2 its much harder to react to, so them trying to block a tk ensenga can end up being them eating 200+ damage. If you're applying pressure in the corner and they jump away from your dash grabs, the next time you know theyre going to jump, cancel your dash into a jump and air throw them, in the corner it allows for the wall bounce > 5k > coin or wall bounce > 5k > mmf2 for the enkasu loop. If people are 2p mashing normally i throw coins randomly instead of a mist cancel, that way theyre forced to block during the entire chain (Assuming it isnt someone like slayer who can BBU through coin pressure, but in that case slayer cant really 2p spam all that well anyway) Be safe with your coins and try not to throw them all away, after 1-2 coin throws instead of mist cancels you can normally scare someone and get away with mist cancel dashing once or twice before reverting back to coins. Remember that your dust is slow as all hell, but the end frame advantage is 0/0 for both players, so you cant be punished for it unless its instant blocked or slashbacked. Remember that these are for the most part just tricks, someone can react to your mist cancel and still spam 2p if they arent all that threatened. 3H 5H 6H 2S 5K 5c(S) 2D are all good for mist cancel pressure. I advise against 5(f)S because it tends to whiff on alot of characters that are crouching, and that whiff can lead towards you being punished. 6K isnt that bad for pressure, however if someone can react to it you can be thrown out of it, and being thrown out of your pressure into a corner is one of johnnys worse nightmares. Its alot of tension, but if you do it correctly its a guaranteed cranked guard bar from what ive found. If you're somewhat deep and you can get a 3H blocked > 3H(2) KJT > KJ FRC > j.HS > land > 3H(2) KJT > KJ FRC > j.HS > land 3H. Its 50% tension but its a full flashing guard bar, and if you started it with 100% tension you can turn that last 3H into a MC tk ensenga RC land > insert combo here. I've been messing with my pressure alot lately, as far as pressure goes, johnnys isnt the tightest unless he's at lvl2 or lvl3 (and still isnt the tightest then), but its still doable, you just have to find a flow of strings that works for you. Edit: 4r5 is right, mixups from johnnys side are high risk, moderate reward.
  3. Normally I tend to use 421 transport over 623 in blockstrings, if you're going to FRC and apply pressure, assuming the persons blocking, i 421 > S > FRC > j.HS, land 3H then MC the 3h to continue pressure. Transport frcs alone arent that good for pressure from what ive found, so its better to use the killer joker transport (421) then killer joker frc (S > FRC from KJT) for pressure. Not only that if you jump install in whatever chain you do before the transport, you can j.k then jump cancel the j.k I've seen transport frcs alone used to go over a projectile here and there, but you have to know the projectiles coming in advance normally.
  4. Yes, its safe, if you RC ensenga you dont have to wait the extra 16 frames of recovery upon landing, so you can mist immediately once you land. Bacchus sigh is 53 frames without an FRC, 41-46 with an FRC which makes it safe off of regular enkasu combos, regular enkasu combos you have to wait 16 frames to start the mist anyway.
  5. No, ensenga isnt a 2 hit regardless, ensenga has a first and second hit, in alot of combos if you dust before ensenga ONLY the second hit connects, the two hits both have different uses, the first hit is landed for a knock down if the second hit whiffs, the second hit is used for damage, and in damage combos, your point is to absolutely make sure that the first hit whiffs, because it reduces the damage of ensenga since the first hit reduces the guard bar. If you RC an ensenga, the mist is 100% safe, you can 3h meaty from a throw > j.k>j.s>dj.k>dj.s>ensengaRC > land> mist > 3H meaty. Try any corner throw combo on HOS with a double jump in it, the ensengas second hit is the one that connects because of pushback. Granted you can do a single jump combo with a dust in it throw > j.k > j.s >j.d > ensenga first hit RC, but you dont gain as much tension before the RC, and it does one point less of damage. So its all in all smarter to do throw > j.k > j.s > dj.k > dj.s > ensenga first hit RC. I spend more time in practice mode learning combos than most people do playing the game, i try not to ask things unless im really baffled. Even for recoining, the extra point of damage is better for doing the double jump, removing the dust, and getting the extra damage and tension gain prior to the RC.
  6. And i said i wouldnt ever ask a girl for her number at an anime convention.
  7. Thats what i've been doing, pretty much just remove j.D in whatever combo you're using, and just Ensenga RC if you're going for the knockdown. For the most part though, it evens itself out because in the corner if you use 25% on a Killer joker FRC to get the enkasu, you still have to spend another 25% tension to get a mist FRC out. If you just RC the first hit of ensenga, you dont have to worry about the 16 frames of recovery upon landing.
  8. Is it just me or are enkasus impossible on hos?
  9. I jump into missles alot against ro too. im just dumbfounded on alot of the matchup and i like to be in the air too much.
  10. I only play on pad. You mist cancel, then throw a coin for pressure, i can see it for mindgames, but canceling a move into a coin is better off if you're going to throw the coin anyway. Ive only seen you use k s dj k s d ensenga for combos, no matter what character you're fighting or what launch you use, whether its a grab a low mist finer etc etc. So you're losing alot of damage especially against may. Personally when someone goes into IK mode i tend to avoid throwing attacks out at random points, next time just avoid the may or any player in IK mode until their health bar hits 0, from there throwing coins for chip can end it, or tick throws. 5H is a great opener against may, switching to coins allowed her to get alot of 6ps in, which is extremely detrimental. You tried to overdrive out of a wall throw, better going for a mist frc if you have a mf lvl, or 5k > coin, even if thats my name hit, it would have done hardly any damage. The only problem with using reloaded combos at this point minus the huge damage loss is that johnny needs to scare his opponent or he'll get ran over all the time, thats what happened i think, the may was throwing alot of careless stuff just because the punishers werent enough to stop him. And nothing against you, just pointing out whats wrong and why, if no one was pointing it out to me id still be doing random things.
  11. You dont seem to know your bnbs punishes or range on attacks
  12. Ive been pulling together training mode clips for one of the other players in my area thats trying to pick johnny up. Just because alot of new JO players would probably benefit from a visual reference, i'll toss them up here. Eddie, random combos enkasus blah blah http://www.youtube.com/watch?v=WZNOIJx-H3s Slayer, random combos enkasus blah blah http://www.youtube.com/watch?v=FpADtZqbhpQ The quality is pretty shitty, send complaints to youtube. Edit: Jam random craps up: http://www.youtube.com/watch?v=ZW22owXHsc0
  13. Agreed on the combos listed being hard. Been going pretty hardcore with johnny since august and i still cant land them all the time, 50/50s suck.
  14. Enkasus after a throw for me lead to a mist or a corner 2p > coin, johnnys oki tends to be more mists or recoins, so its really not worth it to use for KD unless you're fighting someone like aba who's in moroha mode, imo, where KDs are your best friend. I've combod into TMN if im in the right corner and want to throw them into the right corner from 5k > 5hs if im deep enough, other than that, i use it for pressure breaks and nothing else.
  15. The only impossible dust i tend to use at this point is in the corner for an enkasu. 5D > iad > j.d > land > jump > j.k > j.s > j.d > enkasu I havent found other setups that lead me to much else midscreen.
  16. 2s and 2d are definitely current favorites for wakeup on misted jams, worked out rather well.
  17. Yeah ive been messing around with the meaty attacks after enkasus, the corner mmf2 coin iad > ksd enkasu allows for meaty mists, but throw ksd enkasus dont unless you FRC the mist. jump throw combos absolutely need mist frcs as well.
  18. That leaves them with the ability to jump out of the unblockable, granted this is because i cant seem to get 2k to be meaty, but it doesnt have alot of active frames :|
  19. okies. Problem. I play a decent jam, and i can enkasu loop from mid screen throw > dash enkasu, corner throw enkasu etc etc etc blah. BUT, after the mist if i throw a meaty 3hs out, it gets parried, and then i lose my setup, whatever tension i had, and eat a combo. I attempted to change it out and just go straight into mist finer with bacchus sigh on jam, BUT she can STILL parry it :L From my understanding, jam cannot parry low, but 2d and 2s dont seem to work nearly as well. Any help is appreciated. Thankee.
  20. 10stars

    [AC] Johnny vs Axl

    good point :P but i threw it out there because its something i've used to win some fights against axl. The great thing about forums like these is that you can get every side from ever level of player. In the future a johnny may have tension, and an axl may be spamming 5ps, if a TMN comes out and hits it, right on. If the axls smart and doesnt use them, good for the axl. But johnny players need to know every option in every situation, imo.
  21. 10stars

    [AC] Johnny vs Axl

    lol? i can post multiple videos of it happening if you want, im speaking from experience. Having it happen, doing it, and seeing it beats out talking about how it wont work. You can land TMN on ANY part of his chain or scythe, no matter what poke is thrown out, 5p is simply the easiest to see. Assuming that every player you ever run into plays the exact way that they should in a fight isn't the smartest idea, and it will leave you not punishing things you can. You may play safe enough at all times against a johnny with 50% tension, but its a fact that at LEAST 75% of axls running around don't play like that.
  22. 10stars

    [AC] Johnny vs Axl

    Im kinda blatantly referring to being on the ground, 5p spamming happens often, and instead of walking and then ducking every 5p like in the fight a few posts up, he could have thrown TMN and it would have hit.
  23. 10stars

    [AC] Johnny vs Axl

    If axl is spamming 5p, TMN will hit the chain from the other side of the screen, its a tension risk but landing it can throw an axl player into a panic situation.
  24. 10stars

    Axl v. Johnny

    5P can be countered by johnnys 6K, spamming it is asking for a free launch for 160-180 damage. Johnny can also overdrive your 5p from anywheres on screen, or coin it.
  25. thanks 4r5 ^_^ i put the time into learning the real corner mist loops last night from MMF2 > coin iad etc etc. the timing was eluding me for so long.
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