4r5 Report post Posted June 6, 2006 Your opponent is letting you win. Your 'combo' was techable. Share this post Link to post Share on other sites
Deadguy Report post Posted June 6, 2006 Your opponent is letting you win. Your 'combo' was techable. Or they're afraid to tech, because you're playing johnny ;p Share this post Link to post Share on other sites
SolxBadguy Report post Posted June 6, 2006 Understood, thanks for the confirmation. SolxBadguy reporting out! Share this post Link to post Share on other sites
Nami-Chan Report post Posted June 6, 2006 Or they're afraid to tech, because you're playing johnny ;p SO CORRECT!!! /no1 Share this post Link to post Share on other sites
Suichi Report post Posted June 6, 2006 That leads to another stupid question. Why would people be afraid to tech Johnny? Share this post Link to post Share on other sites
taraction Report post Posted June 6, 2006 airthrows Share this post Link to post Share on other sites
HmR.kS Report post Posted June 6, 2006 Can't other characters airthrow too? Share this post Link to post Share on other sites
taraction Report post Posted June 6, 2006 johnny's airthrow resets combos. Share this post Link to post Share on other sites
Suichi Report post Posted June 6, 2006 Once they tech, wouldn't it be reset anyway? Share this post Link to post Share on other sites
Henaki Report post Posted June 7, 2006 that doesnt make sense the throw resets, not the tech Share this post Link to post Share on other sites
baka-busu Report post Posted June 7, 2006 Is Jams Parry worth the time to master? I don't really see it being used alot so i was just wonderin' Share this post Link to post Share on other sites
Tritone Report post Posted June 7, 2006 Yes. Great anti-air, and so much more. Share this post Link to post Share on other sites
Dark Man X Report post Posted June 7, 2006 no...the airthrow doesn't reset anything. The reason the guard gauge goes back to normal is your opponent teched or burst. Airthrows take away guard gauge too, so how can they reset damage????? Even if your airthrow combos, all you did is just airthrow them on the 1st few tech frames......If what you mean by reset is another chance to do something with Johnny, then yeah, it does. The reason that Johnny's airthrow is so good cuz it can either lead to another combo, free coin, free unblockable, or any combination of the three, depending on what the player does with it. At the least, it's a free knockdown, no matter where you hit it.... Share this post Link to post Share on other sites
Manta Report post Posted June 7, 2006 Jam's parry is an invaulable tool. You can think of it as an advanced instant block, so you can block a move with no pushback and immedeatly cancel into your counterattack while your opponent is still recovering. You can use this to stuff many pressure strings by making holes which otherwise don't exist. You can also be rather cheeky and combine its input with that of the orb or rush overdrives to get a free attack in. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted June 7, 2006 Technically the person teching out resets the combo, but johnny air throwing them is called a 'reset', which means the act of making someone reset themselves for more damage. So technically it could be either thing, but usually people refer to the whole series of events as the 'reset' (for example, Anji does a combo and then near the end, hits you with 5P, waits for you to tech, and air throws you. The whole thing is the reset). Share this post Link to post Share on other sites
SolxBadguy Report post Posted June 8, 2006 How do you read frames or know how much frames of a move it is? Share this post Link to post Share on other sites
taraction Report post Posted June 8, 2006 there's a frame data thread somewhere in this forum. we usually check that. Share this post Link to post Share on other sites
SolxBadguy Report post Posted June 8, 2006 K, thanks. Share this post Link to post Share on other sites
Kbalch Report post Posted June 9, 2006 I dont know the technical terms to make this make sense but ill try. I know when a move prorates it affects damage after but does it also affect the dizzy caused by a move? Like if I have a move that dizzys characters after a couple hits but use it in a combo after a move that heavily prorates will I also be getting a highly prorated dizzy or is only the damage changed? Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted June 9, 2006 Stun is calculated by multiplying some factor by the damage the move deals. So yes. Share this post Link to post Share on other sites
Kbalch Report post Posted June 9, 2006 Thanks. I'll give you a hi five at evo or something. Share this post Link to post Share on other sites
Manta Report post Posted June 9, 2006 On top of the proration affecting stun, subsequent hits in combos have thier dizzy rating dimisnish as the combo goes along. So a single powerful hit at the start of a combo will be stunning way more than a chain of lighter hits. Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted June 9, 2006 Apparently prorating (at least non-forced) as well as guard gauge don't effect dizzy potential at all. Damage base used to calculate dizzy damage is just fixed based on the base damage of the move and the number of hits into a combo (along with CH/OTG state and stun mods). Share this post Link to post Share on other sites
Nami-Chan Report post Posted June 11, 2006 Very Stupid Question: Can we STILL Air Grab Sol's Bandit Revolver? In #R i usually Option Select Airgrab the second hit of Bandit Revolver. Its still cool if we can still do that. Share this post Link to post Share on other sites