Aderael Posted August 31, 2006 Posted August 31, 2006 I should really create character specific threads and just put a link to all of the character vs. matches on the first post. At least then, people can just quickly find information on the characters they have trouble fighting against. Doesn't sound like a bad idea - unless anyone else has any ideas. very good idea
THE SERAPHIC 1 Posted September 11, 2006 Author Posted September 11, 2006 yay, im back to playin slash again so i can post about my recent matchups ive been up against. Dizzy-Stay in her face i dont give her any space to create fish and etc. J.hs is your best friend and can be your biggest mistake cause it beats out 2s and 6p has to be perfectly timed to beat it out but if it trades or straight up hits, cause she gets 5.s, ice spike for free but if it hits Any B&B combo you do behind it is at least 40% gone. j.S is dizzy's kryptonite take full advantage of it cause it beats out so much stuff. Random j.D and 6k seem to work wonders too. Counters dont work all that well. Scounter feels slow as hell now or has hella lag on hit to me(some1 please explain if this is true) but its your best option if she is at a distance but if you do it up close thats your ass. Kcounter ive gotten thrown everytime and sometimes you can sneak in a Pcounter but only if its not durin her rushdown cause if you do it durin the rushdown...thats your ass. I have yet to attempt a baku on her yet Combos combos combos!!! There are so many dustloop variations you can hit on dizzy cause of her big ass hitbox. I have hit triple Sj.dustloops-Tensionless-old school loop-"jap loop"-tensionsless to "jap loop" finisher for knockdown-and tatami loops. I looked like a damn combo vid the other day lol When dizzy is on the offensive block, just block and pray for an opening or a fuck up. 2k, 2h, and 2d(frc) are her best weapons against you. look for 2d or ice spike cause you have enough time run up and hit her if she wiffs or misses the frc. **DISCLAIMER**I dont think the dizzy player i played had much experience against Baiken and i could be completly wrong about several points i made, so if any has vast experience in this matchup please by all means correct the mistakes ive made. Hope this helps any that struggles with this matchup!**/DISCLAIMER** *SDV*
Hellmonkey Posted September 11, 2006 Posted September 11, 2006 yay, im back to playin slash again so i can post about my recent matchups ive been up against. Dizzy-Stay in her face i dont give her any space to create fish and etc. J.hs is your best friend and can be your biggest mistake cause it beats out 2s and 6p has to be perfectly timed to beat it out but if it trades or straight up hits, cause she gets 5.s, ice spike for free but if it hits Any B&B combo you do behind it is at least 40% gone. j.S is dizzy's kryptonite take full advantage of it cause it beats out so much stuff. Random j.D and 6k seem to work wonders too. Counters dont work all that well. Scounter feels slow as hell now or has hella lag on hit to me(some1 please explain if this is true) but its your best option if she is at a distance but if you do it up close thats your ass. Kcounter ive gotten thrown everytime and sometimes you can sneak in a Pcounter but only if its not durin her rushdown cause if you do it durin the rushdown...thats your ass. I have yet to attempt a baku on her yet Combos combos combos!!! There are so many dustloop variations you can hit on dizzy cause of her big ass hitbox. I have hit triple Sj.dustloops-Tensionless-old school loop-"jap loop"-tensionsless to "jap loop" finisher for knockdown-and tatami loops. I looked like a damn combo vid the other day lol When dizzy is on the offensive block, just block and pray for an opening or a fuck up. 2k, 2h, and 2d(frc) are her best weapons against you. look for 2d or ice spike cause you have enough time run up and hit her if she wiffs or misses the frc. **DISCLAIMER**I dont think the dizzy player i played had much experience against Baiken and i could be completly wrong about several points i made, so if any has vast experience in this matchup please by all means correct the mistakes ive made. Hope this helps any that struggles with this matchup!**/DISCLAIMER** *SDV* 6K isn't that great against Dizzy because if you're too close she can just throw you out of it. Dizzy's 5S (I think, the one that does 4-5 hits) will beat j.S, so do it seldomly. Also, j.HS is punishable so do that seldomly as well. The ground is your best friend. Kabari is very good against Dizzy. Dizzy doesn't have many quick pokes so you can throw in 5p 6HS in pressure, which is great because if she does do something the 6HS counters a lot, which can lead to a lot of damage. S counter works great but unless you're sure it's going to hit you need to FRC it. Always follow up throws in the corner with 6HS jc j.D, it's a lot of damage and you still get the knockdown. P counter only really works if she's air dashing in at you. If she's jumping around try to land a 6P, you can get a free 30-40% of her life off a well placed 6P. If she's dashing over you a lot or jumping above you in general just air throw her. For loops try to throw in 6HS because it does more damage than any of the loops from reload.
jeisun Posted September 12, 2006 Posted September 12, 2006 i play a guy whos pretty good with johnny. i noticed that you can really get in trouble if you get stuck at the same distance from him for a while. EX: far range - he would go into his mistfiner stance and start dashing forwards and backwards. since i hate waiting... i guess whether to IAD or run in and do a suzuran (either of which hasn't worked too well for me). Mostly im concerned with the jackhound that can come out, but guessing wrong has led to some damaging combos. as for medium to close range.. i think baiken's pokes seem to have a slight advantage. the guy i play doesnt throw out random slashes as often as i do so i don't know for sure when i'm on the defensive during a rushdown, i usually try to stick in a j.S followed by a tatami to get him off me. This usually works really well, but eventually he'll start beating it out with j.HS. yoshijin doesnt seem to work on anything... as for offense.. i don't really know how to specifically attack Johnny. Against johnny i usually play, I often do baiken's overdrive (236236s) to catch him off guard during his attack. otherwise... its the same corner throw into dustloop / IADtatami into dustloop / .... random tatami into dustloop (my fav). i hope someone can fill me in on how to attack him.
Hellmonkey Posted September 12, 2006 Posted September 12, 2006 I'll write up more about vs. johnny later, but in general you want to play very defensively. iad back tatami owns jackhound.
THE SERAPHIC 1 Posted September 12, 2006 Author Posted September 12, 2006 Thanks hellmonkey, i wasnt to sure if some of the stuff i was usin was legit cause the MD players have virtually no experience against baiken and i was most likely gettin away with murder:lol: Raul-Alex G. cheats if he smiles before the fight and you know why vs. johnny 2s works wonders dont jump in on him unless its a deep j.S iad tatami owns johnny period for free use the chain, use the chain, use the chain dont fall for MC dash-throw *SDV*
Hellmonkey Posted September 12, 2006 Posted September 12, 2006 Johnny's anti-airs beat Baiken's iad forward anything, so use it seldomly. He can super through the chain so don't use it too much if he has 50% tension.
Orion Posted September 13, 2006 Posted September 13, 2006 I'm having a big problem. I'm getting caught in the corner and owned for free. He anti airs me with mist finers, ensengas, and j.hs and countering me with coins, 6p, jackhound, and tick grabs. He knows all the counters and when I'm going to use them and I can't seem to get this johnny off my ass! HELP
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 Block, use alpha counters sparingly. Instant block super jump + FD ftw.
Zakuta Asura Posted September 13, 2006 Posted September 13, 2006 Hellmonkey: What do you mean, too close? 6K will not get thrown in it's opening 11 frames. Special instances for Dizzy??(???) ~~~~~ Hmm, Johnny....this match is interesting - it can be a lot of fun actually. :0 I think Johnny can bait counters easily with his unique brand of pressure. It's best to analyse and see where Johnny is going with his shit first before resigning to a counter, I mean, he could attempt a grab and that'd save you tension plus you safely score a knockdown so you can go on an offensive - feeling confident about that throw? 6K. Beware of Johnny 2H. It beats a lot of stuff, but in the situation I put Johnny under, j.P is better against it (knockdown to IAD...j.P will win most if not all the time, j.S will get eaten). Sakura FRC is important as always...as long as you always mix-up afterwards. And yeah - defense mode is best against Johnny. If you hang about and fling out Tatami's you're just going to provoke action. If your IAD Tatami's are good - and you use them from the other side of the screen - then you can use them a bit too. Jackhound isn't that much of a threat, imo. Even if you get hit it's easy to mash out of (I always aim for throw after mashing out) and after blocking, well... 8)
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 Hellmonkey: What do you mean, too close? 6K will not get thrown in it's opening 11 frames. Special instances for Dizzy??(???) I guess, because I get thrown out of it by the master of mashing throw himself, KBalch. ackhound isn't that much of a threat, imo. Even if you get hit it's easy to mash out of (I always aim for throw after mashing out) and after blocking, well... 8) not only isn't it much of a threat, you should try to bait it for easy damage off a tatami counter
rtl42 Posted September 13, 2006 Posted September 13, 2006 Dizzy has a longer throw range than Baiken (49 pixels/dots against 45, respectively). What's probably going on is that you aren't realizing that you're in Dizzy's throw range, so you may not be reacting quickly enough to exploit the throw-invincibility of 6K.
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 Then again, if you're expecting a throw jump j.HS tatami > *
HmR.kS Posted September 13, 2006 Posted September 13, 2006 Eh, I get thrown by Johnny AFTER the 6K finishes. Am I too close?
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 After it finishes? Are you not do anything to follow it up?
HmR.kS Posted September 13, 2006 Posted September 13, 2006 I dunnoe but I always get thrown when I do a meaty 6K... =/
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 Like Zakuta Asura mentioned, the first 11 frames of 6K have throw invulnerability, so if you start your 6K too early you can get thrown out of it (and it's easy to see in advance if you're doing it that early)
Zakuta Asura Posted September 13, 2006 Posted September 13, 2006 I plan my 6K's kinda late. Usually if you wait a split second your opponent will most likely throw you...and if you don't use 6K until they get up it won't seem so obvious.
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 pfft who needs 6K when you can just iad back tatami
THE SERAPHIC 1 Posted September 13, 2006 Author Posted September 13, 2006 ^amen I feel stupid about my earlier post in the bai vs pot match up. the matchup is in his favor but only cause he's a fuckin tank. All the stuff i posted before hand works but if he touches you odds are you will bleed alot. *SDV*
IllogicalDreamr Posted September 13, 2006 Posted September 13, 2006 pfft who needs 6K when you can just iad back tatami Why would you substitute using 6K on wake up with an IAD back tatami?
Hellmonkey Posted September 13, 2006 Posted September 13, 2006 Why would you substitute using 6K on wake up with an IAD back tatami? dude, just spam iad back tatami all match, don't even combo. ^amen I feel stupid about my earlier post in the bai vs pot match up. the matchup is in his favor but only cause he's a fuckin tank. All the stuff i posted before hand works but if he touches you odds are you will bleed alot. *SDV* Yeah.. he touches you 2 or 3 times and you're dead, you have to combo him like 7 times..
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