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JOFan

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  1. was just reading thru the chip combo thread and the first combo on sol got me stumped. s©,s(f),2hs,22D (moves you closer to him),j.D,236P,FRC,late 236p,\/,hs,j.p,j.D i read thru the terminology and abbrv guide but nowhere does it mention what this \/ stands for.. can anyone clear this up for and mabe add it to the term thread for future reference? thanks,
  2. i am stuck. how does one do normal mc into controlled wave dashing? like say.. if i want 2 fd dash after mc... 66464646 while doing fd?
  3. ? where?
  4. thanks render. i'll try that out when i get a chance tonite.
  5. go read matchup thread for ac jo vs baiken..strats remains largely the same except without the annoyance known as "superman"(ouren). u want to be patient in this one.. dont use 5hs needlessly. Its not an ideal poke due to its slow startup and big recovery espeically if u cant mistcancel fast enough. Instead, stick to moves like 5k tick throw or simple 2k, 5s string. If u cant mc..try jump cancelable moves. As the baiken is spamming sakura u might be able to jump up..and drop down on her with a j.hs to catch her in her counter recovery...so it'll be something like..5k,2s(hold up), if she doesnt do anything. dash back and start the pattern again or go for jump attacks into cross-ups(altho be mindful of her air counter) then hit her with ur biggest hitting combo as u dont get that many chances to hit her throughout the match.
  6. if u are always hit-out during dash u might wanna consider varying up your approach a bit...ie, walk up after mc.. or mc into nothing and bait counter hits. try buffering the dash during mist canceling...just before u get of the kamae stance prepare yourself to dash. anyhow,here is something i came across that i thought might be useful involving fd dashing after mc. instead of using ps or ks to fd go into mist stance with p..then hold pk together while pressing hs...and input the fd dash motion. this method really helped me getting the fd dash out as soon as JO mist-cancels. Might be cool to play around with that to gain extra pressure after mc.
  7. yea timing is hard . i rather spend that 25% pushing someone into the corner via throw combo into kjfrc ad blah blah.
  8. camo: u mean.. becuz MSJH comes out faster u catch the guy sooner and therefore u have more untech frames to work with for combos? for light cast its definitely a good idea to substitute all the jh into msjh. example of such being baiken's coinjack setup.. its more lenient to hit than normal jh---where timing is crucial. question: how do u perform a jump off a tk dbt > db frc or kjt >kjfrc...the concept should be the same; to jump install by ending the motion in 9 or 7 depending on direction faced..but i can only get a dash out of it.....unless this is more to do with SUPER JUMP tk? in this case can someone enlighten me with the input? thanks in advance,
  9. for the baiken matchup what is the range JO wants to be in throughout the round? is it still mid-distance? i find that if i play keep away i cant really do anything when she start abusing iad j.s dust/ tatamis.. at mid-range i think at the very least JO can somewhat limit baikens option if she jumps, preempted mist finer p will keep her pinned. if she blocks into ouren i can cancel short strings into coin what do u guys think?
  10. ~1 Hit Ensenga Cont. RedBeard edition~ Note: Asterisk next to character's name is their easiest one hit. I have also tested all of these for myself, and they all work, trust me. Note 2: This section is largely incomplete, it'll be completed when I get unlazy and test all of it. #R: j.K, j.S, j.D, Ensenga: Ky*, Slayer*, May*, Axl*, Baiken*, Eddie*, Dizzy*, Millia*, Chipp*, I-No*, Testament*, Jam*, Venom*, Bridget* j.P, j.S, j.D, Ensenga: Ky, j.P, j.P, j.P, j.D, Ensenga: Ky, j.P, j.P, j.K, j.D, Ensenga: Testament j.P, j.K, dj.K, j.S, j.D, Ensenga: Ky j.K, j.P, j.S, j.D, Ensenga: Faust, Axl, Potemkin j.K, j.P, j.P, j.D, Ensenga: Ky, Robo-Ky* j.K, j.P, j.S dj. j.K, j.S, j.D, Ensenga: Ky, Zappa, Faust Coin, j.K, j.S, j.D, Ensenga: Faust j.S DB FRC, Air Dash j.S j.D Ensenga: Ky, Sol, Anji, Chipp, Venom j.S DB FRC, Air Dash j.D Ensenga: Ky, Sol, Millia j.K, j.S, DB FRC, Air Dash, j.S, j.D, Ensenga: Johnny* hj-forward j.D, DB FRC, Air Dash, j.S, j.D, Ensenga: Ky, hj-forward j.D, DB FRC, Air Dash, j.K, j.D, Ensenga: Ky, hj-forward j.D, DB FRC, Air Dash, j.P, j.S, j.D, Ensenga: Zappa hj-forward j.K, j.P, j.K, j.P, j.S, Ensenga: Bridget, Baiken hj-forward j.K, j.P, j.K, j.S, DB FRC, Air Dash, j.S, j.D, Ensenga: Johnny c.S>6P>iad>K>D>ensenga. On all in the corner most of the tensionless one are more or less the same carried over to AC from slash. the ones with DBFRC might need stricter timing now but its still feasible.
  11. i managed to save the thread in my HD, credit goes to CrazyDazed and Redbeard for organizing it CrazyDazed List ***ANJI corner throw j D DB FRC AD S D Ensenga corner throw j S DB FRC AD S D Ensenga in the corner: p, p, s, d, e in the corner pppde ***AXL corner throw hj P K P D DB FRC AD D Ensenga (hilarity ensues) corner throw hj D DB FRC AD S D Ensenga corner throw hj D DB FRC AD P S D Ensenga ***BAIKEN corner throw j K S D Ensenga mid screen throw hj P K P K S Ensenga corner, p,s, d, e mid-screen: p, k, dj, p, p, p, d, e (dont need to delay) ***BRIDGET corner throw j K S D Ensenga mid-screen: p, k, dj, p, k, p, d, e ***CHIPP corner throw j S DB FRC AD S D Ensenga corner throw j P S D Ensenga mid-screen: p, k, p, p, s, d, e ***DIZZY mid-screen: p, k, s, dj, k, s, d, e corner throw j K S D Ensenga corner throw j K S dj K S D Ensenga corner throw j P K dj K S D Ensenga corner throw upper MF coin IAD K S D Ensenga corner throw upper MF coin upper MF coin IAD K S D Ensenga Dizzy blue burst, corner, S mid MF dash H DB FRC H D land j P K S D Ensenga (whatever ground combo) mid MF dash K H DB FRC K dj P K S D Ensenga ***EDDIE corner throw j K S D Ensenga corner throw j P S D Ensenga corner throw upper MF coin upper MF coin DB FRC S D Ensenga ***FAUST corner throw j K P S D Ensenga corner throw hj P K P K P D Ensenga ***I-NO corner throw j K S D Ensenga corner throw j P S D Ensenga ***JAM corner throw, 6p, tk e corner throw j K S D Ensenga corner throw j P K D Ensenga corner throw j P S D Ensenga not corner (whatever combo) mid MF dash K H DB FRC K D Ensenga ***JOHNNY corner throw j K D DB FRC AD D Ensenga corner throw j K S DB FRC AD D Ensenga corner throw j K S DB FRC AD S D Ensenga corner throw j K D DB FRC AD S D Ensenga ***KY corner throw j K S D Ensenga corner throw j P S D Ensenga corner throw j K S dj K S D Ensenga ***MAY corner throw j P S D Ensenga corner throw j K S D Ensenga nowhere near the corner, (any ground combo) lvl2 MF dash K H DB FRC K D Ensenga ***MILLIA corner throw j K S D Ensenga corner throw hj P K P S DB FRC AD D Ensenga corner throw hj D DB FRC AD S D Ensenga nowhere near the corner, 6K j K S dj K S D Ensenga (as if you'll land 6K on her ) ***POTEMKIN corner throw j P K S D Ensenga corner throw j K P S D Ensenga ***ROBO KY corner throw j P K S dj P S D Ensenga corner throw j P P P D Ensenga corner throw j K P P D Ensenga ***SLAYER corner throw k,s,d, e corner throw j P K dj K S D Ensenga corner throw hj D DB FRC AD S D Ensenga ***SOL corner throw j S DB FRC AD S D Ensenga near corner or corner throw 6P hjc P S DB FRC AD S D Ensenga ***TESTAMENT corner throw j P P K D Ensenga corner throw j P S D Ensenga corner throw j D DB FRC AD D Ensenga ***VENOM corner throw j P K dj P S D Ensenga corner throw j P P S dj P S D Ensenga corner throw j S DB FRC AD S D Ensenga ***ZAPPA corner throw P P S D Ensenga corner throw hj D DB AD P S D Ensenga Corner throw k,p,s,d, e
  12. mitsu: thanks for the tip, i'll try that out asap! honnou: lo am i reading this rit!? 2 6k in rit off the bat! looks like an interesting combo for me to try! ryuK: u can use the kjtfrc the same way u use dbfrc... during pressure strings k(8), hs, kjtxxkj frc j.hs, into either high, low, throw if u time ur j.hs early!, or mix up the timing with double jump or even an iad if u are feeling gutsy it can also be used sparingly as instant air grab from across the screen... :D hmm i dont think we have an advanced oki section for jo yet...what kinda funky cross-up/fuzzy guard stuff can be done after the throw xx knockdown combo? also, have u guys seen kenmasterx vs koogy vid in the SER2 thread under guilty pleasure? how did the slayer get hit by those jump slash on wake up? is it because its a cross-up?
  13. thanks for the feeback xaphiel ;_____; i will definitely sink some more time into this game as soon as i get a new pad or get used to playing on stick. superfan: lady voice in the back was when ppl are playing tales of the abyss. i didnt take much video cuz i was talking with nigel in the other room mostly but we should have more vids after the 17th!!!! :D
  14. hey guys, check out how i get pwned by zappa~ http://www.youtube.com/watch?v=Cbo3tJf_uBY :D~
  15. thanks for the prompt reply, Basically, i was wondering if i do k,s,d,e on aba for one-hit, is there a way to coin her after it? perhaps its more of a timed issue but i cant seem to coin her (eg. enkasu, 2p/5k/5hs/2d/2s xxcoin) at all after one-hit if this setup doesnt allow it to occur are there one-hit setups that allows one-hit into coin? regarding the upper loop into recoin stuff. what kinda criteria should i keep in mind if i want to land the recoin xx air combo? for one, i guess its a mid-screen only kinda thing rit? thanks,
  16. question! how does one land coin into combo after mid-screen upper finer stuff? eg setup. 5k,2d,msjh, 2p,hs, upper finer.... do i have to throw the coin at the earliest time possible THEN dash jump to connect the j.k into generic boring looking air combo? and, is there a set up that warrant re-coin upon one-hit on ABA? THANKS,
  17. hi, new vids taken using digicam for ur viewing pleasure. http://www.youtube.com/watch?v=pF1m8vKh_2I Ray(SO)x DGTTWA(ZA) http://www.youtube.com/watch?v=2FOMtMgjF4g SaKa(AB)x DGTTWA(ZA) http://www.youtube.com/watch?v=Cbo3tJf_uBY JOFan(JO) x DGTTWA(ZA) constructive feedbacks are strongly encouraged!!! :D~
  18. 2k > 2s or just 2s itself should be suffice to hit any backdashers
  19. hey guys... is there any setup beside the one-hit, mist, k finer (lvl2) setup to get the corner combo working? i am talking about the new 6h, kjfrc, hs d, wall bounce combo... is it also character specific? i can get the 6h to land after the mist finer but i cant seem to finish the combo on pot... like after the 6h > kjfrc i am push back to the point where only a j.hs will combo. thanks,
  20. thanks for the feedbacks guys. adding a hit after rc one-hit works lo i was able to do throw into ksde rc, 5k, mf k lvl2, 6h, jk frc hs d, corner combo on baiken lo
  21. why is it not possible to do a one-hit using RCed ensenga and combo into a lvl2 k finer into combo in the corner? i know the dmg is gonna be super shitty and the combo itself is retarded but hey... i was bored lo. anyways, while i was trying to do this in training mode the falling foe can tech instantly when i hit them with a lvl 2 finer...
  22. JOFan

    AC: Combo Guide

    hi kayin, do u mean something like jump back k,s,s, hs, kjfrc, blah blah combo? if so: on lighter cast: do k(jump back),s, jc, s,hs, kjfrc on others beside pot and robo: k,s,k, kjfrc on pot, slayer, robo (from what i seen): u can do the lower finer then c.s into standard jump air combo with the k,s,k, kjfrc you can also go into old school dbfrc combo on pot and robo if u have tension to frc. i'd suggest u watch more combovids to familarize urself with the common setups. 4r5 uploaded a bunch on youtube so it shouldnt be hard to find if u put in "ac johnny" as ur search query. ps:sry i didnt get a chance to set up anything with u guys while i was in NY.... 5 days is just not enough to cover manhattan :X
  23. Just some thought on the ZA matchup following up what other had said against dog i find doing double jump dbfrc on the way down to be most effective. also i use short strings like 5k, into 5p or into coin cuz our local zappa player tend to try punishing with dog after a blocked move so it sometimes tag the dog. 2p works really well against dog if zappa doesnt space himself rit and sent the doggy over with any cover. against ghost i jump a lot less cuz ghost throw covers a lot of range in the air. iad hs to punish zappa ghost throw works for me since u can take advantage of his recovery if he does the wrong ghost throw. msjh is good for punishing the whiffed ghost throw too as its fast and covers a lot of distance. in general DA is also a good way to remove summons too!
  24. awesome.. this forum just died off or something lo. is there any safe one-hit setup after mist? or after mist frc? i am talking about setups similar to the ones in slash where u can mist then add 5k or 2s to lock the opponent in place for the unblockable. also.. at which point in anji's corner pressure is it escapable via fd or ib? the anji i play against locks me in corner with butterfly after knockdown.. i can block all low against it and watch for the overhead tap but i want to do something more than just blocking that all day long... >_>;
  25. help ar. anji 5p stuff me out of air options outside of dbfrc ar. am i positioning myself wrong ar or just some kinda timing issue with j.hs ar? ar ar ar. -__-; also ar...how does one punish a blocked fujin ar?
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