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Everything posted by A3Religion
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Practice all your B&Bs on all of the cast, and whenever you go into training mode have a purpose because you will just end up fucking around. I don't have a lot of time either now, so an hour is more than enough to retune or work some new strategies.
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Also that is part of the one I missed, knowing who you are fighting and what are their weaknesses. Which I think must have been the most important things. I hear you though because as good as I was I went to a tournament and lost to a scrub Baiken, and Axl player. Nowhere near as good as me but because I don't ever play the match up for both. Also find people that play with more than one character, that really helps. All my boys that play, use more than one character effeciently.
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I think out of all the reasons that Johnny is such a handful to learn to fight with is because he more than a lot of people in the cast has a chilling amount of potential. There are so many ways to put the coin, transports, MCing, Mist Finers, Jackhound, and normals into his fight style it becomes overwhelming. 4r5, has a lot of what is required to be a good Johnny, and probably the most important thing was the fact that Johnny is king mind fuck of the game. Johnny is to the GG cast as Batman is to the Superfriends. LOL So unless you care to understand how all his gadgets work as individuals in his fighting style then you can't every understand it. 1) Solving that problem you have about the whole not being able to do the things you practiced on your friends, this is what I do. I do the combo over and over again in training mode until I have done it 25 times, and then I beat Arcade mode on Maniac doing the combo at least 4 times. 2) Things that weren't mentioned: DB FRC: This is like so important it is scary, this move is the Get-Out-Of-AAs free card. Also its a great way to punish people trying to grab on wake up on Oki. MCing on different levels: It is important to dedicate the speed of the MC to muscle memory. Depending on the level of my MF, dictates my MC lockdown. DB & KJ Transports: These Motherfuckers right here have so potential, it boggles the mind. This is where I usually get to shine as a Johnny player, just not around my friends anymore (they burst eveytime I do a transport in a pressure string). LOL If you use the Transports well you will get so much out of it. When you master the different approachs you will just be on another level altogether. I can throw, hit high, hit low, hit high cross up standing, hit high cross up low, and everything in between (and there is an in between). 6K FRC: THEY NEVER SEE IT COMING!! LOL Character Specific combos: This will probably take the most time out of you. Lastly, Experiment: I can't tell you how many times I was out with my gf, working, or chilling with family and then I thought of some ill ass strategy. 3) If you don't have a burning desire almost obsession for learning how to fight better you won't get better fast. To end this, I was always good at defense no matter what game I played but the offense in the beginning what lacked for me greatly. My fighting style is based on being a moving defense. Also you really do have to outplay your opponents by a big margin. I remember saying to Dandystepper "Why is that I finish all my combos 85-90% of the time, you feel like you bat a 65% average, and I still lose to you evenly?" He said "Because Slayer is the shit.", that is simply what it is.
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Look if anyone plans on Uploading videos in New York, Just pm me. We'll link up to upload matches with my boys.
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I play on pad too, lol. So don't worry I know I play on stick a little bit but I need to still get used to it. I wouldn't know though, you gotta pm Dandystepper though. I really don't know how the process outside of watching what he did to put it online. He knows the programs and everything I know nothing of the process.
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Ask DandyStepper, what we did was use a VCR to record the videos, and then he replayed the videos to his computer with the tuner. That's all I really know, and I'm surprised I never played you when you live in Brooklyn. I am always in Brooklyn with my gf.
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LOL!!! I know a lot of people would say that, but the only reason he didn't try to anti-air me is because he kept getting DBed on his 2S, and the whole other list of ungodly anti-airs that he owns so he became hesitant after a while about anti-airing me.
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I take your compliment in stride thanks I appreciate the gesture. I am actually more defensive its just that I have to be more aggressive with my friend. My rushdown is a lot more "fancier" on other characters its just that with him, he BDC jumps my gaps more efficiently. Match 1: I used Ensenga a lot period because in the matches previous to that he was blocking my lows all day. I couldn't even hit him without him messing up. You saw how often I hit him with the ensenga, its because he was primarily blocking low. He knows that if I hit him low I tend to be a lot more combo heavy also. It was predictable probably to you because you are a Johnny player and because you were looking through the fourth wall but he blocked low a lot. I was doing a lot of lows like MF S at the end of combos, 2K, and 2S so that he couldn't punish me so that's why I went high. Lastly he knows Johnny play well and he has been fighting me for years, and he knows I will do an ensenga when I have 50% tension, that is why I did it without the tension, to switch it up. Match 2: I did those mixups, its in other videos though that we have. Actually if you watch all the videos you'll see me switch up between high and low. High worked more often so that is why I did it more often, but the other videos I have, have some really interesting high and low stuff. I might put them on later.
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In his defense, the day we recorded he wasn't on his A game. If you want to see him get crazy, you should see the next day worth of fights (He owned me up all day). He caught me with some crazier combos, didn't drop any combos, and locked me down a lot harder. I know you feel like that Johnny shouldn't be running anything on Slayer but do you really think I wouldn't have found answers to Slayers fight style, and moves after playing against him since Reloaded. I even played with him seriously as my first character in Reloaded in tourneys. There is a lot of answers for his moves with Johnny, even BBU and Dandystepper still manages to trump me a lot of times.
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DandStepper and I playing casuals. http://www.youtube.com/watch?v=F01jayv-hBg http://www.youtube.com/watch?v=oRpSNtogzZc http://www.youtube.com/watch?v=qL_DWCpvR0g http://www.youtube.com/watch?v=u8GQAc2TsgY
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On many occasions, he flies over head even if you are considerable far from with just a bare MF lvl 2, and what I simply said was to do a late 5S. If you go on fight with yourself you can but I don't fight with guys online who think they need to prove something. What I am saying does work and that is what I consistently use. What I was trying to explain was, why would you quote me as if I was saying something wrong rather than just add your own way of doing it. Look I'm well passed to old to be fighting about fighting game strategies online with someone overseas. Its like the new adage says "Arguing online is like playing in the Special Olympics, even if you win your still retarded." So its alright Mitsurugi, I do appreciate you trying to keep the peace though.
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Your right if you do encounter a good Eddie you should watch for that but making the Eddie work harder, and have to predict makes a higher chance of error on his part. But what you are saying is valid though. Just giving up some options, everyone needs options.
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HUH!?!? MF-S(2) > Forward, what the hell is forward? I don't understand why you would quote me if the last combo you said had nothing to do with what I was talking about. Secondly if you do, do K-S-HS, he wouldn't be close to you, if he wasn't already close to you. What I mean is that if you are face to face with him and you don't slow down the gatling considerably, he will fly over your head. But if you are not face to face with him, he will be in the optimal range. I was simply addressing what to do if he flies over your head, I don't understand the quoting on either comments.
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Alright for anyone that has the pesky problem of not being able to punish Zappa because when you do a lvl 2 MF S he flies right behind you and neither J.K or J.S (is too slow) to hit him. At a close distance if you really can't hit him just do a late 5S, and you can air combo off of that. If you don't know now you know.
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Practice SBing the second hit on the summon K, and you pretty much could breathe a little bit easier with this matchup. My boy Xaqshinor used the tactic in ECC and trampled a lot of the Eddies.
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5K stuffs Mappa all day. Coin During Dandy Step. Coin his J.HS attempts (Trust and believe it has been my only reliable option because 6P gets a counter hit too often, and Upper Finer a lot of time clashes, and sometimes he actually HITS YOU WITH A CH. I'M NOT CRAZY I'VE SEEN IT ON SEVERAL OCCASIONS, AND I'M NOT TALKING ABOUT THE SLAYER BEING CLOSE HE WAS WELL INTO THE AIR. IT JUST DOESN'T MAKE SENSE!!!! ) His hitbox is great for mix-ups, cross ups, and combos overall so I think people should invest extra time in combos on him. Not just for the fact that his body is optimal for combos but also because you never want to fuck up a chance to punish him. Oh yeah and if you have him in the corner, and are close enough use a Lvl 1 Few Mist Upper Finers once in a while. If it is a really good Slayer, he'll BDC Jump your pressure, and a Mist Finer will bring him back to Earth or at most get you a combo. If he tries to Mappa, he will get stuffed to with the upper finer, and also the move has great recovery so there is not a great chance to punish. If you scare them out of jumping, you have done your job too.
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AC is by far the most balanced of the bunch for so many reasons, but the most important reason being that the bottom of the tier list I find more often than many times wins a lot of the fights against the Higher Tier characters. In Slash, Robo-Ky, Hos, and Dizzy barely couldn't come close to even scratching Ky or Anji. As in Reload where I think I honestly Never saw a Chipp player EVER win a tournament or much so as a fight against a Jam or Slayer.
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I have been ready for when people wised up because I play a lot of the high level players in New York. Regardless if they "up their game", I have been able to handle people running in easily utilizing Johnny's range. Eventually so people will jump in regardless of how many times you hit them because it is a big part of some characters' play style. Even if the do block it, you still have the advantage. Even if they manage to SlashBack it, you still have the advantage with being able to use another anti-air or coin. If upping their game could do something about that situation I would really like to know (I wasn't being sarcastic). If you do get Counter hit, you must be moving real slow the move is like 4 frames, seriously. I completely agree about the scrub Johnny players from Japan being seen more. Without question there has been a lot of new Johnny players out there now really making him look as low tier as he can get. I have honestly seen more new Johnnys than any another character of recently besides a lot of new May players. Bleed, Suzume, and Omito don't use it but I really would like to know why they don't. DC does use it though because that is where I got the habit from. Anyway I think that it is a great anti-air with the least consequence of any other anti-air Johnny has. Sorry I saw Bleed and Suzume use it in some matches, my bad.
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Quick tip that gave me the winning edge on almost every fight I get into on the defensive standpoint that I definitely don't see enough Johnny players do (not even Japanese). My secret for an easy win on most people is to *drum roll* Use the Coin as an anti-air when someone is coming in for seven reasons: 1) It's really fast so you don't have to predict if their coming in its almost just a reaction. 2) It is in an angle that 98% of attacks that come in the air for you from between the 8-9 directions will be deflected. 3) It is a projectile so you don't have to worry about being counter hit. 4) If they are dashing they can't block in time. 5) Even if they are good enough to block you are in the advantage with them in the air blocking your next attacks. 6) It usually ends up in a Counter Hit. 7) Lastly if it results in a Counter Hit than you can easily follow it up into a HS-MF lvl 2 P-J.K-J.S-J.S-J.HS-KJ FRC-J.S-J.K-J.S-J.D-Ensenga or however you want to end the combo for decent damage EVERYTIME you anti air someone. Sorry the only thing that could stop it that I have seen so far is Anji's J.S, the hitbox on that thing is fucking weird.
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I guess....*sniffle* You can capture one of our fights OF ME TEARING YOU TWO NEW ANUSSSESS!!!!!!! :mad:
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I am hurt Chaz, Oh so hurt, .......I don't think I can look at you anymore.
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I am not sure exactly why he says that sword is easy. I think that at times if the person uses the sword right you can be getting a one way ticket to get on the Rape Train. I do agree that it is easy for me to disable the summon because I tend to trade hits a lot with Johnny's F.S or beating him out with a well placed coin. He has a lot of fights but basically just look at this one. I didn't look at the fight personally but just look from the related videos there: http://www.youtube.com/watch?v=CNrsaw7_uAY&feature=related
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I am sad at the loss of one of the many stress relievers I had when I wanted to relax. The combo videos you uploaded did a lot more than entertain, it informed, and also made it a haven of relief for me. You have done a great service to the Guilty Gear Community. Please start again you have done more good in that infinitesimal act then you probably know. Don't be missed.
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I will try my best to explain my side one last time if you want to talk about this more I suggest you IM so that we don't clutter this thread with our debate. First off, that is what I was saying. LOL 6P works for me, of course, when I see it coming I don't just throw out on the random hoping that he'll do it. I do it because it beats the move out clean with little consequence if missed unless you have a super Zappa player on your hands. I didn't mention anything about using 5H. Even though Lvl 2 MF does come out in 10 frames that is more than enough time to hit him with it during his ghost throw. The reason you would throw a ghost from the corner is because if you OD which is dead obvious I usually divine blade it, or if they decide to J.HS I usually hit with the lvl 2 MF (with a counterhit sometimes too). DAA is a good idea though besides that I think its a good way for your opponent to back up from you. Also the combo that I listed does well for me and is optimal in a situation where a lvl 2 mf is unlikely. I use the combo for 50%, I don't think is bad, recoining is safe but if I decide to recoin I would usually try to MSJH for the mist setup which is fucking slow as fuck (I yearn for the Slash days of the mist setup) and he has a couple of good options on the wake up that could throw your whole shit off. I rather the combo with a bit of proration because its a lot better than hoping for a good Mist setup. Lastly I wouldn't throw out the lvl 2 MF if it were a gamble, I throw it out when I know I'll get results not just on a whim of the moment guess. I think we are disagreeing to agree because you are saying a lot of things that I think you miscommunicated from what I wrote. A lot of the things I said I have been able to use consistently, I think you may have the idea that I am just throwing these moves out but without a doubt I use these moves when I am guaranteed results. I play against Rudy's Zappa from NY, he is on youtube so you could guage how well he plays from his videos. The only options that I mentioned a lvl2 mf or tension was when he throws the ghost in a close range or in the corner. All the other suggests didn't have much risk involved. I agree that tension has to be reserved but the way you are saying it, your Johnny play sounds a little too reserved for my taste but that is just my percept. Lastly throwing all three ghosts as an okizeme is a great option that could lead into a dust or low. The ghosts come back a lot faster also that is my opinion. Anymore about this idea you could get me on AIM, we could at least come with an agreement that could be beneficial for everyone to get something from.
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I will clarify for you. 1) I said that 2S wasn't a great poke, not that his lows aren't good. 2S unless under immediate pressure is a bad option running back into the fray with. It may be 5 frames start up but unless the player is close, it really doesn't mean jackshit because when I play Zappas I usually 5K them out of 2S when they try to run back in for pressure. Even when I play with Zappa that is a concern for me running back in on someone. 2) First I wasn't talking about any other one of Johnny's pokes, I was just talking about 6P. Second to make a long story short, I have never been hit by Zappa's F. S during my 6P, EVER. I don't know how you got hit but I really don't understand unless you did it super early. Also its not hard to predict when he'll do it. At Mid range its a spectacular poke, and throwing a ghost would be real dumb at that range unless they knew something about the player's pattern that they would predict that. If you don't FRC it, you are asking for a free hit. If you do FRC it, you just lost 25% tension unless you plan on running in and doing that at mid range everytime is a real waste of tension. 3) Lvl 2 Mf is slow?!?! I have no problem hitting him out of throwing out the ghosts. Also anytime a Zappa in the corner is being locked down 8/10 chance he will throw a ghost. With that I usually do a lvl 2 mf-KJT-KJ FRC-DB FRC-J.D-Land- J.K-J.S-J.K-J.S-J.D-Ensenga for decent damage. Just because its not your preference to use it doesn't make it a bad idea. Also anywhere where you know he will throw the ghosts, I think its a great idea to shut that down as soon as possible with a free combo attached. 4) The IBing idea I was talking about honestly is kind of sketchy, I can admit that but I have done it a couple of times to make him stop. I could say I don't 100% recommend it but its interesting to use against him. 5) Are you saying to me that it is actually a smart idea to run in pressing any move involving S, or HS with Zappa's ghosts? They all delay because they are behind him and leave him open for a CH. Unless he has tension for a ghost throw, I really don't see where the threat lies. If he comes in, doing his normal pokes most all of them can get shutdown by Johnny's 2D with the right space and timing (which is not hard to achieve). 6) Also I love lvl 3 MF that shit is like one of the best moves in the game for me, personally. I get it when I prefer it in a situation but besides that I usually rock with the lvl 2 MF. What I say, I say with too much experience on (not to belittle or come off over cocky, just with a lot of confidence). With fighting a really good Zappa, for hours on end I have a really good idea on how to handle that situation. The Dog is more of my problem honestly to me because the person I play with is really good at manipulating the Dog and good at planning when to kill it so that he could hit with the centipedes. I have some decent ideas of handling it but I usually never fight his ghost for more than 10 seconds before I hit him or any other Zappa for that matter. Lastly another good tip at close range (not throw range close) if he decides to let all the ghosts go all at once, you can coin him but you'll take a hit.