Combo for johnny why are you late
Take the air freshener next to the water cooler. Take the potato and glass from the table. Open the fridge and take the frozen toothpaste from the freezer. Use the glass on the water dispenser to get a glass of hot water. Click on the bathroom door and your wife will request toilet paper, so go upstairs. Take the toilet paper and return downstairs.
Use the toilet paper on the bathroom door and she will give you a piece of paper with a code. Use the code on the safe. Use the air freshener on the shower stall to clear the stench in the room.
Take the plunger next to the toilet and the toilet paper roll on top of the toilet. Exit the bathroom and click the right arrow to go to the front hall. Use the boxing gloves on the kid. Use the plunger on the towel in the window to pick it up. Use the toothpaste and toothbrush on the "t-swirly" slot. Johnny will take a shower and get dressed when you have filled all the slots. Go to the front hall and click on the door on the right to go outside. Pick up the saw handle under the car.
Use the car keys on the trunk and take the Pyro action figure. Use the gloves on the trash can to open it. Take the hot dog on a stick and use it on yourself to get a stick. Check out the moles on Annie's other knee. Use the spider on the cobweb in the corner, and pick up the tape. Get the ice pick and go back to the front hall. Use the ice pick on Annie to get the "evil thoughts" achievement.
Use the ice pick on the freezer and get the last figurine. Use the action figures on their respective platforms. Sam wakes up and tells you about the code to his safe. Take the potato and glass from the table. Open the fridge and take the frozen toothpaste from the freezer. Use the glass on the water dispenser to get a glass of hot water. Click on the bathroom door and your wife will request toilet paper, so go upstairs.
Take the toilet paper and return downstairs. Use the toilet paper on the bathroom door and she will give you a piece of paper with a code. Use the code on the safe. Use the air freshener on the shower stall to clear the stench in the room. Take the plunger next to the toilet and the toilet paper roll on top of the toilet. Exit the bathroom and click the right arrow to go to the front hall. Use the boxing gloves on the kid. Use the plunger on the towel in the window to pick it up.
Use the toothpaste and toothbrush on the "t-swirly" slot. Johnny will take a shower and get dressed when you have filled all the slots. Go to the front hall and click on the door on the right to go outside. Pick up the saw handle under the car. Use the car keys on the trunk and take the Pyro action figure. Use the gloves on the trash can to open it. Take the hot dog on a stick and use it on yourself to get a stick. Check out the moles on Annie's other knee. Use the spider on the cobweb in the corner, and pick up the tape.
Get the ice pick and go back to the front hall. Use the ice pick on Annie to get the "evil thoughts" achievement. Use the ice pick on the freezer and get the last figurine. Use the action figures on their respective platforms. Sam wakes up and tells you about the code to his safe. The poster gives the clue, it's Use the saw on the pipe to get a pipe section.
Combine that with the toilet paper tube this gives the sniper achievement. Use the potato gun on the car. Not taking the wallet driving without a license. Using the ice pick on Annie. Opening Annie's safe in the bedroom code Using the toilet paper tube to make a sight for the gun, like a sniper. There, I said it. Alexis: You never asked. Moira: Bordeaux?! The trip I planned for the two of us? Alexis: That was a wine tasting tour, and I was seven years old!
Moira: You could've used the spittoon. That's what the other children did. Quote from Moira vs. Town Council. Johnny: Well, word to the wise, son, don't spend all your money at once. David: I thought you weren't getting involved. Johnny: No, I'm not.
I'm not. I'm just saying, word to the wise, is all. David: Okay, what does "word to the wise" even mean? Johnny: Word to the wise. When you're speaking to somebody wise, you lis- You're cognizant of what they're saying.
A wise person telling you Anyway, just Just, uh, keep that in mind, and, um, keep up the good work. Johnny: Hey, look at us, son, a couple of working stiffs back from the salt mines. However, there is a significant amount of pushback that can leave you safe against MOST punish options. The same follow-up option in F4 applies here as well. F3: And here we are. On its own, it comes out in 14 frames and is only -4 on block.
Again, thanks to the string that virtually every opponent expects you to go into, this makes it another very strong stagger tool. However, be careful not to become too reliant on it. It is a high, meaning that it gets blown up by simply neutral ducking, but there are ways around that strategy. Make no mistake, this is a very important button to learn when picking up Johnny. F3 on its own is a much better stagger tool in this regard.
FU4: The full string of this series. B3: If F3 is the head honcho, then B3 is the right hand man. Seemingly insignificant at first, but it is possible to catch someone by surprise with this.
And again, thanks to the string that follows it, it makes for an effective staggering tool. It takes practice, but this is hit confirmable as well, though not as easily as F This means that you have the same option of following up with either S1 or S2 to jail. Otherwise, it can be used near identically to D1. It can be special cancelled, but the damage you get out of it can also be reached, if not surpassed, by other, more viable options.
F4: frame mid and -9 on block. This is another useful tool, one that complements F3 quite nicely. But despite being -9, it can still make for a good stagger until the opponent adapts. F One of the enders of this series. Typically, be ready to tech a grab after the opponent blocks this. F43 : Again, this is another string that has very little utility. The only vaguely positive thing about this string is the krushing blow attached to it, which requires the final hit to be the only thing that connects.
Serves its purpose well. At 17 frames of hit advantage, this allows you to easily jail into F And if they do begin blocking, then that just opens them up to staggers and throws and other forms of mixup.
Takes 12 frames to come out and counters highs, mids, and throws. Loses to lows and jump-ins. During parry animation, can be amplified twice to extend the duration.
After parrying an attack, can also be amplified to allow for a full combo. In terms of implementation, it can be used to punish a wake-up attack, or can be placed in situations where the opponent typically likes to poke i. The parry can also be used to enforce mind games, such as placing it after staggers if the opponent begins poking out.
It can hit crouch blocking opponents, but like most other projectiles, goes over neutral crouching enemies. For this reason, it's typically ill-advised to play Johnny into characters with such hitboxes. Despite the visual, the buff applies to ALL attacks, from his punches, to his forceballs, to even his kicks.
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