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Posted

CrimsonDisaster can you write strategy against potemkin?

The obvious answer is to keep Pot away from you with your long range pokes. Jumping slash, ensenga, 5s, 2s, and 5hs/6hs are all great at this.

Potemkin will try to get through your stuff with hammerfall and being able to take in one hit, so if you do see this coming cancel his standing pokes with coin so that you can get a two hit combo. Follow up as necessary.

If you jump up really high you can just throw frc divine blades and he can't really do much about this.

If Pot has meter and he's knocked you down, he'll try to bait your wakeup super with his 632146+HS, which he will totally be safe if it's blocked. Of course, he'll try to do a mindgame with his pot buster, so look out.

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Posted

I'd say Johnny does well against:

(not Baiken)

What does Baiken have over Johnny in this match-up?
Posted

Johnny Attacks

Baiken Counters

Johnny Mist Cancels and Blocks

Baiken Dies.

If Baiken primes her GCs she can hit Johnny before the MC keeps him safe (especially at L1)

I don't think it's heavily advantaged either way, I'd give the slight nod to Johnny because he outpokes Baiken and stops most of her approaches and can combo her for all sorts of fun, whereas Baiken has to work a bit harder to get inside and stuff.

She does make Johnny have to play entirely differently in a way that doesn't work too well if Johnny wants to be aggressive, though... forces Johnny to be a lot more patient.

Posted

DAH. Supposed I should of tested it more. Still, doesn't seem like a -bad- way to bait em as you only need it to hit once and it's a fuck ton of damage. OF COURSE no one I know plays a good Baiken so my thoughts on this might be -off-!

Posted

against baiken use low attacks, 2s, low MF. if she IAD tatami coin it for free counter hit. some baiken players do counter after they block your coin to prevent your rush down.

Posted

If Baiken primes her GCs she can hit Johnny before the MC keeps him safe (especially at L1).

HOWEVER if she doesn't prime her GCs and/or you're really quick with your MCs you can generally block it shrug it really depends on how fast they counter I guess. As long as you're doing like single pokes into MC and not pushing for too much you should be okay.
Posted

For most of the guilty gear roster i have a fairly good grasp of what i need to do and what they are going to be doing to me. However when it comes to anji i have no clue. The most difficult part of dealing with anji is his butterfly trap, and predicting when its actuallly safe to attack.

I saw earlier how someone mentioned johnny has the advantage. can anybody explain that?

Posted

At the end of any air combo that Slayer ends with Footloose, you can late neutral tech and land before Slayer does.

Nevermind, My Slayer friend is doing it wrong.

But late-teching is still cool. Sometimes. Sometimes not. Depends.

  • 2 weeks later...
Posted

For most of the guilty gear roster i have a fairly good grasp of what i need to do and what they are going to be doing to me. However when it comes to anji i have no clue. The most difficult part of dealing with anji is his butterfly trap, and predicting when its actuallly safe to attack.

I saw earlier how someone mentioned johnny has the advantage. can anybody explain that?

2hs after butterfly

FD butterfly if you want to, then just 2hs.

Posted

I have big trubles with Testament((((( plz help.

This is video where i play with Te (Raven vs Fiard videos)Tell me what i do wrong.....)

It's a bit hard to tell from your post, but are you playing with Johnny? In the two matches I saw, you seem to be on point against Testament, minus running into webs that are put down in front of you, but you might not be used to them yet. You can just poke those with a jumping slash if you don't want to get close.

In the matchup against Testament vs. Johnny, I believe Johnny needs to pressure Testament, otherwise Testament can setup trees and webs, then FRC exe beast into rushdown, so Johnny shouldn't give Testament too much breathing room.

Posted

In the matchup against Testament vs. Johnny, I believe Johnny needs to pressure Testament, otherwise Testament can setup trees and webs, then FRC exe beast into rushdown, so Johnny shouldn't give Testament too much breathing room.

I agree, Testament really doesn't have many ways to keep Johnny off him once Johnny forces a block. In a neutral situation, Johnny has the advantage. His pokes are generally better, for one thing.
Posted

those were really good matches neon.

5s is pretty good for web removal too.

Thx :blush: and thx for advice....))))
Posted

If Baiken primes her GCs she can hit Johnny before the MC keeps him safe (especially at L1)

I don't think it's heavily advantaged either way, I'd give the slight nod to Johnny because he outpokes Baiken and stops most of her approaches and can combo her for all sorts of fun, whereas Baiken has to work a bit harder to get inside and stuff.

She does make Johnny have to play entirely differently in a way that doesn't work too well if Johnny wants to be aggressive, though... forces Johnny to be a lot more patient.

I could verify this later and maybe add it to my Johnny 6hs guide, but I'm thinking if Baiken countered a far slash at certain ranges, Johnny could chain it to 6hs to dodge the sakura. I know sakuras range is extended (from #R on I think) but I'll see if I can test this soon.

If Baiken primed a counter and you had it available, you could just do the super in some situations.

Posted

what about baiken's 6hs vs JO's 6h. on some occasions the 6h seems to go thru Jo's 6h animation which result into CH combo of death.

Posted

Depends on range, but I'm sure it's possible. Just be careful if Baiken's swinging around 6hs. The move has slow start up and she's really vulnerable if it whiffs so you might be better off poking her out of it with something like 5k/5s(f), or just getting out of the way with a backdash.

  • 2 weeks later...
  • 4 weeks later...
Posted

Ky is shitty for Johnny in Slash. Generally speaking... To simplify things, I: OD out of his frametraps, PB during his rushdown to try to create an OD opportunity, DAA him, try to outpoke him in the air with j.S if he's far enough away, Jackhound him for careless fireballs, and sacrafice some extra coins to get in on him. The most important thing I've felt in the match is getting in on Ky. Of course I don't always OD out of his crap because any good player will get it after 1 or 2 ODs and start baiting them, after that you just do the mindgame thang. As soon as he knocks you down, you're in for a world of shit. But generally you shouldn't OD on wakeup unless he didn't use the big fireball, or you know he's hitting with something retarded and slow. His 6H will actually dodge your OD at certain distances. Be patient, let the fireball hit(PB it for some extra tension but don't get distracted by PBing it), and just try to block his incoming bs. Heh that's one of the hardest things in fighting games. Being patient, blocking, and learning WHEN is a good time to actually turn the tide. Too many people try to do it right away and that's why they get punished. Anyhow, after you get past his initial okizeme onslaught you can find more holes to get out of it. Once you're on him, do your thing. Rush him down, use extra coins if you need to keep him locked down because for Johnny you do NOT want to be on defense. Especially against Ky who, beyond overdriving him or DAAing him, and sometimes coining, Johnny doesn't have many good options for getting out of his shit without getting nailed, or at the very least air thrown and back into okizeme. For this match I try to stay on the ground and try to stay patient. I only jump or IAD when I'm 100% sure it's a good time to do so. Jumping usually means you'll have to do some tricky DB FRC shit to stay safe. I also generally will Super Jump to try to stay out of Ky's airthrow range. So I do something like Super Jump forward, fall a little, and get ready to do air dash/DB FRC/j.K/j.H mixup mindgame crap.. Hope that helps...I guess...

Posted

As for me, my biggest problem matchup is Chipp. The biggest problem I have with him is that he can just slip in and out of Johnny's range. It's hard to hit him. Johnny can't touch him far away and it's so easy for him to get in on Johnny. One of those primary reasons is because in the hands of a good Chipp, his air moves are EXTREMELY tough to punish or air throw. Most of Johnny's pokes are slow and since Chipp is so fast and can get in in an instant, it's tough to even hit Chipp. Being crossed up all the time and messing with my inputs is my own fault and I need to get used to it but it's still annoying(IE going to overdrive but I get crossed up last second so it does jackhound, baahhh heh). So any tips on punishing Chipp's airgame would be nice. His ground game doesn't bug me so much, but yeah, air j.H from Chipp just ruins my shit from so many angles.

Posted

Any tips against aba? i am stuck especially with her fireball, "volcanic viper" and the 3 hit strings

urm well... learn to block her stuff, use FD to push her out, and don't settle for crappy knockdown combos when she's in Moroha mode- that's probably the biggest mistake people make against ABA. Yes you can win off 3 knockdowns, but as Johnny, after that first knockdown, how are you going to set up the other two? If you have a coin on her and know how to recoin into 1-hit on her for 3 knockdowns (and how to deal with PURPLE STUFF on wakeup), go for it. Otherwise, just hit her as hard as you can, if you get a knockdown that's great. Johnny does so much damage from midscreen and closer that ABA has to manage her Moroha and lifebars even if you're not knocking her down all over the place.

As to baiting PURPLE STUFF, it's fairly safe on block since it pushes you out really far, really your best bet is to either make it whiff and punish (hard) or just suck it up and wait for her to do something else.

The rekkas (Masshou 3 piece or whatever) are a problem? How so? She can FRC into pressure I guess and maybe she can do delay tricks but other than that... what's she gonna do on block that's giving you so much trouble? A little clarification would be nice.

Posted

actually its more about getting hit by the 3 hit stuff at random, then i can't mash out of the stagger zzzzz. or even get comboed by my opponent after constant pressure from him spamming the 3 hits(frc) or even the purple stuff. i only got a ch 2h once in a blue moon. i feel so noobish T_T btw, if i try to super jump sometimes out of the corner, i get throw in the air as well T_T

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