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It's probably the last of the day, the rest should be posted shortly. [b]Johnny Maximum[/b] How can we not speak about the wonders that are within World Heroes without touching one of the 'slow but strong' characters from the saga? True to their concept, they are all very slow... however most of them pack such a variety of strenghts & game play options, all of it carefully wrapped within a very specific game play idea which in the ends becomes such a an alluring concept to use, that easily puts to shame most of the current 'slow but strong' characters available to control in nowday games. Johnny is a prime example of this concept, creating a wide array of strenghts & limitations that are pretty much 'almost' unique to him. While playing with Maximum you can easily convey a 'fortress' feeling with him, he is slow & hard to move, but once he gets going he can use some very nasty strategies that are pretty difficult to stop, and extremely fun to abuse. Being simple doesn't mean that it's easy to stop all of the cheese that Maximum can provide. Advantages : + Johnny's vs block game is very strong, and he packs very good strenghts to properly punish tricking the enemy. + While they revolve around few moves, Johnny's mix ups are annoying enough to fear his pressure & grant him decent cheap shots. + Strenght, not only he deals more damage than most of the other characters, but he is not restricted to 'one hit wonder' style of game play & can abuse links & combos as most of the cast does. Disadvantages : - Short range, despise having some pretty long & good moves to fight from afar, Johnny's true colors shines the brightest when he can make use from all of that short range pressure. -Size, couples with his short range there is the fact that a lot of the moves that normally whiff against a crounching enemy won't miss against a crouching Johnny. Of course, once you develop cleverness & instinct, these weak points aren't something that will fell disavantegous at all. # Offense -> -> His foward + strong punch is a pretty strong attack, but some characters can duck it, so be careful on not getting wild with it. Learn how to anticipate moves with this, as it can easily shut down a lot of long ranges pokes. -> A lot of characters can duck against Johnny's standing jab, that does means that against block, and at zero distance a whiffed standing jab into his 41236 + Punch Johnny Special command throw is extremely evil, this same set up is, however extremely hard to apply on block due to the strong push back that most of Johnny's moves have. A crouching weak kick is stronger when we speak of hit / block -> command. Of course, you can, instead of a jab you can use the Feint button -> command grab. Also remember that his Lightning tackle as some pretty good invincible frames at the beginning, and as such will be strong against throw attempts. Also since his close standing strong puch has such a huge block stun, a properly made (blocked) standing strong punch -> running -> command grab is surprinsingly difficult to escape. -> When anticipating with his 623 punch lightning tackle remember that it's invincible near the beginning, but once it launches into air it's only a high priority attack, and as such some over strong attacks (like dragon's jumping attacks) or invincible attacks will knock you out of the tackle. Learn how to properly time the use of this. -> His down, up punch 'Head crush' is hard to understand; but extremely good to use when properly understood. The move first lunges Max into the air and as soon as the decend begins, he dives with to the ground face first, the important feature of this move is that you can [b]control[/b] the direction of your landing, meaning that you can do those good old Cheng Sinzan landing 'foward or backwards' strategies. The move itself is decently quick but it is importat to keep in mind that it's range is very short. While I don't remember the initial frames having any kind of invincibility at all, the move is quick enough to grant it's use to jump some pressure tactics or fireballs. If this gets blocked, it can hurt. -> His shoulder butt crush tackle move is excellent (236 + kick), the strong version is extremely quick to travel and stops really safely (making it hard to run away from the character), while the weak version travels a very short range at very slow speed, only to recover quickly when properly done. Be sure to learn how to properly judge the best distance for these moves. Crouching jabs are excellent pressure follow ups to a blocked tackle, said crouching jab can be followed with a crouching strong kick if lands successfuly, but if it is blocked you have other options, such as doing a crouching strong punch at short distance, or a foward strong kick at long distance. -> While slow, Johnny has one of the most offensive jumps of the game, and he has many strong attacks to keep the pressure in check while jumping, even if he lacks some true cross up possibilities. An easy example will be Jumping with an early strong punch, to land with the command grab. If they forsee the grab you can land with the 623 + punch move to stop enemy reactions, and if they choose to play the waiting game, you can use Johnny's strong command grab set ups or use his block pressure game. # Against Block game -> -> Johnny's jabs are his quickest normals and as such should be used as one of your main offensive weapons. A successful jab or two can be easily comboed into his very long range crouching strong kick. The withdraw of this, however is that his crouching sweep is very week against blocks, giving enemy with quick attacks or long range moves easy free shots on Johhny. As such is mandatory that you learn to use your criteria and replace the sweep with a foward strong kick. While we are on the subject, even though it's vulnerable his sweep is insanely strong, and Max ducks so much that you can actually go through some fireballs if you time it properly. -> Johnny's insane World Heroes 2 combo made it to this game, and that was close standing strong punch x 2, into a crouching strong kick. In this game however, this is harder to land on everyone, and as such you need to learn how to use alternatives to it, such as cls strong punch into foward strong punch upon successful hit. Of course, those are options for 'on hit' combos, for blocking purposes you can actually create some extremely evil set ups such as walk -> close standing fierce punch x 3; or close standing strong punch, crouching strong punch at short range, or close standing strong punch into a running crouching jab or close standing strong punch into a weak 236 + kick. -> Remember to jab to close standing strong punch or crouching strong punch is pretty good. -> Remember that he has both, a weak df + kick slide & a strong one, both have different effects on hit and on block, however most of the use for these moves comes from doding fireballs, instead of properly learning how to apply block pressure (it's pretty hard with these moves). A late blocked weak df + kick into the lightning tackle can easly trap those who try to attack after the slide, and if they don't attack you surely can do a running grab or a crouching strong punch. -> A cls blocked strong punch, into a neutral or back jumping strong punch is pretty hard to block if the enemy is expecting the second attack to be low. In a similar fashion you can do deep jump with a strong attack, and then jump with another strong punch for a 'double overhead' if the enemy was expecting you to attack low after the jump. be careful that some characters might be able to get a counter attack in before Johnny lands, so try to use this when the enemy is about to be stunned, or is about to die... Or simply if the enemy doesn't really know with what to counter attack you or plainly can't.
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