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Everything posted by JOFan
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i am usually too busy blocking to worry about landing that sorta of mix-ups ;( then theres the setup for it...i think the only safe way to do it is from an airthrow? that...and provide u can tk consistently enough to use it.. (*goes back to training..)
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...so how did that go reaver?
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not a worry.. go check out the older reload or slash matches.. anytime u see JO doing DBFRC combos they are mostly JI'd. I did a quick youtube search and it comes up with this reload JO combo: http://www.youtube.com/watch?v=2Ms66AFTKgE hs, mist finer lvl2 mid, then dash 5k(8), hs dbfrc ksksde first, remember that 5k is jump-cancelable. meaning that if u hold up after 5k jo can jump up rit away as oppose to something like 5hs...where u'd have to wait til the move is completed and the char has returned to neutral stance before u can perform the jump. because he jumpinstalled (JI'd) the 5k by holding up after inputing 5k and let it gattled into the 5hs he was able to store a jump to use after the frc. So in the case of the combo ks, jump cancel, ksde was made possible thanks to the JI. i dont find myself using JI in combo that much in AC since JO's kjfrc reset the jump anyways. However,where its still useful is during the dbt > db frc / kjt > kj frc mix setups. If you have JI'd (whether by holding up after starting a Jump cancelable normal into gattling or from doing the tigerknee (ending input with 9 or 7)). JO will be able to face his opponent as he do the frc and that lead to more cross-up/mix-up opportunities. Other options to explore utilize the extra jump/dash.. IE. after an airthrow u can tk dbt dbfrc into ad and land into a low hit.. the mix-up here is the ad because the opponent has to guess if u are going to continue high (ie. j.hs) or low (2k) or even a throw. i can look up a cv for u later tonite to clarify the usage of mix-up from JI'd dbfrc/kjfrcs. hope that helps
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as in.. u get the green circle before u iad...supposely faster than iad since u take off faster but i've not been able to do it consistently.
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so.. anyone has any tip on getting consistent mcing to fd iad? kill: go read the guide posted at the dustloop splash page. basically it allows u to extend ur combos and mix-ups because u are able to store up a jump/dash for use in the middle of combo. http://www.dustloop.com/ggac/tech/ji.html
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10star: hey 10, thanks for posting that cross-up vid. although they are kinda punishable dont u think? seeing as how JO can be easily AA'd out of his slow ad. not sure where this goes but how do u guys practise setup for tk dbt>dbfrc or tk kjt>kjfrc cross-ups? i can do the tk db>dbfrc stuff fine standalone but to apply it in game is still kinda unf and any other situation leading to this mix-up would help.
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what loop? list the combo you are trying to do. are u getting corner throw enkasus ie. ksde or psde? if not why dont u take a step back and learn that first then u'll get a feel for how long to delay and what frame to watch for. in regard to the corner loop combo (ie.. after enkas mist frc u forced them to block and u landed a mf lvl2k) iad the earliest u can right after coin because u want to use the added bounce height by coin to do the one-hit (easier if its higher up cuz u have more time to adjust the timing in bweteen each string to land enkasu) from 10's vid he did after enkasu, mist frc to 3hs into mf lvl2k.. 3hs pushbacks into the ideal range for coin iad pksde. if thats not the scenario.. mabe u are referring to someting like a recoin loop where u did combo into high lvl2 and u caught them with another coin and is trying to do jk/js into kjfrc iad combo? in this case u would need to eyeball the height of the opponent relative to jo's position cuz u want the iad follow up to connect.. so for example in this case u would add in more k and p to elevate slayer (assuming hes the one u are trying to land it on) and then finish ur aerial string with either j.s or j.hs to connect into kjfrc (by the time u add that many hits in u would probably have problem getting enough hitstun on slayer to keep the combo for being untechbale so use normal that gives not only higher hitstun but can also cancel into KJ). u can just be lazy and do after an enkasu to 2s lvl2k coin lvl2k coin, iad kjfrc kde... the timing on the enkasu is easier on that setup due to the added height of ur opponent from ur kj.. ..then when u comfortable with MCing and basic enkasu u may wanna try 6k mc iad into ksde for the added yayyyyyyyness.
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reaver: since 10 has alrdy covered the one-hit stuff i'll just mention a midscreen ensenga combo that works requires 50% tension and it goes: blah blah blockstring yay tk ensenga hit > at this point u can iad into another j.s and link ensenga or... u can on lighter char do 5hs/far slash into ground combo leading to generic lvl2 yawn frc combo.
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hey 10, i agree with most of the stuff posted but just out of curiosity, what does JH has to do with j.s cross-ups? do u have a sample combo i can try learning from? that almost sounded like JH crosses up. thanks, :D
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u wanna do ksk KJFRC not ksksKJFRC to get ideal height for landing follow-ups try to aim for s,s,hs d e. since from the extra jump u are able to jump cancel the j.s'. air-dash is mainly used for one-hit... the air dash push the opponent close to the wall so u can start ur pressure after.
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I dunno about the double jump combo with no rc enaksu.. for example,in the context of ur listed combo: ksks e u CAN add a jd and still get ur RC one-hit. u just gotta jump a bit earlier. when u said mist... u mean its safe to do the mist without doing the followup frc?
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u dont have to take out the j.D... ensenga is 2 hit regardless so just make sure u rc before the 2nd hit. it evens out? for setting the mist safely it doesnt even out.. or are u talking in the context of recoining? if so.... frc kj is the preferred even though the timing has to be delayed by a lot.
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bg thanks in advance!
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hi guys, honnou made a post about this cv awhile back in sept http://ip.tosp.co.jp/i.asp?I=SAKAYA42&P=2 Copy and paste the link for "TIPS" Johnny: TIPS Music: 「パール」The Yellow Monkey (Pearl) did anyone manage to get that? if so mind reploading the original fiile? thanks!!
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hi, i only had time watch the first two casuals and i'd like to point out some pro/con: too much 5hs. if shes a char length from u dont bother with 5hs as its slow..yes its rewarding if u get a cH but from what i've seen u seem to take more dmg from doing that. not enough MC. i saw a couple mc here and there...but they dont really contribute to ur pressure string. might want to work on 2k 5s (close) hs..mc strings.. or even 5hs mc by itself as it not only keeps u safe but also provide more pressure and combo-bility. using the rit combo on light character to maximize dmg is crucial since JO doesnt get a lot of chance to attack. In this case, instead of doing ksk kjfrc.. u should always be aiming for k,s,s, hs, kjfrc, into s,s, hs, d e, whenever u land the low lvl2. after a throw ksksde is good. but if u are not aiming for a one-hit then its probably better to do p,k,s,s,hs,d,e...around 15 pt more dmg and more if u do kjfrc after the hs and go into an ad combo.. JO needs all the dmg he can muster. In the future u might want to work on throw into knock-down combos. something like ,k,s,s,hs, kjfrc, hs, divine blade (db) then go for cross-ups on wake-up. i dont think i' ve seen u use 5p. 6p, or 3hs to restrict may's jump-ins/ dolphines... 6p is by no mean the to-be-all anti-air to go against may but the more options u have the better right? 3hs u can work in later into ur game once u get the basic MC down....very good after a one-hit mist trap. i saw some instances where u did standalone jackhound. Dont do that unless u know for sure it'll hit. JH is pretty shitty by itself and is only useful to escape some corner pressure when u fd or anticipated a punish. some good instant blocks in match 2 against the dolphine although u kinda messed up the punish by trying to 5hs rit away.. try using 5k more. u'd be surprised how well that works. in case u havent noticed yet.. 5k is good against may's dolphine if shes spam the horizontal one and u are say.. 2 char length away. just practise so u can hit-confirm that CH into something delicious to discourage random dolphin spam. thats all, i am also a pad jo...altho i like to pretend i've already graduated that stage by using and failing at stick JO.
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Just a random comment on lvl3 pressures... 3/10 times when trying 2d > mc into string i somehow hold the Hs button for too long resulting earlier release of mf or kamei stance move....mabe i should switch out my stock hori button ;x and finally, how do u know if u've achieved the fastest speed possible? the coin counter not showing up doesnt necessary means its the fastest eh?
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also gotta keep in mind of character height.... may/br/ba are a pain to cross-up.substituting a j.k might help as it also has the ability to cross-up to a certain degree. 2 frcs for a mix-up? thats unheard of:yaaay:
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for #2 i didnt have a lot of luck with it..often time i get CH'd out of the airdash before the cross-up. i am assuming this is done on standing&blocking opponent?
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can u be kind enough to link me up to the youtube version of his latest vid?
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what is TMN? JO's super? i see it mentioned but without prior clarification ;x
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i use the trigger button r2 as hs and r1 as d. the problem i had with using o as hs is that theres not enough space and often feel cramped when playing for long duration.
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can anyone post some goodies regarding advanced cross-ups and grab setups? one that came to mind is the usage of dash jump into early j.Hs to disguise a grab...dunno how i can set that up tho... i am thinking mabe after a knockd-down. the only cross-up i know..and can kinda do consistently is after mc 2d on wake-up.. i'd like to work some of the kjfrc stuff but i cant seem to do it reliably... k,s,h, kjt>kj frc, j.s/j.k(cross) seems to work on slayer/testament height char.... awhile back when Crimson was still around he mentioned some stuff about SB canceling to make it easier to SB stuff. can anyone expand on that? which move would be ideal for it?
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heres an obvious one! wake up super DARK ANGEL if hes in range!