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midscreen zwei you generally need good dash jump momentum to 1hit. If you're doing this off of something like ground LV2 High > Coin > dash j.PKS etc, make sure you delay your jump cancel in order to give yourself a more length dash. this gives you more momentum and puts you closer to them. The string itself doesn't really matter, it can even just be mainly j.P's. The main determining factor is how long you held your dash and overall positioning.
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@WintySoSolo there are currently no requests on that FB page apparently. Try requesting again?
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Unfortunately I can't approve requests but I'll let someome who can do so
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Norcal Dogfight occurs every 3rd Saturday of the month, starting at 2PM PST. As for looking for people in the berkeley area, I'll try asking for you in our FB group (you can find the link: https://www.facebook.com/groups/218540381658036/ ) I'd also suggest asking in the Norcal Thread too:
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Yup, there's a meetup on Wednesday.
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Can you explain this glitch in more detail? You're claiming he has some invulnerability during the switch between crouching to standing states, right? In that case, could you show us an example or describe a scenario you've discovered where this works at neutral? Ignoring wakeup etc, if this is how you're describing it, you should be able to just invuln through a move at neutral. Have you considered the possibility that Johnny is just throwing your safejump here? Safejumps are throwable if timed perfectly (You are throwable the frame right before you land on the ground)
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Actually, though I could be mistaken, people trying to piano K to PSH, while it works, should probably be warned that you can definitely do it too fast and get the YRC too early. I haven't calculated the actual interval, but it FEELS like between K and YRC, a 3-4 frame gap is required to get the proper momentum cancel. Generally I use the same input as for doing KJT~KJ FRC > j.H in AC or AC+R, which is: Killer Joker~S > [PKS]~[H]. Obviously the input is FRC then single input, rather than the other way around like Zweihander. But in that situation, where you definitely want to do j.H around 1-2 frames after the FRC, applying the same timing to Zwei K~YRC piano input definitely causes me to do the YRC too fast. When I use the piano method, I generally mentally give myself a little delay in between the K and YRC inputs as a result. Again I could be wrong about this, but when I first started trying different methods, I definitely found that only by adding slight delay in between K and PSH could I get it to consistently work for me.
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the j.S > j.H KD has to be done kind of early due to height, so the main benefit of midscreen Zweihander KD is CORNER CARRY. In conjunction with dash jumps, you can often get enough corner carry to get to the corner and zwei, thus setting up a solid unblockable setup. It is much harder to achieve this using j.SH knockdown. http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny#Special_Moves You just need to YRC faster, basically.
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So, the dustloop wiki has some explanation of the zweihander ender on it. The tldr is adjust height by changing your air string
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Yeah, trust me, they training mode, hahaha. That set Killerwatt posted is very insightful. His play VS Sin and Chipp were both very interesting. Also vs AXL, since I had heard it might be tough for Axl since LV2 can punish Rensen on block, it was interesting to see when and how that actually played a factor (IIRC Karinchu only got the punish once, but you could tell when he was thinking about it). Also 5K to deal with sparrowhawk haha.
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As mentioned on the wiki ( http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos#How_To_Do_Mist_Stance_Dash_Treasure_Hunt ), the main thing for Dash Treasure Hunt consistency is delaying the buffer on the input. It's better to do it very late so that it drops from the previous hit, and then improve your timing from there. If you're talking about just raw dash TH, rather than from something like 6H, just do it faster. Chances are you're just doing it too slowly. They've been added to the Combo section of the wiki
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While I am getting used to doing j.D > LV1 High as a LV1 random ender, I am 100% guilty of being absolute garbage at confirming random j.S into any air mist finer. Whenever I hit ppl with j.S my head is filled with "OOOH ENSENGA!", the ghost hands perform the move, and then in game I fall gently to the floor without doing anything
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Both of those points have explanations on the wiki about them, though that update was a few days ago - maybe you missed it? Air Zweihander is only guaranteed to connect in the corner universally. Beyond that, it depends on your spacing, dash momentum, and the character's hurtbox. For example, the basic bnb midscreen from starting position of Stuff > LV2 Low > Dash Coin > 5P > LV2 High > Coin > Dash j.PKS > dj > j.KSD > Zweikasu will work on many characters, but not consistently on all. That's because its literally just coincidence that that starting position is close enough to the corner. If you start it from 1 character width or two farther from the corner, you should notice that many characters that it worked for just flat out won't work anymore. That's because the Zweihander is only connecting from j.D because the corner is preventing them from flying away. If you want to connect an air combo to Zweihander completely midscreen, you should basically always assume its situational. This does not mean that its impractical. It means its not something you should expect via basic combo theory. You're going to connect your Zweihander midscreen because you know a specific string in that situation that will work, or because you got lucky and the character is fat enough in the air. Basically Air Zweihander is not a dial-mode combo ender unless you're near the corner. It is not May's Ensenga, or Potemkin's ICPM, or Sol doing VV Ender. I apologize if I'm going overboard with this distinction but its really important, and unfortunately, because the wiki has no movelist entries, there's no documented explanation at the moment regarding this move and why / when it works the way it does. And this is not necessarily directed just at Spuck, but basically anyone new. Anyways this is why its recommended to start by getting used to using the j.S > j.H knockdown route. Now granted, though I say its somewhat specific, Johnny's corner carry in this version is kind of ridiculous so "corner" combos can really start from about half screen. But it's still important to know the distinction, so that you don't just try and adlib an air combo midscreen without knowing whats going on and try and tag a Zweihander at the end.
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http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos is a good place to start.
