Dr. Stormlocke Posted January 9, 2008 Posted January 9, 2008 Matchup Statistics Japanese Ranking: 5.5-4.5 in Robo's favor. Openers: Okizeme: Opponent's tension is below 50% = Bazooka Opponent's tension is @ or above 50% = 2k Punishes: Counters: If he mist dashes close to you or 6k's trying to get in or reset pressure etc.. just 5hs. 6p beats 5s(f) and lots of other stuff, good for neutral situations. Anti-airing: Dont try and do stuff when hes in the air right above you cause its probably gonna be a pillar of flame on your head. He has a huge air hit box so 2hs is very useful. 6p can be stuffed by johnnys j.hs. Zoning: Don't get too comfy spamming Missiles. Johnny's 6k is the be all end all of anti missile moves, it will wreck your ass, and then you'll lose a good chunk of life. Launch 1 volley of air missiles at a time, and zone in tandem with 2hs. Their game plan: Strategy: Johnny's pressure is really easy to super jump out of. just wait for him to do a mist cancel and there you go (dont just sit there watching your guard gauge get jacked up). When youre at low health and johnny wants to finish you off its going to probably be tk.ensanga RC ensanga. Char specific details: You'll usually have to throw in a 5s after you've connected with two 5hs FRC, in order to air combo. Alternatively, you can try immediately going into a J.s after a 5hs FRC. It's possible to do a pretty sweet 80% Heat mode combo on Johnny. If you have a significant chunk of heat, and around 75-100% tension try: 214s Level 3 horsie, 5k, 5s, Level 3 Horsie, (5s, Level 3 Horsie X as many times as your Heat/Tension allows or until you are getting pushed away), then a 5(f)s into 236236s Punch Spam super quickly combo'd into his 236s headbutt followup. Sometimes you might have to go straight into the Punch Spam super instead of hitting with a 5s first, judge your distance first, not too tough.
dontuel Posted February 9, 2008 Posted February 9, 2008 Openers: johnnys not very dangerous at the beginning of a round so go for it. Counters: If he mist dashes close to your or 6k's trying to get in or reset pressure ect.. just 5hs. 6p beats 5s(f) and lots of other stuff, good for neutral situations. Anti-airing: Dont try and do stuff when hes in the air right above you cause its probably gonna be a pillar of flame on your head. He has a huge air hit box so 2hs is very useful. 6p can be stuffed by johnnys j.hs. Strategy: Johnny's pressure is really easy to super jump out of. just wait for him to do a mist cancel and there you go (dont just sit there watching your guard gauge get jacked up). When youre at low health and johnny wants to finish you off its going to probably be tk.ensanga RC ensanga.
Doomscyther Posted February 11, 2008 Posted February 11, 2008 Robo ky anti air is either air missle or Air throw. If johnny dashes in at any time, either 5p or 5hs frc. 5hs FRC will counter any of his pokes , just gotta learn to time it.
M.Song Posted February 11, 2008 Posted February 11, 2008 johnny's dash goes over 2k... and can hit you with 6HS before you recover.. so be careful about doing that close to him also 2HS will trade with it as well.. and you will be in hit stun for much longer than him pony shouldn't be thrown out too often since coins easily beat it... and then you'd take lots of damage... and as for super jumping out of corner pressure.... i personally don't try to super jump out since if you try to dash out he can easily a) high mist finer, b) j.s, c) or jump up and grab you..... his normal jump height is around your super jump height iirc.... i dunno... despite having the matchup favor.... i still find this to be kind of a hard matchup hopefully this helps
Kyle Posted August 18, 2008 Posted August 18, 2008 RK 6P beats out everything JO has except 5HS. o.0 Easy huh
4r5 Posted August 18, 2008 Posted August 18, 2008 RO's 6P and JO's 5HS will trade if they're both done at the same time. Though, RO's 6P out ranges JO's 5HS, but since you say JO's 5HS will beat RO's 6P, I can only assume you are referring to situations in which both moves could hit. And if that is the case, then JO has plenty of other moves that will simple beat out RO's 6P in the startup. But if you are giving room for one person to act before the other, then you introduce a hole lot of ifs, thens, and buts. Saying such-and-such move(s) beats out such-and-such other move(s) is as hollow as me going in to every Vs Sol thread and saying, "VV beats everything." Without any context, the statement is meaningless. BTW JO 6HS beats RO 6P edit: or do you do this all over the matchup threads to instigate discussion? ;(
vedasisme Posted August 25, 2008 Posted August 25, 2008 Openers: I fight a Johnny on a regular basis, and he really likes to cointoss as an opener. Other than that, though...more Johnnys will be defensive in round starts.
4r5 Posted August 26, 2008 Posted August 26, 2008 I like to be offensive at the start of the round. Get you at your weakest, before you can build up energy.
Grey Posted September 22, 2009 Posted September 22, 2009 So any punishes for this matchup? It seems that he's always so far away to punish after a block string.
4r5 Posted September 22, 2009 Posted September 22, 2009 Then don't do long block strings that push you too far for a punish. Instead do many small block strings. And Robo-Ky basicly has one combo. 2S>HS(frc),etc,into strongest aircombo you can do. Unless you wanna get into wacky punish situations that don't really happen. Like a whiffed air Divine Blade, letting you jump up straight in to the Missile loop. The Missile loop, btw, being just a truncation of the one Robo-Ky combo.
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