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Everything posted by Camo
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You need to delay your attack according to your opponent char.
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Nooooo At his best in GGXX. Mist Trap-Sama !
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Simply jump when you see May's 5D. And versus dolphin, a simple 5P beat it.
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The real problem is that the coin don't beat the jhS if Slayer is well vertically close too Johnny. It's a problem of distance. There is a zone in mid air versus Joh where the coin definitively will not beat the jHS and normally the Slayer know this zone. Of course a slayer's IAD/HS at mid range his a fresh opportunity to set a CH coin and a combo 1Hit but it's a true gift for a Joh to do that and with all Chars... All right, if you FD the jHS, first you don't expose Joh to a Spe throw or HandtoHand stuffs. If you IB, you have to know at what height Slayer is to counter-attack or not. If he is too High -> OD but if he is too close of the Ground, Guarding of course. But this case is rare because a good slayer seeing is error will cancel the jHS by the j214K of course.. In this situation you have to chose the right answer quickly. I know, but I don't wanna see some mistakes that a new player could see and do in some post. It's very important, you have to do the good option in each situations. For my last sentences of the other post, I'm sorry, it's just others stuffs for the match-up. It's a recurrent problem in this site and particularly on Joh's section, too much mistakes wrote and no report... It's very important that everyone be well open-minded and can have different opinion with "US-known player" like 4r5,A3Religion, Redbeard etc... I'm sure you understand what I want to say you. (Sorry for this off-board)
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I do like you ahah Prefer watch some fuckin' Reload Match when Johnny wasn't a simple waste. In AC their are not many match where Johnny win. Jonio seems to be the player who understand the best Johnny' in the AC Version seeing is game on match.
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Knowing Frames and equation don't mean that the fight will happen like in the frame-list. I prefer to use what I see rather than what is write in the Mook. Of course you're right in the case where you use 5K early when you fill the mappa or you see the tart-up of the mappa at mid-range. An other good option is the Air throw but a little bit risked. Also, An IB>Throw/OD can save you if the slayer's jHS out too high. The Guard/FD is a good solution too. You will be able to escape without any problem with that. Ahah If you talk about your match with DandyStepper, All that I see, is that the slayer don't know some particular char specif combos and punishment Joh (BBU under the coin, 5P beat all joh's air pokes (jHS, jK.. except KJ of course), Air Dash Punition (Air Throw, BBU,.. etc etc), and seems to lose his Guard too easily. He has a lake of patience. For exemple, at Hand-to-hand fight, Johnny's S© beat the 6K of Slayer. There are many stuff like that and you have to know them. A lot of players seem not to know that if you perform a simple FD on the 6K of Slayer, you will be able to escape directly after the hit and not to be subjected to a new pressure... It's valid for other slayer's pokes.
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Not at all, just in the case where you use preventive Kick to face up to the possibility that Slayer makes a Mappa. In compensation, if Johnny makes the 5K when the mappa is already out or too close, it's CH for Slayer. -> Adios Amigos It's very not recommended. In many situations, Slayer will avoid the coin because of the little Hitbox of the Slayer's jHS. You can do the coin just in the case where the Slayer's player makes the jHS too far of Johnny. But it's a big error from the Slayer's player. In general, the coin will be beat by the jHS and most of the time, there will be CH for Slayer.--> GoodBye Johnny An other very important thinks. Never try to punish Slayer's pokes like mappa, 6K, 6HS, PB EX, etc.. In the case where the Slayer's player makes a Dandy, if you whiff with a slow attack (HS in general), you're exposed to a Dandy HS CH or other madness. But IB > K his a good alternative in this situation because your safe, Johnny gots the time to recovery before the Dandy Attack. Other stuff, the MF-S(2) beat a whiffed Mappa (but not at the startup) and lead to a powerfull combo to Johnny.
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RoboKy-Baiken-Ky Some times other chars can't be recoin in fonction of the set-up (Joh for ex)
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Between Ky's Gatling 6P>6HS, Joh's super work fine. In air, don't think to attack Ky, you'll always lose.
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Anybody know the name of the song in this CV http://youtube.com/watch?v=Ia3iajgBFN4 Thanks in advance
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Lol match Nono VS Ochoubson
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Exactly, A good solution is to spam fast recovery attack like 5K to avoid whif who would engender a strong overture for Millia. The only good weapon your are is to confirm all your pokes and try to do each time the maximum damages combo.
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Hum, I'm not totaly agree with that because Venom haven't good reversal attack, I think it's better to press him until he lose his guard. 2 combo and it's finish for him. If venom manage to get the distance, Johnny is simply dead versus a good Venom. But if you block him in the corner, He is dead. Also you can wait eventual summons or CR to set a MF-S(2) in reaction to make huge damages.
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During Zappa or some others char are flying over your head, you hold 6 to replace Johnny in an optimal position to combot. Why are you so nerve ? "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" What means this sentence ? why he will fly over your head ? Why do you use MF-S2 face to face ? It's wholly useless. My quote is not untrue. Explain all you want to know.
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A simple combo like K > HS > MF-S(2) > forward > S© > jP > jK > jS > dJ > jS > jHS > KJ FRC... work perfectly if your are close, if you perform gatling like K > S > HS you will be not very close finally and you"ll able to do a classic combo. If not you can do MF-K(2) > KJT~KJ FRC > Land > S© > Air combo Depend your position on the screen.
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Don't forget to do DB combos on PO. Better damage, 1hit, etc...
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After my Exams, I'll restart the recording.
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No, it's too dangerous, you have to use the 2HS as a last. If you whiff the 2H you're dead. May has all option, if she do a little jump 2S, if she attack with a Meaty K etc etc.. Plus, she is very speed, she can back dash easily and run again to punish Joh and do a death combo. The best weapon versus may on corner is the back Dash but be more careful in midscreen with that. Also, Keep caution in air to put the FD against Vertical Iruka-San. This attack can surprise and if you whiff a strong attack like jHS/jD or jS, The May's Player can reap profit from that to gain a new Oki.
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Using the 6P to counter the Air HS of Slayer is important. But it must be done quickly otherwise Joh take a CH. Often, the 6P clash be if your attentive, you can directly imput a S© to launch Slayer. Good remark to JoFan about Joh's String pressure and Slayer's BBU options. He can cross lot of Johnny's Poke like HS, K... It's recommend to use low poke (2S,2K) in pressure to prevent an eventual BBU. I this case, The BBU will be broken by the Johnny's poke.
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Thanks a lot for the videos ! Good job to the Sweeden team. Oro is toooo Big...:grin:
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I had to be there. Congrat for all players and thanks for the first Vids.
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It's just that this FRC is very hard to perform on string combo. There are 3 important point : -The KJT Cancel ( after HS/6HS/S ... ) -The Air KJ -The FRC This 3 points have to be performed on a little small interval. If you do the second S too fast or too slow on 421S/S, the Air KJ don't out or don't connect. In this situation, all can depend how you buff your input. And if you tap the Air KJ, you have a lot of chance to miss. Input has to be precise. Plus, the delay for the FRC is hard and often a RC out. For me, the harder moment is during the Air KJ because there are few frames between the two inputs of the S and if you push too fast the second S, the Air KJ will not out.
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-mpeg2 -720*480 -2000~6000 Kbits/s -Audio : none
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Hideki, try to respect the record settings imposed by Nattak for the movie.
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We're recording a lot of stuff by char and it take long time to edit/sort out/encode. But if think the result will be interesting especially for new Johnny's players. For the moment, I very delight to see how Nattak edit the CM.