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RedBeard

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  1. RedBeard

    AC: Combo Guide

    CONTENTS 1.00 Basic Combos - 1.01 Introduction/Special Notes - 1.02 Key/Legend - 1.03 Throw Combos --- 1.03a Damage Combos --- 1.03b Coin Combos --- 1.03c Knockdown Combos --- 1.03d Enkasu Combos --- 1.03e Mid-Screen Enkasu Combos - 1.04 Air Throw Combos - 1.05 6P/6K Combos - 1.06 Basic Coining Combos - 1.07 Basic MFLV1 Combos - 1.08 Basic MFLV2 Combos - 1.09 Basic MFLV3 Combos - 1.10 Basic Jackhound Combos - 1.11 - 1.12 - 1.13 2.00 Advanced Combos - 2.01 - 2.02 - 2.03 - 2.04 - 2.05 - 2.06 - 2.07 - 2.08 - 2.09 - 2.10 1.00) BASIC COMBOS 1.01) INTRODUCTION This section is purely for combos. I will not be including too much information about when to use what in this section, this is moreso pure reference for combos. For specific uses in gameplay, refer to the Offensive/Defensive guide. NOTE #1: E(1) or Ensenga(1) means that ONLY the second hit of Ensenga hits, IE the damaging part. E(2) means that both hits of Ensenga hit. Enkasu means that only the first, untechable hit of Ensenga hits. NOTE #2: ^ next to someone's name means that that combo has specific stipulations in order to work on them, such as specific delays in order for the combo to work. This generally indicates that it is not as easy to do this combo on this specific character. NOTE #3: Just a small note, keep in mind that everyone's life total is 420. The damage listed is all taken from combos performed on Sol or someone else of average defensive value(Testament, Johnny, Zappa, Faust, etc). 1.02) KEY/LEGEND Position: Where the combo starts. Will be listed as "Anywhere", "Corner", "Close to Corner", "Air", "Mid-Screen" etc. Combo: How to do the actual combo. If you have trouble reading my notation please refer to the FAQ for notation info. Damage: How much damage the combo does on a character of average defense unless otherwise noted. Tension: How much tension the combo costs. Start MFLV: What Level of Mist Finer you must begin the combo with. THIS INFO IS ONLY INCLUDED WHEN RELEVANT! End MFLV: What Level of Mist Finer you will have after the combo finishes. THIS INFO IS ONLY INCLUDED WHEN RELEVANT! Notes: Random notes about the combo. Such as if it knocks down, leaves them in the corner, or is character specific. 1.03) THROW COMBOS 1.03a) DAMAGE COMBOS Combo: Throw->j.K->j.S->dj.K->j.S->j.D->Ensenga(1) Position: Anywhere Damage: 89 Tension: 0 Notes: Standard, lazy combo. Works on nearly everyone but does 4-6 points less damage than the character specific combos. Combo: Throw->j.K->j.P->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 91 Tension: 0 Notes: Best Throw Damage vs: AB, AN, ED, OS, PO, RO, SL, SO, TE, VE. Combo: Throw->j.P->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 92 Tension: 0 Notes: Best Throw Damage vs: FA, KY, ZA. j.P comes out 1F faster than j.K, so for these 3 it's necessary for their best damage as KSSHDE will not work for them. Combo: Throw->j.K->j.P->j.S->dj.K->j.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 93 Tension: 0 Notes: Best Throw Damage vs: PO^. Kind of specific and only does 1 point more damage than his standard. Up to you if you want to go the extra mile for this one. Combo: Throw->j.K->j.S->dj.K->j.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 94 Tension: 0 Notes: Best Throw Damage vs: JO, ZA^ Combo: Throw->j.K->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 95 Tension: 0 Notes: Best Throw Damage vs: AX, BA, BR, CH, DI, JA, MA, MI (AB^, OS^, SL^, SO^). Combo: Throw->j.S->dj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 96 Tension: 0 Notes: Best Throw Damage vs: IN, DI^. Not really worth doing on Dizzy because it does the same damage as KSSHDE on her due to her low defense, and is slightly harder to do. Perfect for I-No though. Combo: Throw->PSSH/KSSH/KPSSH->KJ FRC->j.S->tj.S->j.H->j.D->Ensenga(1) Position: Anywhere Damage: 105-109 Tension: 25% Notes: Eh, just for that bit of extra damage if you need to kill someone. Use the respective PSSH/KSSH/KPSSH per character. 1.03b) COIN COMBOS Combo: Throw->Coin Position: Anywhere Damage: Tension: 0 Start MFLV: Any End MFLV: +1 Notes: Works on everyone but: AB, BA, DI, MI. In the corner, you may need to take a small step back before tossing the coin in order for this to work on: JO, KY, RO, SL. 1.03c) KNOCKDOWN COMBOS NOTE: Anyone marked with an asterisk(*) in this section means that you MUST delay the KJ FRC after the j.H as long as possible. This allows the opponent to plummet closer to the ground allowing knockdown. Combo: Throw->j.S->j.H->DB Position: Anywhere Damage: 75 Tension: 0 Notes: Knockdown used vs: BR, FA, PO, SL, TE, ZA http://www.youtube.com/watch?v=13IQlfnCfYE Combo: Throw->j.K->j.S->j.H->DB Position: Anywhere Damage: 78 Tension: 0 Notes: Knockdown used vs: JO. http://www.youtube.com/watch?v=z6MP6c8Odk8 Combo: Throw->j.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 91 Tension: 25% Notes: Knockdown used vs: AB, AN, AX, BA, CH, DI, ED, IN, JA, KY, MA, MI, OS, RO, SO, VE. This combo is much easier to perform than the combos listed below but does a few points less damage. http://www.youtube.com/watch?v=Difvluqy1j8 Combo: Throw->j.K->j.S->dj.H->KJ FRC->j.H->DB Position: Anywhere Damage: 92 Tension: 25% Notes: Knockdown used vs: BA, BR, JA, MA, MI. This combo is a HUGE pain in the ass to perform and only does 1 point more damage. Your choice. Combo: Throw->j.K->j.P->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 92 Tension: 25% Notes: Knockdown used vs: AN*, ED*, PO, TE*, VE*. Combo: Throw->j.P->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 93 Tension: 25% Notes: Knockdown used vs: JO. Combo: Throw->j.K->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 96 Tension: 25% Notes: Knockdown used vs: AB, AX, CH*, ED*, FA, KY*, MI*, OS, RO, SL, SO, ZA. The timing on the initial KSS for Eddie is VERY strict. If you're having trouble performing this on him, use KPSS. Millia has a really weird timing on this where you have to jump late...kind of a pain in the ass and hard to do, might just wanna stick with her normal combo. Combo: Throw->j.S->dj.S->j.H->KJ FRC->j.H->DB Position: Anywhere Damage: 96 Tension: 25% Notes: Knockdown used vs: DI, IN. 1.03d) ENKASU COMBOS Combo: Throw->j.P->j.P->j.P->j.D->Enkasu Position: Corner Damage: 61 Tension: 0% Notes: This Enkasu works on: AN. This is important as it's the only non tension 1 hit to work on Anji that doesn't require dashing. You'll want to do a late jump and catch Anji kinda low, and the timing is fairly strict but it works. Combo: Throw->j.K->j.P->j.P->j.D->Enkasu Position: Corner Damage: 63 Tension: 0 Notes: This Enkasu works on: RO, TE, ZA. Possibly others as well. This is an alternative 1 hit and not necessarily the best. Has greater pushback than most 1 hits. Combo: Throw->j.P->j.S->j.D->Enkasu Position: Corner Damage: 64 Tension: 0 Notes: This Enkasu works on: BA, BR, IN, JA, RO, TE. Possibly others as well. An alternative 1 hit that has less pushback than usual and can allow for an easier time 1 hitting some characters because you will be more "under" them. I personally use this against Jam. Combo: Throw->Coin->j.K->j.S->j.D->Enkasu Position: Corner Damage: 65 Tension: 0 Start MFLV: Any End MFLV: +1Lv Notes: Only works against Faust. If you do not have him coined after a corner throw, go with this variation as you will still get a knockdown. If he is already coined, refer to the KPSDE variation. Combo: Throw->j.K->j.S->j.D->Enkasu Position: Corner Damage: 67 Tension: 0 Notes: This Enkasu works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE. Combo: Throw->j.K->j.P->j.S->j.D->Enkasu Position: Corner Damage: 69 Tension: 0 Notes: This Enkasu works on: FA, PO, TE, ZA. Possibly others. Mostly important for FA, PO, ZA. Combo: Throw->j.P->j.K->dj.K->j.S->j.D->Enkasu Position: Corner Damage: 71 Tension: 0 Notes: This Enkasu works on: Untested. This is an alternative Enkasu which doesn't do great damage but has very little pushback due to mostly punches and kicks. Combo: Throw->j.P->j.S->dj.P->j.S->j.D->Enkasu Position: Corner Damage: 72 Tension: 0 Notes: This Enkasu works on: AB, BA, BR, CH, DI, IN, KY, SL, TE, VE. An alternative to KSKSDE which is easier, again, due to less pushback from j.P. Combo: Throw->j.S->KJ FRC->AD->j.K->j.D->Enkasu Position: Corner Damage: 76 Tension: 25% Notes: This Enkasu works on: OS, SO, AN. Most of the time, this is not worth attempting on OS and SO because of the sheer difficulty of landing it will usually result in you wasting 25% tension. I reccomend the other 50% tension variant against Sol or OS. This shouldn't be as much of a problem vs. Anji though. Combo: Throw->j.K->j.S->dj.K->j.S->KJ FRC->j.D->Enkasu Position: Corner Damage: 84 Tension: 25% Notes: This Enkasu works on: OS, SO, AN. This is slightly weirder to time but better damage and since 1 hits on OS/SO/AN are hard anyways you are probably better off going this route. 1.03e) MID-SCREEN ENKASU COMBOS Combo: Throw->j.K->j.P->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 92 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Throw->j.P->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 93 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Throw->j.K->j.S->dj.S->j.H->KJ FRC->AD->j.K->j.S->j.D->Enkasu Position: Mid-screen/Close to corner Damage: 96 Tension: 25% Notes: You must be relatively near the corner in order for this to work. You cannot be mid-screen or farther because the combo requires that you push them to the corner to work on most characters. SOME you can do this mid-screen on, but most need to eventually get pushed into the corner for the Enkasu. Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: Combo: Position: Damage: Tension: Start MFLV: End MFLV: Notes: AB, AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JO, KY, MA, MI, PO, OS, RO, SL, SO, TE, VE, ZA.
  2. RedBeard

    General Johnny Questions

    This is where you ask questions relating to Johnny instead of forming whole new topics just to ask 1 question. Your question can be anything. Please take a glance at the Forum FAQ to see if your question was already answered before asking here.
  3. This topic is for linking to random JO matches/combo vids of interest, whether your own, Japanese, American, European, Korean, whatever. Feel free to both post videos and discuss the videos posted in this topic. Useful Links: http://www.youtube.com/FourAreFive 4r5's YouTube archive of Johnny matches and Johnny combo vids. Matches: http://www.youtube.com/view_play_list?p=A3497F2610EBAA3D Combox: http://www.youtube.com/view_play_list?p=3FC52F254AD7B2C5
  4. RedBeard

    AC: Offensive/Defensive Guide

    Saved space until I can finish this writeup... ==================== Dunno what RedBread has up his sleeves, but what ever it is, I'm sure MCing will be a part of it. With AC coming out soon, a lot of people will want to know what MCing is all about. So here it is.. Ugly How-to to Mist Canceling http://www.youtube.com/watch?v=-DuMPPotslk what? 236P/K/S is Mist Finer. Holding Punch, Kick, or Slash will keep you from releasing your sword, this is called Mist Stance. While in Mist Stance, you can exit Mist Stance by taping HardSlash. Canceling your normals into Mist Stance, then quickly exiting out of Mist Stance is called Mist Canceling, or MC for short. how? Enter Mist Stance with either Punch, Kick, or Slash. Hold down what ever button you used, to remain in Mist Stance. While still in Mist Stance, tap HardSlash. Notation looks like this: 236[P/K/S], HS why? Makes your moves safe. Before you can have an offense or defense, you need to know how to be safe. MCing is part of keeping Johnny safe. why not just throw a coin? Using a coin to cancel out your normal moves isn't quite as fast as MCing. Plus you only have eight. But that isn't to say you should never cancel into coin. Both coin and MC have their time and place.
  5. RedBeard

    Pokes/FRCs/Specials: Tricks and Uses

    CONTENTS 1) INTRO 2) KEY/LEGEND 3) DASH/NORMALS/THROWS 4) SPECIALS/FORCEBREAKS 5) OVERDRIVES/INSTANT KILL 1) INTRO This guide is meant to give you a very detailed, but general overview of Johnny's pokes and specials. Note, however, that this guide will not include advanced strategies such as Coin Pressure or MC Pressure. This guide is moreso intended to give you a good idea how to use each normal and special in match play. There are several other stickied topics intended to adress specific uses of specials/normals such as the Matchup topic, Combo topic, or the Offense/Defense topic. I'm going to be using quickstats for each move. Generally just quick info like Startup, Active, and Recovery frames, and Frame Advantage/MC Frame Advantage. If there's something that stands out about that move(such as 3H having GB+ of 20x2), then I will note it otherwise I'll just stick to basic info I feel is relevant. If you want to look into each move's detailed stats on your own, feel free to take a look at the framedata: http://www.dustloop.com/data/ac/johnny.html 2) KEY/LEGEND DMG: Damage. ST: Startup Frames. AC: Active Frames. RE: Recovery Frames. FT: Frame Total FA: Frame Advantage. MCFA: Mist Cancel Frame Advantage. First # is Lv1, 2nd is Lv2, 3rd is Lv3. LV: Attack Level. GB+: Guard Balance Increase GB-: Guard Balance Decrease TG: Tension Gain SP: Special Notes about the move. Notes: Notes I include on the useful applications of the move. 3) DASH/NORMALS/THROWS DASHES Forward Dash TG: ?? SP: 1->10F Johnny is airborne. 11F Recovery. 21F total. Johnny can FD, Jump, or Attack during the recovery of his Dash, but he may not block(without FD), Dash, Backdash, Walk Forward, or Walk Backwards. Johnny may cancel his dash into a jump during any point of it. If Johnny cancels his dash into a jump, he retains momentum. NOTES: Essentially what the special notes mean is that if you're doing MC pressure or coin pressure, dashing is only 10F total if you attack right as your dash recovery begins. You can test the recovery bit yourself by dashing with Johnny then holding forward. You'll notice it takes Johnny a moment to continue his movement. Now dash and attack immediately as you land and you'll notice you do not need to wait for his recovery to end. This is why FD Dashing is much faster than normal dashing, because you're canceling the recovery with FD and immediately dashing again, whereas with normal dashing you need to wait for the recovery to finish. (VIDEO COMING SOON) VIDEO RIGHT NOW http://www.youtube.com/watch?v=DcG59NavR5s There IS advantage to normal dashing over FD dashing though, as normal dashing is a good source of increasing Johnny's tension as well as his tension pulse. During MC pressure or coin pressure you should stick to normal dashes unless you intend to do a mixup with FD Dashing. Dashing is used everywhere. In MC pressure, coin pressure, combos, etc. Basic technique but knowing that it is a 10F dash becomes important in knowing your frame (dis)advantage. FD/Wave/Fast Dashing SP: Does repeated, 10F quick dashes. Tension Gain is crappy though because if you use FD, your TG becomes 20% of it's normal for 1 second(60 frames). NOTES: First of all, to do the FD Dash just hold down PK and mash 646464646464 on your stick. If you are using a controller or pad, you are outta luck because this manuever is much harder to perform on pad from my experience and from others' testimony. (VIDEO COMING SOON) Controlled, rhythmic mashing will get you the max speed results but it's still quick mashing. If you are successful, Johnny should do several quick hops in a row due to cancelling his dash recovery with FD. The intended use for this is to get across the ground quickly. It's also worth noting that if you're doing this perfectly, Johnny is only staying on the ground for 1 or 2 frames while you FD because he is considered airborne during his dash. Perhaps helpful for things like gliding over a Slide Head quake. FD Dashing and Double hopping are two different things, and in general double hopping is more useful but it's based off the same technique as FD Dashing. Double Hop SP: Does a quick double hop to cover ground quickly and effeciently. Low tension gain. NOTES: Performed by pressing 66[PK]4646 or 66[PK]646 rapidly. (VIDEO COMING SOON) This is commonly used in Coin pressure to get on the opponent quickly or to do a tick throw. The double hop covers ground very quickly and is useful for staying on an opponent during coin pressure. NORMALS 5P DMG: 12 ST: 5 AC: 4 RE: 6 FA: 0 MCFA: -4, -1, +1 LV: 1 SP: JCable. NOTES: Not too much to say about this. It blocks bursts, you can't air combo off of it...it combos into c.S which is nice because you CAN aircombo off of that...but in general this poke isn't used too much if at all, it kinda lost it's purpose after #R. You can do a few very specific burst blocking combos with it but nothing terribly useful. If you're crossed up trying to do a 6P it MAY save you and anti-air them. It's really not terrible anti-air but it's not good either, chain into c.S if this freak accident happens and aircombo it or coin them. All in all you'll rarely, if ever, use it. The only other use I can think of for it is feinting throwing a coin because 236H and 5P have very similar animations. Still not terribly useful. Not worth to MC at Lvl1. 5K DMG: 16 ST: 6 AC: 5 RE: 9 FA: -2 MCFA: -2, +1, +3 LV: 2 SP: JCable. NOTES: This move is one of Johnny's absolute staple. Lots of active frames, JCable, links and combos into many important moves such as 5H or 2D...although one of it's great uses has sadly gone which is that it no longer blocks bursts because blue bursts have had their startup lowered to 19F, whereas 5K has 20F total in it's animation. So it's still close to burst block safe but if your opponent times his burst just as your 5K starts, it will no longer block properly so be careful of that. Otherwise this move is used in rushdown and for his basic high/low/tick throw setup all the time. It's also commonly used for Jump Installing and several other useful things. All in all, a very important poke. c.S DMG: 26 ST: 6 AC: 3 RE: 8 FA: +3 MCFA: +-0, +3, +5 LV: 3 SP: JCable NOTES: f.S DMG: 34 ST: 8 AC: 3 RE: 25 FA: -11 MCFA: +3, +6, +8 LV: 4 SP: NOTES: Combos to 6HS on crouching and on standing CounterHit. 5H DMG: 42 ST: 11 AC: 2 RE: 33 FA: -16 MCFA: +5, +8, +10 LV: 5 SP: NOTES: 6P DMG: 25 ST: 11 AC: 6 RE: 10 FA: -2 MCFA: +-0, +3, +5 LV: 3 SP: 1->4f Upper Body Invincibility. 5->16f Above Knee Invcibility. Ground hit cuases 18f float effect. 80% proration. NOTES: Anti-air. 6K DMG: 30 ST: 16 AC: 4 RE: 16 FA: -3 MCFA: +3, +6, +8 LV: 4 SP: 7->13f Upper Body Invicibilty. 35f float effect. CH causes WallStick (78f untechable, 30f WallStick.) FRC: 12->13f NOTES: 6HS DMG: 64 ST: 18 AC: 2 RE: 32 FA: -15 MCFA: +5, +8, +10 LV: 5 SP: JCable NOTES: 5D DMG: 22 ST: 28 AC: 8 RE: 6 FA: 0 MCFA: n/a LV: 5 SP: CH causes Stagger (53f max.) 1->35f, Johnny is in CH state. NOTES: 3H DMG: 28, 28 ST: 11 AC: 8(2)2 RE: 31 FA: -14 MCFA: +5, +8, +10 LV: 5, 5 SP: NOTES: You can MC at anytime, so long as the 1st hit connects. 2D DMG: 25, 25 ST: 9 AC: 2(3)3 RE: 22 FA: -8 MCFA: +3, +6, +8 LV: 4 SP: 2nd hit causes KnockDown. NOTES: j.P DMG: 12 ST: 7 AC: 5 RE: 9 FA: MCFA: n/a LV: 2 SP:JCable NOTES: j.S DMG: 32 ST: 10 AC: 2 RE: 23 FA: MCFA: n/a LV: 3 SP: Ground CH causes Stagger effect (39f max.) Air hit causes plummet. NOTES: j.D DMG: 44 ST: 8 AC: 7 RE: 14, 5 landing recovery. FA: MCFA: [finput][/finput] LV: 3 SP: 24f WallBounce. 5f landing recovery. NOTES:
  6. RedBeard

    AC: Gameplay Specifics

    CONTENTS 1.00 General Information - 1.01 Framedata - 1.02 Throw Range - 1.03 Air-Throw Range - 1.04 Defense Modifiers - 1.05 Guts Rating - 1.06 Dizzy Resistance - 1.07 Guard Guage Modifier/Guard Recovery - 1.08 Jumping/Airdash Specifics - 1.09 Wakeup Framecount - 1.10 Character Gravity/Weight - 1.11 Backdash Specifics - 1.12 Stagger Specifics - 1.13 Mist Cancel Chart 2.00 Character Specific Combo Information - 2.01 Key/Legend - 2.02 Highest Throw Damage - 2.03 Coin Throw Combo - 2.04 Knockdown Throw - 2.05 Enkasu - 2.06 Mid-Screen Enkasu - 2.07 Enkasu Difficulty - 2.08 OTG Recoin - 2.09 Misc Info 1.00) GENERAL INFORMATION This section is for various character statistics. This is a good reference for how Johnny is compared to the rest of the cast in various categories, as well as a good resource for various statistics that are good to know about Johnny's opponents(Such as their defense modifiers, backdash Framedata, or Gravity/Weight). 1.01) FRAMEDATA Please feel free to look over Johnny's frame data at the following adress: http://www.dustloop.com/data/ac/johnny.html Note that there are some minor errors in the framedata that currently aren't fixed. Those are: 2K's damage is 12. (Listed as 20) 2K's level is 1. (Listed as 2) Johnny's Divine Blade (in air 236S and 623S>S) cancels projectiles while retaining hit potential. (Not noted) These errors have been fixed. 1.02) THROW RANGE 55: PO 49: DI, ED, SL 45: AB, AX, BR, FA, IN, JO, RO, TE, ZA 43: AN, JA, KY, MA, OS, SO, VE 40: BA, MI 36: CH NOTES: So in short, Johnny is about in the middle for throw range. This, of course, doesn't take command throw range which is drastically better than normal throws. However, even characters with command throws use normal throws on defense and it can be important to position yourself in a spot where you're capable of throwing them, but they are incapable of throwing you. 1.03) AIR-THROW RANGE 104: PO 96: IN, MA 88: AB, AN, AX, BA, BR, CH, DI, ED, FA, JA, JO, KY, MI, OS, RO, SL, SO, TE, VE, ZA NOTES: Well, this really isn't that important because virtually everyone in the game has the same airthrow range. I suppose it's good to know that PO, IN, and MA outrange you in the air though. May come in handy! 1.04) DEFENSE MODIFIERS 0.87: PO 0.89: AB, RO 0.96: OS, SL 1.00: FA, JO, SO, TE, ZA 1.03: KY 1.06: AN, AX, ED, JA, IN, MA, VE 1.07: BR 1.15: DI 1.18: BA 1.21: MI 1.30: CH NOTES: Nice little bonus, JO has a slightly above average Defense Mod. So he'll take a little less damage from everything which is always good. 1.05) GUTS RATING 5: AN, BA 4: CH, JO, PO 3: JA, MA, MI 2: KY, OS, SL, ZA 1: AX, DI, IN, SO, VE 0: AB, BR, ED, FA, RO, TE Guts Rating Calculation A= 100%->56% health left B= 55%->41% health left C= 40%->31% health left D= 30%->21% health left E= 20%->16% health left F= 15%->11% health left G= 10%->6% health left H= 6%->0% health left S= Guts Rating S----A------B-----C------D-----E-----F-----G-----H 5 x 1.00 x 0.94 x 0.85 x 0.75 x 0.60 x 0.48 x 0.40 x 0.36 4 x 1.00 x 0.96 x 0.88 x 0.78 x 0.64 x 0.50 x 0.42 x 0.38 3 x 1.00 x 0.98 x 0.91 x 0.82 x 0.66 x 0.54 x 0.44 x 0.38 2 x 1.00 x 1.00 x 0.94 x 0.85 x 0.68 x 0.56 x 0.46 x 0.38 1 x 1.00 x 1.00 x 0.98 x 0.89 x 0.72 x 0.58 x 0.48 x 0.40 0 x 1.00 x 1.00 x 1.00 x 0.92 x 0.76 x 0.60 x 0.50 x 0.40 NOTES: Another nice bonus. Johnny is very high on the Guts rating list. He will take much less damage when he gets low on life than most people. 1.06) DIZZY RESISTANCE 80: AB, PO, RO 70: JO, MA, SL 65: AN, FA, JA, TE 60: AX, ED, KY, OS, SO, VE, ZA 55: BA, BR, IN, MI 50: CH, DI NOTES: Yet again, Johnny is high on the Dizzy resistance list which will make it much harder to get a free combo on him or IK him or anything like that. Noticing a trend? 1.07) GUARD GUAGE MODIFIER/GUARD RECOVERY Guard Guage Modifier: 0.8125: FA 0.875: DI, JO, SL 1: AB, AX, BA, BR, ED, IN, JA, KY, MA, OS, PO, SO, TE, VE, ZA 1.125: CH 1.25: AN, MI, RO Guard Guage Recovery: Fast: PO Normal: AB, AX, BA, BR, CH, ED, IN, JA, JO, KY, MA, OS, RO, SL, SO, VE, ZA Slow: AN, DI, FA, MI, TE NOTES: Johnny is superior in Guard Guage "defense", meaning he will recieve less GB+ any time he blocks and can block more attacks before his guage begins to blink. He is, however, in the middle for recovery which means that once he is not in a state of blocking, his guage will recover at a standard rate, as well as take a standard period of time before it begins to recover...unlike Potemkin who will begin to recover pretty much immediately if he is not blocking and recovers at a very high rate. Combined with all of his other defensive bonuses Johnny winds up one of the more naturally defensively boosted characters in the game. 1.08) JUMPING/AIRDASH SPECIFICS Jump Startup: 3F: AB, AN, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, OS, SO, ZA 4F: AX, FA, JO, SL, TE, VE 5F: PO, RO Jump Height: NOTES: 1.09) WAKEUP FRAMECOUNT Character is face up on the ground: Currently Unknown: AB, OS, RO 32F: TE, ZA 34F: KY 35F: PO, IN 36F: AN, AX, BA, BR, DI, ED, FA, JO, MA, MI, SO, VE 37F: SL 39F: JA 41F: CH Character is facedown on the ground: Currently Unknown: AB, OS, RO 31F: SL 32F: AN, AX, BA, CH, IN, KY, SO 33F: ED, MA, PO 34F: BR, MI 35F: DI, JO, VE 36F: JA, 37F: TE 38F: ZA 40F: FA NOTES: This is mostly important information to know in regards to 1-hit Ensengas as well as timing meaties. For 1 hit Ensengas, characters get up FACE UP. So with characters who take longer to get up face-up, you generally wind up on better frame advantage after a 1hit->mist. I currently don't have the data for ABA, Order-Sol, or Robo-Ky. OS and Robo-Ky get up probably very similar to or exactly the same to their Sol/Ky counterparts. ABA gets up super fucking slow either way. Keep in mind that 1-hit frame advantage is also largely dependant on character gravity and which setup you use to achieve the 1 hit, so how slow someone gets up doesn't necessarily indicate guaranteed frame advantage. 1.10) CHARACTER GRAVITY/WEIGHT 0.94: PO 0.95: RO 0.98: AB, JO, OS 1.00: AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA 1.05: DI, IN, MI 1.10: BA, BR, JA, MA NOTES: Characters with lower numbers(0.94 for PO) means they are heavier and will fall faster than other characters. While JO may seem like he falls like a rock, it's actually moreso due to his frame being screwed up and going straight horizantal very quickly so a lot of stuff will miss him after "plummet" hits. ABA suffers a very similar effect from plummet hits. 1.11) BACKDASH SPECIFICS *SPECIAL NOTE*: MO and GM are Moroha and Goku Moroha mode for A.B.A.. Her properties change depending on her mode only for a few specific things. I will generally only include MO or GM if there is a change present. Backdash Frame Total: 11F: JO, MI, ZA 13F: FA, JA, MA, VE 14F: RO 15F: BR 16F: AN, AX, BA, DI, ED, IN, KY, MO, OS, SO, TE 17F: AB 20F: GM 21F: CH, PO 28F: SL Backdash Invincibility: 20F: PO 19F: SL 11F: IN 10F: RO, ZA 9F: AN, BA, CH, DI, KY, MA, TE 8F: AB, AX, BR, OS, SO 7F: ED, FA, JA, JO, MI, VE Vulnerable Frames: 1F: PO, ZA 4F: JO, MA, MI, RO 5F: IN 6F: FA, JA, VE 7F: AN, BA, BR, DI, KY, TE 8F: AX, MO, OS, SO 9F: AB, ED, SL 12F: CH, GM Backdash Velocity: 14.0: MI, ZA 12.5: JO 12.0: MA 10.0: JA 9.7: GM 9.5: FA 9.0: AB, BR, DI, IN, KY, MO, OS, RO, SO, VE, TE 8.5: BA, CH 8.0: AN, ED 7.0: AX 3.5: PO 0.0: SL Overall: Great: IN, JO, MA, MI, PO, RO, SL, ZA Good: AN, BR, JA, KY, TE, VE Average: AB, BA, CH, DI, FA, MO Bad: AX, ED, GM, OS, SO NOTES: Backdash Frame Total: Total number of frames it takes to complete a dash. Johnny's is tied for fastest in the game to complete. Backdash Invulnerability: 1F->?? are invulnerable for everyone's backdash in the game, so Johnny's would be 1F->7F invul. Tied for lowest total invul count. Vulnerable Frames: How many frames on the tail end of the back dash that character is vulnerable for. Johnny has a very short(4F) window in which he can be hit. Backdash Velocity: How quickly the character moves backwards. SL with a value of 0 is because he doesn't gain any kind of momentum. His backdash moves him set distances with no velocity. This is because his backdash is JCable and they specifically do not want to allow him to keep momentum from it to get farther away. Total distance the backdash covers is some kind of formula between backdash Velocity and Total Framecount, but I'm unsure how to calculate it to get an exact dot count. JO's backdash is among the quickest in the game. Overall: General rating taking all different aspects into account on how good each character's backdash is. Every backdash in the game is useful regardless of their rating, it's just more of a general rating to give you a better idea of how good each one is. You'll notice a character like Faust's backdash has decent stats, but his frame is also gigantic while backdashing so he gets negative points for that because it's so easy to hit him out of it, so I took those kinds of things into account. 1.12) STAGGER SPECIFICS Stagger Moves: 2H(CH): 53F Max j.H(CH): 39F Max JH: 47F Max MSJH: 52F Max MSDJH: 65F Max Stagger Links: 2H(CH) 2H(CH)->5D: MAX 2H(CH)->f.S: Lv2 2H(CH)->5H: Lv2 2H(CH)->2D: Lv2 2H(CH)->2S: Lv2 2H(CH)->3H: Lv2 2H(CH)->236K(2): Lv2 2H(CH)->236S(2): Lv2 2H(CH)->6K: Lv1 2H(CH)->6H: Lv1 2H(CH)->Dash->Throw: Lv1 JH JH->RJ: MAX JH->Throw: Lv3 JH->5P: Lv2 JH->2P: Lv2 JH->5K: Lv2 JH->c.S: Lv2 JH->2H: Lv2 JH->2K: Lv1 JH->f.S: Lv1 JH->5H: Lv1 JH->OD: Lv1 JH->3H: Lv1 JH->2D: Lv1 JH->6P: Lv1 JH->2S: Lv1 JH->236K(2): Lv1 JH->236S(2): Lv1 JH->Coin: Lv1 MSJH MSJH->RJ: MAX MSJH->Throw: MAX MSJH->5P: Lv3 MSJH->5K: Lv3 MSJH->c.S: Lv3 MSJH->2P: Lv3 MSJH->2H: Lv3 MSJH->Coin: Lv3 MSJH->f.S: Lv2 MSJH->5H: Lv2 MSJH->2K: Lv2 MSJH->2S: Lv2 MSJH->2D: Lv2 MSJH->6P: Lv2 MSJH->6K: Lv1 MSJH->OD: Lv1 MSJH->236K(2): Lv1 MSJH->236S(2): Lv1 MSDJH MSDJH->5P: MAX MSDJH->5K: MAX MSDJH->c.S: MAX MSDJH->f.S: MAX MSDJH->2P: MAX MSDJH->2K: MAX MSDJH->2S: MAX MSDJH->2H: MAX MSDJH->2D: MAX MSDJH->OD: MAX MSDJH->RJ: MAX MSDJH->Throw: MAX MSDJH->Coin: MAX MSDJH->5H: Lv3 MSDJH->6P: Lv3 MSDJH->6K: Lv3 MSDJH->6H: Lv3 MSDJH->236K(2): Lv2 MSDJH->236S(2): Lv2 NOTES: This section notes the required mashing by the opponent in order to escape specific links involving moves of Johnny's that stagger. This will let you know how escapable certain links are. In general: Lv1: Very mashable if they have general mashing down(which any good player will). Stuff like this will generally only connect if they got lazy or really didn't see it coming(which is certainly possible with stuff like 2H CH or j.H CH). Lv2: Iffy if they'll mash out of it unless they knew it was coming or have fairly fast mashing reaction. If you're facing players with good JO experience, you may need to use your Lv3 safe moves to achieve links but Lv2 mash is still not simple to achieve on reaction. Lv3: Nearly impossible to escape, the player MUST be mashing like before the move even hits and mashing very fast at that. For all purposes and intents there is a very low chance of escaping something that requires Lv3 mash, especially on reaction. MAX: Impossible. Even if you begin mashing your heart out before the move ever hits it's pretty much physically impossible to mash at "MAX" level, generally only the CPU does this. N/P: Not possible to mash, period, even on max stagger. As far as I know nothing like this exists for Johnny as even Return Jack is mashable no matter how fast it's done if the CPU is set to MAX recovery. The only move I didn't include that staggers is j.H, as it depends on how high in the air you hit it from so it'd be impossible for me to document how safe certain links were. Also note that all of these values assume you hit the link on the FIRST POSSIBLE FRAME, so some of these MIGHT be 1F links(MSDJH->6H is a 1F link) under the conditions listed, though most have some leeway with the timing. 1.13) MIST CANCEL CHART 2.10) MIST CANCEL CHART (Thanks goes to 4r5 for making the chart) 4r5: Something looks wrong with this. I'm going to go through the checks, again. 2007/08/15: Ok, fixed it. Red is no-no. Blue is a-ok, if you can do it fastest. LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F) Hit Level == Mist Level 1/2/3 1 == -4/ -1/+1 2 == -2/ +1/+3 3 == +-0/ +3/+5 4 == +3/ +6/+8 5 == +5/ +8/+10 Attack == SD/MC1/MC2/MC3 P == [B]+-0[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/+1 K == [B]-2[/B]/ [COLOR="Blue"][B]-2[/B][/COLOR]/ +1/+3 c.S == [B]+3[/B]/[COLOR="Red"][B]+-0[/B][/COLOR]/ [COLOR="Blue"][B]+3[/B][/COLOR]/+5 f.S == [B]-11[/B]/ +3/ +6/+8 HS == [B]-16[/B]/ +5/ +8/+10 6P == [B]-2[/B]/+-0/ +3/+5 6K == [B]-3[/B]/ +3/ +6/+8 6HS == [B]-15[/B]/ +5/ +8/+10 3HS == [B]-14[/B]/ +5/ +8/+10 2P == [B]+1[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/[COLOR="Blue"][B]+1[/B][/COLOR] 2K == [B]+2[/B]/ [COLOR="Red"][B]-2[/B][/COLOR]/ [COLOR="Red"][B]+1[/B][/COLOR]/+3 2S == [B]-4[/B]/+-0/ +3/+5 2D == [B]-8[/B]/ +3/ +6/+8 As noted in red, 5P, c.S, 2P, and 2K are pointless to MC at level 1. Everything else is beneficial to MC.
  7. RedBeard

    [AC] Johnny AC Discussion

    I baleted the older thread because most of it was Pre-AC speculation stuff, I saved all of the useful posts made by Wim and others etc so people don't need to look through 20 pages of speculation to find something
  8. Ok I realize I riddled this forum with tons of topics but it's more of an attempt to keep it organized. This is moreso a topic for me to update you guys on the guide as well as anyone to ask me questions or anything like that. I deleted most of the useless topics, or truly old and dead ones with no info. I deleted a few with useful information but I saved the info before closing them. The remaining threads are generally large so I will need to take some time to file through them and merge/save useful posts and just make them easier to read and access, but that is not on the top of my list of things to do so for now those topics will stay. My Guide/FAQ is my top priority right now and it's quite a giant project so you'll need to bear with me. Anyways hopefully we can make this forum cleaner, more useful, and easier to access and read.
  9. RedBeard

    [AC] Johnny Video Links/Video Discussion

    You have a nice Johnny. I'll have to eventually get some vids of myself too. The only thing I'll say is that he should have punished your jumpins a lot more than he was. I saw a lot of plain ol' airdashing after coins or whatnot which he should be anti-airing on reaction.
  10. RedBeard

    Throw bug?

    Like Mike Z said, Bridget with his 5P bug thing retains properties of what he was doing before he returns to a neutral state and taunts. So if you did a combo into a knockdown with OS and then threw Bridget during the taunt on his wakeup, the combo meter would not reset because of the 5P bug. Pretty sure Final Showdown has a combo vid on youtube where he shows this glitch to do an extended combo
  11. RedBeard

    General Johnny Questions

    Pretty much just more damage. If you're in range to do c.S instead of 5K in most situations, you should.
  12. RedBeard

    AC: Gameplay Specifics

    Just a small thing to note that I totally forgot to add Anji's Enkasu in the first part like a year ago. I completely forgot about it, though it's somewhat hard to do. Just a late jump j.P->j.P->j.P->j.D->Enkasu. No dash or anything necessary. Sorry about that.
  13. RedBeard

    [/] Slash Johnny Matchup Thread

    Saving this from pruning, though most of the information is outdated, there were some quality posts in this thread that still apply to AC somewhat...until we can determine what needs to be saved it shouldn't be pruned!
  14. RedBeard

    Axl v. Sol

    They'll generally drop like rocks after blocking any of your long range things in the air, but the important thing they achieve if blocked is wasting a hell of a lot of their tension(assuming they hit twice) and putting you back in a neutral situation, which in at least half of his matchups is good for Axl.
  15. RedBeard

    Improving tips?

    Well, IMO, what it comes down to is... Train yourself to have impeccable offense/execution of your highest damage combos and tricky setups/basic mixup game, then play opponents who also do this and you will learn to defend against them. I think a big part of the problem with most people is they just get lazy and don't complete their training. If you're not FRCing like second nature, or you're not hitting your reversal safe okizeme 95% etc, you need to hit training mode more. The best way for both you and your friends to improve is to finish learning offense before you begin learning defense, which you will naturally pick up by playing other good players.
  16. RedBeard

    [AC] Johnny vs Eddie

    ^This. Anything you do is risky at the start so waiting for him to make a move is ideal. Reason being that a backdash may result in an HS IH waiting for you. Doing any poke can wind up with an S IH trade which is most definitely worse for you than it is for him because if you get knocked down, you're in for a world of shit. Without tension in a neutral situation, there isn't as much to fear from Eddie at match start...so I think it's best to be cautious.
  17. RedBeard

    GG:AC Official Tier List Thread

    Hmm, I think the pros/cons lists can be fine but maybe there should be like a summary(the pros/cons stuff) and then a more detailed description below in paragraph style for a more in depth explanation(like what Juicy G did) on why that character is in the tier they are.
  18. RedBeard

    [AC] Johnny Video Links/Video Discussion

    *crickets* Well, just for the sake of it here's an old favorite of mine from MSY. Oh the good old days...dead first in GGX, dead last in AC! *sniff* Instant Dizzy combos! 1 tap deaths! http://www.youtube.com/watch?v=es8QahflnNQ
  19. RedBeard

    GG:AC Official Tier List Thread

    Just to add something to Axl that I don't see added: Even from full screen knockdowns from Rensengeki or Bentengari(H), he retains good, reversal safe pressure(dashjump j.S), which can string into any of his mixups. Hmm, and I disagree about his damage. Axl does pretty heavy damage for 25% tension, and it leads into knockdown. His normal knockdown stuff doesn't do much damage but whenever he tosses out 25% tension it turns into a lot, especially in the corner. Just to add to Johnny one con I forgot: Pretty much every move of his is no longer burst safe. I realize it's like this for a lot of the cast but aside from like 2P/5P/c.S, nothing of his is burst safe anymore(including 5K and ALL of his air moves, meaning unless he JCs something he is burstable, even j.P's...). So erm, in short, his burst blocking ability kind of went to shit other than a few specific instances where he now needs to commit to combos or JC something to burst block. Of course he can still Mist Cancel but that falls under commiting to combos.
  20. RedBeard

    AC: Basic and Situational Combos

    ? You can do it if you hit the opponent on the ground. Begin charging while you're in the air and do a dashing Rashousen and if you time it properly it will hit them on wakeup. I've done it plenty of times in matchplay when the opponent isn't airborne so I'm not sure what you're referring to. Another thing to note would be that comboing a 63214S mid-combo...if you start the combo with a throw, the opponent will tech if it's I believe 8 hits or under. However, if you start the combo with any normal hit you can get somewhere up to like 15 hits before they can tech the slide. I haven't messed with it too much but I'm sure for some combos it would be useful to end with Raieisageki into the unblockable.
  21. RedBeard

    GG:AC Official Tier List Thread

    Johnny Pros: +Overall high defensive ratings +Great corner pressure/corner mixups +Air to air/air to ground game is exceptional. +Decent reach +One of the best anti-airs in the game. +Assuming he has tension/coin landed, his comboability off of random hits is excellent. +Gains tension quickly +Throw has a decent variety of options and setups +Gained some fairly easy mid-screen knockdown combos. Unfortunately, many of these require 25% tension. Cons: -0 advantageous matchups -Gets killed by characters who run away/zone effectively and can't let them back off. -No real mid-screen pressure to speak of. -0 zoning capability -Pokes have slow startup, and generally have horrible recovery when whiffed. -No shoryu means the opponent doesn't need to fear much of anything from Johnny during pressure unless he has 50% tension. -Damage caps around 190-240 tops. Most characters in AC do comparable damage and many can far exceed what he's capable of now. -Requirements for his higher end damage don't match up to the damage they do. -More tension/coin dependant in AC. NEEDS Level 2 to do almost anything. -Tension/Coinless options are somewhat limited. -Tensionless/Coinless options non existant due to DB and Jackhound nerfs. -Mist(214P) nerfed badly. So slow that you generally need to FRC it or land an air throw to successfully do the unblockable. -Divine Blade(Air 236S) and Jackhound(214D) nerfed to all hell. Two of his main combo starting moves no longer work properly. -Since he NEEDS tension to be a threat in general, he can no longer toss out defensive manuevers without thinking because it's a big sacrafice. -Since his defensive options are so expensive and/or unsafe, there are many times where characters will essentially run all over Johnny and there is little he can do about it.
  22. RedBeard

    GG:AC Official Tier List Thread

    Hmm, list is too sloppy looking and not direct enough from what I see above, I'll have to make it more concise later...
  23. RedBeard

    Johnny forum complaints/questions/suggestions.

    I've begun serious work on the Combo guide, but it takes a lot of testing and whatnot so it's moving at a slower pace than I'd like. So take a gander at the combo topic if you have a minute and gimme some suggestions. Ignore the "builders tools" I left in there :p.
  24. RedBeard

    AC: Gameplay Specifics

    <3 Another thing maybe to add later is how SD after a dash following an MC...that being that a normal dash takes 10F to complete, with 11F of recovery where you can do anything like attack/blah blah etc. This would mean that for MC pressure and whatnot you get -10 to your SD technically so people know how safe dashing back in is. Also plan to eventually do the coin.
  25. RedBeard

    Pokes/FRCs/Specials: Tricks and Uses

    Ohhhh, gotcha. I never used Mr. Heart so I was confused.
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