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JOFan

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Everything posted by JOFan

  1. ugh. need help with the C loop in the corner: i am mainly practising just the launcher part into air combo (623a,a falling c, 2c, j.2c xn ) on Jin. what would u guys suggest as an optimal setting for getting the timing down for the loop (aside from infinite bar and hp regen)? for the 2c to j2c part.. does it have to be super jumped to work? is there some kinda timing that works against all char? i feel like i am learning enkasu timing all over again...wish it was as intuitive as those jo's corner loops j.hs, jd, land.. blah blah.
  2. PSN: J0fan01 (those are zeros not O) - vancouver, canada
  3. hi guys, ↓A > B > ↓B > ↓C > jc ↓↘→C > ↓B > →C > JC [1670] i am trying it on Jin is the 2b > 6c > jc part a link? i cant get it to link nvm.. i guess thats kinda char specific.. the 2b > 6c part will whiff against Jin.
  4. thanks for the feedback guys. yup i was talking about 5hs setups but the stuff posted by 4r5 is something to look into as well.
  5. is it possible to do hs > tk dbfrc or tk kjfrc into extended shitty air combo? I was trying it out of curiosity but didnt have much success with it. i know HS itself is not jump-cancellable but by adding the TK into the move it should theoretically be able to jump install specials like db or kjfrc.
  6. hes got nice pecs.
  7. why do all that extra work when char move properties are constantly change throughout each revision. Take Jo for example, Nevered played him in ggx but i heard hes got insane mist recover thus allowing him to do easy unblockable and all the hs moves dmg/stun like crazy? then in xx JO got even more raw dmg with 6h and addition of ensenga. In reload, divine blade and corner coin combo become the staple. In slash, with the introduction of Jackhound JO's gameplan was changed as he can put out consistent dmg not only in mid-range but also half-screen distance thanks to mistcancel Jackhound antics. In addition, the mist finer property changed to allow more one-hit recoin setups into mist. then comes AC where most of the staples combo carried from reload/slash is gone and replaced with crappy killerjoker frc combos. Just play the most recent revision and hit up the forum when u need clarification/inspirations..or motivations.
  8. if u do it low enough u can kinda fake it for a gimmicky grab setup. ie. iad j.hs into ensenga then grab. other than that, whiffed ensenga generally means bad news as u'd be stuck in recovery and in counter-hit state the whole way through til you land.
  9. the main idea is that jk itself doesnt have enough hitstun so to keep ur opponent block u must gattle it.. whether it be the j.s stuff Raijin has mentioned or the punch kick chains.
  10. hi kill, i watched ur hos vs jo match and heres some quick feedback. the hos player isnt doing a lot of anti-air and doesnt seem to block in air.. there were so many times he could have knocked you straight out with a 5hs or stormed viper. perhaps u can point that out to him so u'll both benefit in the long run. -saw some good zoning with mist finers.. going back and forth and releasing it the very last moment can work fairly well as a preempted anti-air. -also saw some 5k and 5hs zoning.. altho 5k is good against hos u need to delay it instead of spamming it hoping he'll run into it... which he did...so i guess that kinda worked out but just something to keep in mind. -aside from the general tips (practise those MC religiously and hit-confirm those CHs!!, dont drop ur lvl2 combos... make those count!!) these are something u might wanna work on toward the next meet: vary ur strings more. this is something i am working on too.. try to mix it up with 5k 2s 5hs or 2k c.s 2k 2d or wutever... dont be so repetitive with ur strings ( i think i saw mostly 5k hs). as you are still learning ur MC it might be a good idea to coin cancel for the time being til u get those MC down pat. dont jump-in with a solo j.k pls...its not safe (very low hit-stun) and it can be CH easily. try gattling it into a p if u are doing late jump-ins to stay safe ie j.pkp or j.kps continue gattling on the ground. U can also try using j.HS to score some nasty CH staggers but since it comes out slower u need to time it well. random kjfrc is good sometimes...but dont always do js rit after as it'll whiff since kjfrc take u higher in air and u are mostly using it against a grounded hos...try replacing it with j.hs to continue ur pressure when u land. ie.. kjfrc j.hs ensenga rc into combo or.. delayed kjfrc j.hs low hit/throw. thats all for now. good luck with ur training and i hope to see some more vids soon
  11. spammmmmmmmmmmmmmmmmmmm

  12. the coin bounces the opponent to the ideal height for the enkasu. so with that in mind in some circumstance u might have to delay slightly or at least until u see the maximum bounce of your opponent induced by the coin prior to the iad. I find using p work just as well..brings u a tad closer but obviously not as easy to connect due to the smaller hit-box. okay moving on. have we discuss enkasu off coin 6k dbfrc k,s,d,e? i got it working on med weight class but i doubt it'll work on the light class. this setup deals more dmg and brings back fond memory of the golden JO era.
  13. ur fat no wait im fat

  14. omito anyone? altho he seems kinda meh in ac now...perhaps because most of the vid available online has him losing. :*(
  15. good games. although i did spot some nasty habits while watching through the first 2 games. some instances where u did iad k and always get CH'd by the 6p. Its probably best to have ur fd ready anytime u are in the air. Ky's j.k and 6p owns u for free. instead of doing a k u can mix it up with some divine blade to punish his 6p attempts. lo that's a lot of ensenga spam especially in the 2nd game. Got him a couple times but its shouldnt be something to rely on heavily unless u know its gonna hit so at the very least if he blocked u can rc. u can probably use j.s to bait him then hit-confirm to ensenga. after the one-hit u were way too close for 3hs to be effective. in that case a meaty 2s would have done the job like 4r5 had mentioned in the previous thread. watch ur position when u use coins, ky can just stundipper over that...or mabe next time u can try baiting for that stundipper..ie 5k,s,hs mc...block instead of using coin to press-in. generally work on ur block i guess.. getting hit by a standalone charged stun edge into death combo wasnt too cool :X play around in the training mode and familiarize urself with ky's overheads: greed sever and 5d. After u block a greedsever u can really make Ky think twice about doing it as hes in crouch recovery and asking for a nice f.s 6hs jackhound loop.
  16. setting up cross-ups, or johnny's myriads of crappy oki options. unless.. u frc the db and go for mist frc.... >_>;
  17. i'd rather add damage when playing srsly. that being said, i can do my enkasu around 90% of the time off various setups. However, i dont have much success over landing the unblockable after mist frc. mabe i am just reading my opponent wrong or something but the mist trap in ac seems fairly glitchy/unreliable and usually its not worth the effort and tension put in. At the very least, its still good to know as it shows ur general jo knowledge i guess. loool. lets not discuss this here and mabe have a mod move it to general jo discussion.
  18. JOFan

    AC: Combo Guide

    I guess i'll pop in a question while we are still talking about DB usage in combos so in the corner...is there any setup that will garantee connecting a db frc as a way to extend the combos? To be more specific, i am referring to something like on char: blah blah into j.hs kjfrc blah blah into dbfrc into jd. ensenga... if so can u guys list the combo and the char it works on? so far i've only seen it done on axl but i am guessing the same thing should work for faust and dizzy due to their bigger hitboxes.
  19. JOFan

    Zappa AC Combos

    thanks for the great input guys. heres another question for ya all: is there anyway to connect multi frc combos in sword mode?? i have gotten something like 6p, 5hs sword swipe frc, 2s, 2hs, uppercut frc, before but cant seem to combo any further due to the pushback. i probably need to super jump after the frc to follow up into s,s,d. out of curiousity, how many time can one connect the 6h loop? i have done it up to 4 reps before but cant seem to squeeze in that 5th 6hs... . my setup is pretty default: usually something standard into edgy rc 6hs loop. and has anyone noticed that on some char like ky or venom u can actually connect two 6hs in a row after DA(k) in the corner? i am guessing thats pretty char specific but its hilarious nevertheless.
  20. aye mate. it does and thats how u can go over stuff like pot's slidehead.
  21. JOFan

    Zappa AC Combos

    ops. to clarify, it was in sword mode and it was listed as one of the viable combos under the "zappa love" seciton. zoo: thanks for the combos...i find that after i do the ksshs ghost frc that i am usually too far away to run back in to continue the combo.... i guess the best solution would be to limit it to 3 hits to decrease the pushback eh? or does this frc x n combo using 2k c.s far s hs ghost frc x n combo work?
  22. JOFan

    Zappa AC Combos

    hey guys, was just digging through some combo to try yesterday and i cant seem to land this one... 2K - 6P - 6HS x 236S/63214HS how do u connect 6p and 6hs? from what i understand 6hs is a slow overhead...unless this is meant to be one of those CH combos? also what do u guys recommand as a good frc x n combo when zappas in ghost mode? i cant seem to get more than 150 out of doing the frc x 3... and in sometimes the random falling items ruins the combo ;( thanks in advance,
  23. U are a faggot sir.

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