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Jjba all star battle r
Jjba all star battle r









For bests results, rely on easy beat for maximum damage.ĥLMH>214L:: 117 damage  hard knockdown. Doesn't work on some of the smaller members of the cast.ĥLMH>46H>(P.C)>GHA: 430 damage  3 stock.ĥLMH>236H: 124 damage  if you want to stay in Act 1, rely on this combo for building HHA gauge.ĥLMH>236H>HHA: 225 damage  1 stockĥLMH>236L: 136 damage  I can't consistently get all hits to connect. Loses almost all his moves if he runs out of bullets, has to run and recharge.ĥLMH>46M>2L>46H>2L>46H: 248 damage ĥLMH>GHA: 375 damage  2 stock.Evolving loses very useful Act 1 623A reversal, making him much more vulnerable on the ground.Cutscene moves or command throws will interrupt mount transition.Can’t run or jump when off his horse, 4H or 6H are his only way of avoiding command throws as a hard read.Can combo from grounded into mounted easily.Doing GHA will instantly bring you to Act 4.Getting 1 corpse part will increase his overall damage.On horse, he is very hard to get in on.Act 4 236S and 623S are very hard to deal with.Surprisingly good combo damage, projectiles do good damage on their own.Act 1 623A is a great invincible reversal on wake-up.Horse (charge)46A is a great move all around.It raises his overall damage output.Ģ : Johnny gets super armor when performing his special moves. However, he is very oppressive in the right hands and his damage is surprisingly good.ġ : Every attack Johnny has does more damage, normals, specials, HHAs and GHA. This makes Johnny an unpopular, specialist character.

jjba all star battle r

Furthermore, characters that can steal meter from him can impede his moveset evolution. Skilled enemies will also use cutscene moves to interrupt him getting his horse. Not being able to jump or run off his horse makes Johnny a sitting duck for beginners, and skilled opponents will abuse command throws because of it. 22M will increase the rate that they recharge.

jjba all star battle r

Once he uses them all, Johnny has to wait for them to recharge. Once in act 2 or above, Johnny only gets 10 bullets to work with. This seems complicated, but simply comboing into GHA will automatically bring Johnny into act 4. Getting Act 4 adds: 236S, a fast, tracking HKD projectile, and 623S projectile that pressures the opponent while Johnny can move around. Act 3 brings back 623A, but it is now a projectile turret. 214A becomes a universal homing projectile. Act 2 removes his anti-air in exchange for allowing 236LMH to fire at different angles. Act 1 gives a basic projectile (236), a great anti-air (623A), and ground only 214A, a low projectile. It is critical that you learn to use this move and combo with it, as it is often his main source of damage, and his main way of making the opponent hesitant to rush you down. His main special is Horse (charge)46A, a long range, invincible reversal that can be used as a launcher and for juggle combos.

jjba all star battle r

1 part gives an overall damage boost, 2 parts gives his projectiles super armor, and 3 parts increases meter gain. He’ll want to be on his horse as much as possible unless trying to pick up corpse parts. Johnny is a unique character for two reasons: His moveset is designed to evolve and change over time by doing supers, and he can’t run or jump when off his horse. Use supers to evolve your moveset, giving access to powerful projectiles to suppress the enemy.

jjba all star battle r

EB = 5 DIF = 4 TECH = 3 WILL = 3 VERS = 4 DAM = 4











Jjba all star battle r