viren Posted July 8, 2006 Posted July 8, 2006 Personally, I've always had problems fighting diff characters, especially those I've little exp facing. Most of the time I don't even have a gameplan or know what to expect from various matchups. Within the Johnny section atm there seems to be a great deal of info that focus on things like DB combos, I mean there definitely is some good matchup info but the problem is it's pretty much scattered within a single ambigious strategy/combo/question thread. (We actually have two threads dedicated to slash Johnny Strats :blue: ) I believe it's time to start a thread in order to focus more on character specific matchups concerning things like what to look for, how to fight, and what Johnny can/can't punish vs. whoever. Hopefully with this thread we can get the ball rolling here, I'm sure a lot of you have some great knowledge to share ... so yeah how 'bout some help fellas! :china:
Kayin Nasaki Posted July 8, 2006 Posted July 8, 2006 Alright. I suppose I'll bring some stuff up. One of my favorite things about Johnny is he can punish whatever anyone else can. Even if you resort to a quick throw, Johnny can still take large advantage of that -- hell, a throw can kill. The hardest thing I find with Johnny, matchup wise, is combo and 1-hit issues. Though to share a few questions of my own... What tactics are good for dealing with a Bridget? Particularly curious on good ways to punish an aggressive starshipper which I KNOW I should be able to punish him from.
CrimsonDisaster Posted July 8, 2006 Posted July 8, 2006 Actually for me, the main matchup problems are- a) characters that outpoke Johnny b) getting rushed down/frame trapped Buri does both and has the damage output to match Johnny so... eh. If your opponent is Starshipping all the time, just look for it to whiff and nail him with like H into death or something... it's not THAT hard, practice it I guess. What you should be worrying about is that Buri's pokes beat yours and Buri can crouch your f.S =/
Kayin Nasaki Posted July 8, 2006 Posted July 8, 2006 While being out poked is annoying and 'worse', it doesn't quite have answer as easily has 'how do I punish starship'. I suppose the move has a bit more vulnerability after it whiffs then I thought. The Bridget I refers to is pretty bad and I'm mostly looking for a way to force him to be less mashie on the starship. Man though, I hate characters where Far S whiffs.
CrimsonDisaster Posted July 8, 2006 Posted July 8, 2006 Watch it whiff. Hit it with CH H into death combo. If all else fails, high up Divine Blade it. There ya go.
viren Posted July 12, 2006 Author Posted July 12, 2006 I might be going up against a really good Faust this weekend so I was wondering if anybody out there can give me some advice. I’ll admit I don’t really have much of anything in the way of Faust knowledge, I’ve fought him a couple times but not enough to warrant any sort of strategy or gameplan. From what I’ve seen from various match vids, I’m under the impression that Faust pretty much zones Johnny out so maybe matches will playout similar to an axl confrontation with Johnny mostly s.jumping with DBfrc’s in order to get in. So what should I expect from this matchup, looks like an uphill battle for Johnny but as usual I could be wrong.
CrimsonDisaster Posted July 12, 2006 Posted July 12, 2006 eh Faust can be really rough. Yeah he generally outpokes you, can rush you down pretty well, and you can't really jump in on him ever (NEVER IAD OUTSIDE OF COMBOS) because he has like a billion AAs. I haven't played enough Fausts to tell you anything really solid, I'd need more access to Slash than I currently have to mess with some poking ideas though. Things to experiment with (ie. not advice, just throwing ideas out): - One possibility is 2H against Faust's 2D, but most Fausts I've played that are good don't poke with 2D. - Also coins and possibly TK Ensengas (or falling Ensengas) as pokes. - Jackhound to punish random item throws (possibly to punish low level poke XX item?) Watch out for: - fullscreen scalpel pull - j2K FDC jH as a poke that stops jumps - 2H > whiff P- you can't punish this and will probably eat a CH poke if you try - if he throws a meteor, your best bet to avoid the following mixup is to superjump and FD. - j2K can be tricky to 6P
Dark_Angel Posted July 12, 2006 Posted July 12, 2006 Bridget....ok i fought him heps od times, my friend use bridget. so here goes, first hit hit him with a coin so you can land big damage combo. his 5s out poke you but you can MF it, if it is out of range. always look if he's crouching because if you hit him with 5k, 5hs jack hound, rc, 5s, 6hs, MFJH, throw or 2d mist. and oh never let him put you to corner.
JOFan Posted July 13, 2006 Posted July 13, 2006 i dunno.. i thought of something while playing against br... br's 5s is really good.. but mabe one can do 5k then dbfrc while br's back is in the corner and then mabe it'll CH and u can ji it to a nice one-hit corner combo. just some thoughts...
CrimsonDisaster Posted July 13, 2006 Posted July 13, 2006 Buri's f.S is used as a poke, not as a way to bust out of pressure. Buri ground normals to watch out for: - f.S - 6S - 2P - 2D - 6P
Dark Man X Posted July 13, 2006 Posted July 13, 2006 against Faust, he's very easy to combo, so throws and ground combos are vital to keep this matchup in your favor. you can coin, lvl 2 236P off throw so you can use it to put him in thr corner from midscreen or go for 1-hit setups if youre close enough to the corner. If you decide to let him run around, he will win...... do not spam 6k cuz it will lose to his scapel pull......also, since Faust sits so low, your only reliable ground normals for MFC's are 5H, 6H, and 2D. if use a jumping attack, use j.H. only thing that will not whiff. punish any door attempts with jackhound......all I can think of off the top of my head....
CrimsonDisaster Posted July 13, 2006 Posted July 13, 2006 Faust can K or 6P all your jump-ins almost for free except after you knock him down. Not worth it because for every one time you successfully jump in on him, you will get hit and air-combo'd like 5-6 times.
Dark_Angel Posted July 13, 2006 Posted July 13, 2006 do not jump in against faust he can anti air you unless you have tension for DB frc. watch out for his scapel pull you can 6p that into combo. if he starts to throw random item you can either db or dash to get close to him, if he jumps then 2k IB that and wait for the going my way move you can 2hs that, if faust super jumps just super jump to him try to air throw him if he throws a bomb block it next to him. hope that helps abit.
GlennFinito Posted July 13, 2006 Posted July 13, 2006 So are there any favorable matchups? All I am hearing is": "johnny sucks against X" and "Johnny can't handle Y"
CrimsonDisaster Posted July 14, 2006 Posted July 14, 2006 I'd say Johnny does well against: Sol HOS Robot Ky Anji Potemkin Robot-Ky mostly because Johnny controls the ground so well that it's hard for Robo Ky to get started without resorting to something really risky. But RK can rush Johnny down if he lands something dumb so it works out for him in the end.
GlennFinito Posted July 14, 2006 Posted July 14, 2006 I like how alll your posts are ultimately defeatist CD
CrimsonDisaster Posted July 14, 2006 Posted July 14, 2006 I'm a realist when it comes to matchups, I'm not going to lie to you and be like "JOHNNY OWNS SO AND SO FOR FREE" when it's not true. I've had decent success against poon and CrazyDazed's respective Robot Kys by using Johnny's superior pokes on the ground but really both parties can randomly hit the other person into a death sequence. I haven't played the matchup enough in Slash to say too much more than what I remember from #R, other than the fact that Robo will have an even harder time dealing with a good ground game because of how sucky his pokes have gotten.
GlennFinito Posted July 14, 2006 Posted July 14, 2006 I see your Point.but you seem to imply that his best matchups are 5-5? It's mainly your playing devil's advocate (against Johnny) that makes it stand out as such I like the fact how Johnny can Kill most characters who screw up. But I've mainly played agaisnt a Millia player so I just get rushed down alot. I have found some succes with 2 HS-> stuff to get her to back off a bit, but I have trouble mounting an offense against her..
phoenix wright Posted July 14, 2006 Posted July 14, 2006 CrimsonDisaster can you write strategy against potemkin?
viren Posted July 14, 2006 Author Posted July 14, 2006 I never thanked you guys for the Faust advice, so thanks a bunch! I'll try to put it to the test tomorrow. Hopefully I won't end up forgetting things and actually follow through with strats this time around! But I've mainly played agaisnt a Millia player so I just get rushed down alot. I have found some succes with 2 HS-> stuff to get her to back off a bit, but I have trouble mounting an offense against her.. Well coincidentally I'll be going up against a real good Millia too! Out of curiosity, do you think Johnny can 2HS TKBadMoon/6k on reaction during a wake up? Been kinda thinking about that, seems kinda risky but maybe it might be a viable option, I dunno. Any strats for her, Ky, and Slayer would also be much appreciated! Thanks in advanced fellas!
JOFan Posted July 14, 2006 Posted July 14, 2006 against MI: 2h rc 6k into k,s,k,s,d,e is ur friend!!!!!
4r5 Posted July 15, 2006 Posted July 15, 2006 I fight against a Slayer fairly often. But I don't really know what to say about it. I'll just run some stuff off the top of my head. I mostly try to space/poke with 5K, 2K, 2S, and 2D. It's pretty easy to hit a Slayer out of Mappas with a standing kick and the right spacing. I use 2S to tag Slayer out of a Dandy Step. You can IB c.S and throw Slayer out of his f.S. Blocking Crosswise Heel and Pile Bunker are free combos. Watch out if he has meter to RC. Slayer's j.HS is a bitch to 6P. Jumping in on Slayer is hella risky. He can 5P you out of most any jump-in from any distance. For everything else he has 6P, 2S, Crosswise Heel, etc.. But you can still zone fairly well with j.S A blocked Ensenga is a free punch in the face. Outside of combos, I stick to Low Mist Finers. That way he can't Dandy Step or 6P around it. At the end of any air combo that Slayer ends with Footloose, you can late neutral tech and land before Slayer does. If you get knockdowned. Watch out for 6K oki. You can either block it and the resulting block string afterwards or you can airthrow the 6K. IBing the 6K gives you nothing. You can dash over 2HS and 2K and 2D. Some people confuse 5P and Coin. And that's all I can think of, at the moment.
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