Post by buhwhyen on Jan 25, 2008 4:03:38 GMT -5
So...I was bored and decided to learn how to combo with Johnny. The short version of my experience is Johnny is a needy homo. Not nearly as needy and moody as Millia, but his shit doesn't like being universal. Its not so much that you always have to adjust your combos on the fly, its you actually have drastically different combos for light, medium and heavy characters (the combos that actually do damage anyways).
I compare him to Millia because uou actually have to alter the spacing between moves in his air combos to make them work (Killer Joker combos, not generic ones). He has 3 generic ways to get into KJ combos, but depending on character and the launcher you always have to alter the timing of the moves to make sure they're at the right height for j.hs to connect (the hit box is whack and likes to miss).
Another thing...heavy characters are a bitch to combo, people like Robo-Ky require completely different combo starters than most of the cast because of the height they are launched to (most characters you jump back and j.k, j.s, etc, but for Robo-Ky you have to wait for them to cross up and hit a 5c.S then forward jump into an air combo). The combos themselves are actually brain dead easy, but the real problem lies in the whack ass timing depending on who it is you're combo'ing.
Another weird fact, the jump string: j.k, j.p, j.s JC j.s, j.hs, j.d, ensenga does the same damage but modifies height hella differently than: j.p, j.k, j.s JC j.s, j.hs, j.d, ensenga. Some characters actually are easier to just do j.s, j.hs, KJ (killer joker) opposed to the normal j.k, p, s, JC combo. Starting with j.p actually moves the opponent higher than starting with j.k. Also odd...on some characters its better to just do (j.p), j.s, j.hs, KJ, etc because getting the height right from the normal air combos is a real bitch and in some cases I couldn't get them to work at all. The damage is actually pretty comparable, but it looks hella ghetto.
More interesting combo tid bits, level 2 mid mist finer in the corner has some weird follow up properties... Apparently if the person being combo'd isn't heavy, they pop too high to combo: 6HS -> crackhound (The crackhound actually misses entirely and the opponent can tech). Also doing level 2 mid mist finer -> KJ OTG is actually really difficult timing wise, it might just be I'm not comfortable with mist finer recovery, but I couldn't do it consistently. And actually in a lot of cases just OTG'ing with crackhound is the easiest and most consistent way of continuing off a ground slide into the corner. Dash 6HS is always an option but again the timing is pretty unforgiving.
More over, the difference in height between the 6P launcher and throw makes it impossible to do the same combos for both launchers (almost, the only one that works is the generic j.k, s, JC, dj.k, s, d, ensenga). And 6K might as well just not exist.
FD dashing is actually quite easy but I still have to consciously think to remember it exists. Same with mist finer pose teleport, which is hella good. And I keep missing the air KJ FRC, its actually cause I'm hitting it too early, but the FRC point just seems so late on the move. I started hitting it more consistently, but I'm sure muscle memory will make me rush the timing and RC it in any match.
RC TK ensenga in the corner is actually pretty damn useless now. Previously you could RC a TK ensenga in the corner IAD j.k, (j.s), j.d, land, and relaunch for some sick damage. Now after the IAD, the j.s will always (at least from what I've tested) miss, but doing j.k, j.d makes it impossible to relaunch (the beat counter will always turn black). I tried to do the normal j.k follow up, but its too slow, j.p whiffs 95% of the time, lvl 2 mist finer is too slow most of the time and often is at the wrong distance/angle.
Oh..and he needs a 4 frame move, linking after crackhound is annoying. Fucking pedophiles.
I compare him to Millia because uou actually have to alter the spacing between moves in his air combos to make them work (Killer Joker combos, not generic ones). He has 3 generic ways to get into KJ combos, but depending on character and the launcher you always have to alter the timing of the moves to make sure they're at the right height for j.hs to connect (the hit box is whack and likes to miss).
Another thing...heavy characters are a bitch to combo, people like Robo-Ky require completely different combo starters than most of the cast because of the height they are launched to (most characters you jump back and j.k, j.s, etc, but for Robo-Ky you have to wait for them to cross up and hit a 5c.S then forward jump into an air combo). The combos themselves are actually brain dead easy, but the real problem lies in the whack ass timing depending on who it is you're combo'ing.
Another weird fact, the jump string: j.k, j.p, j.s JC j.s, j.hs, j.d, ensenga does the same damage but modifies height hella differently than: j.p, j.k, j.s JC j.s, j.hs, j.d, ensenga. Some characters actually are easier to just do j.s, j.hs, KJ (killer joker) opposed to the normal j.k, p, s, JC combo. Starting with j.p actually moves the opponent higher than starting with j.k. Also odd...on some characters its better to just do (j.p), j.s, j.hs, KJ, etc because getting the height right from the normal air combos is a real bitch and in some cases I couldn't get them to work at all. The damage is actually pretty comparable, but it looks hella ghetto.
More interesting combo tid bits, level 2 mid mist finer in the corner has some weird follow up properties... Apparently if the person being combo'd isn't heavy, they pop too high to combo: 6HS -> crackhound (The crackhound actually misses entirely and the opponent can tech). Also doing level 2 mid mist finer -> KJ OTG is actually really difficult timing wise, it might just be I'm not comfortable with mist finer recovery, but I couldn't do it consistently. And actually in a lot of cases just OTG'ing with crackhound is the easiest and most consistent way of continuing off a ground slide into the corner. Dash 6HS is always an option but again the timing is pretty unforgiving.
More over, the difference in height between the 6P launcher and throw makes it impossible to do the same combos for both launchers (almost, the only one that works is the generic j.k, s, JC, dj.k, s, d, ensenga). And 6K might as well just not exist.
FD dashing is actually quite easy but I still have to consciously think to remember it exists. Same with mist finer pose teleport, which is hella good. And I keep missing the air KJ FRC, its actually cause I'm hitting it too early, but the FRC point just seems so late on the move. I started hitting it more consistently, but I'm sure muscle memory will make me rush the timing and RC it in any match.
RC TK ensenga in the corner is actually pretty damn useless now. Previously you could RC a TK ensenga in the corner IAD j.k, (j.s), j.d, land, and relaunch for some sick damage. Now after the IAD, the j.s will always (at least from what I've tested) miss, but doing j.k, j.d makes it impossible to relaunch (the beat counter will always turn black). I tried to do the normal j.k follow up, but its too slow, j.p whiffs 95% of the time, lvl 2 mist finer is too slow most of the time and often is at the wrong distance/angle.
Oh..and he needs a 4 frame move, linking after crackhound is annoying. Fucking pedophiles.