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A3Religion

The Last Johnny Tutorial

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if you wanna stuff may at round start, 5HS is your best bet, though 2D and 3HS can work as well. otherwise, just backdash or block low.

when may's on the ground, i would advise against throwing any coins at neutral, because she can punish with a lot of nasty things (running 6P, running 3K, etc). save your coins for when she's already in blockstun. also, get really good at confirming 6HS, because it'll counter poke may's f.S and 6HS at max range (5HS will trade at any range she should be using it at, and that's a terrible trade for you). also, be careful when using f.S; it's great for counter poking, but awful at neutral.

when may's in the air, i wouldn't even let her get within 6P range; just upper mistfiner her any time she's in the air- especially if she's fishing for that j.HS, because a counter hit level 1 can be confirmed into a nasty air combo near the corner (remember, it has no proration).

vs dolphins, just block. yeah, you _can_ possibly 5HS may if she tries to jump in or something, but the risk is simply not worth it if you ask me. plus, she's fucking may; her mixup isn't that good, she just does a lot of damage (especially off of counter hits, lol). just learn to block whatever bad mixups your local may player does and don't give her the counter hit she's looking for.

for oki, just do whatever. her only good reversal is the spinny super, and you can actually bait that with 3HS (it'll lose, but at max range you're pushed back far enough to punish with whatever afterwards). force this bitch to block you for once. :)

was there anything else anyone was wondering about?

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if you wanna stuff may at round start, 5HS is your best bet, though 2D and 3HS can work as well. otherwise, just backdash or block low.

when may's on the ground, i would advise against throwing any coins at neutral, because she can punish with a lot of nasty things (running 6P, running 3K, etc). save your coins for when she's already in blockstun. also, get really good at confirming 6HS, because it'll counter poke may's f.S and 6HS at max range (5HS will trade at any range she should be using it at, and that's a terrible trade for you). also, be careful when using f.S; it's great for counter poking, but awful at neutral.

when may's in the air, i wouldn't even let her get within 6P range; just upper mistfiner her any time she's in the air- especially if she's fishing for that j.HS, because a counter hit level 1 can be confirmed into a nasty air combo near the corner (remember, it has no proration).

vs dolphins, just block. yeah, you _can_ possibly 5HS may if she tries to jump in or something, but the risk is simply not worth it if you ask me. plus, she's fucking may; her mixup isn't that good, she just does a lot of damage (especially off of counter hits, lol). just learn to block whatever bad mixups your local may player does and don't give her the counter hit she's looking for.

for oki, just do whatever. her only good reversal is the spinny super, and you can actually bait that with 3HS (it'll lose, but at max range you're pushed back far enough to punish with whatever afterwards). force this bitch to block you for once. :)

was there anything else anyone was wondering about?

Qwerty, in no way shape or form I am disrepecting you but who do you play that plays with May?

The oki and in the air makes sense because that's what I do but the neutral game I believe you have backwards. 5HS or 3HS is not a bad option, just not a consistent one is all, especially with 33 frames of recovery while May is in neutral. If you miss one, your kissing half of your life goodbye. 5K is what rules the matchup even the dolphin vertical and horizontal get beaten by it. The only thing she can do to stop it is FB,3HS or 6P but you can switch up accordingly. Also May has probably the craziest mixup game in all of AC besides a select few. Using TK Rolling Restive FRC depending on the spacing could be a blocking nightmare, down to the point of anticipation. Crossup dolphins, crossup after corner throw, 5D or 5D delay mixups with the hoop holding you in place, and a command grab also equipped with a move that is throw invincible.

In no way trying to bash you but whoever is playing May around you needs to step it to fuck up.

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i was talking specifically about round start with 5HS and 3HS. at neutral, you should be doing your best to stay just out of range of her f.S/6HS and punishing those with 6HS, like i said before (in other words, let her press a button first). and of course 5K rules the matchup, because it's johnny's best poke, period. but at the same time, people are always on the lookout for your 5K, which is why we even have to discuss matchups at all.

may has crazy mixup? really? you should be able to react to the fake dust with no problem; block high and react to her pulling her arm in if she does the fake. as for her command grab, it's like any other; you ib whatever she does before it and jump out. you can't react to it obviously, but it's not particularly difficult to predict, either. leads into a lot of damage when you do guess wrong, but hardly a mind fuck like say, eddie mixup. :)

anyways, my worst matchups are faust, robo-ky, dizzy and baiken. i guess eddie too, but mostly just because i haven't fought eddie in well over a year now.

oh, one more; ZAPPA.

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Alright all good choices I should have the basics video finished in a couple of weeks. I would really like to see you block against Frank the Tank on wakeup or Tinshi. The Rolling Restive on a downward arc FRC could mean your blocking Crossup low, Crossup High, Fake Crossup Low or high or Fuzzy Guard that move in itself is probably one of the best mind fuck tools in the game.

Also I don't believe Eddie is that hard to block to be honest.

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restive mixup is great, but it's all she has that's actually gay. it's like saying johnny has amazing mixup because of ji divine blade.

and even though may's pokes are good, you can counter-poke her all the same. i think japan put it at 5-5 for a reason.

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restive mixup is great, but it's all she has that's actually gay. it's like saying johnny has amazing mixup because of ji divine blade.

and even though may's pokes are good, you can counter-poke her all the same. i think japan put it at 5-5 for a reason.

You would really compare the mixup potential of rolling restive to JI Divine blade? All of what I just said about the options Restive has JI divine blade doesn't have half of those on a practical level. Have you actually tested these things out on a practical level? (Not trolling)

Faust is looking like a soon to be right now.

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My top ten (from worst to just bad due to little to no exp): Potemkin, Axl, Faust, May, Bridget, Eddie, Anji, Dizzy, I-no, Ky

its been a long time since i used bridget (xx/) but i find it hard to believe that even in AC that bridget can be a bad matchup for johnny especially over a char like jam

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this is america son. matchups we play every day are even, and matchups we've never played are 7-3.

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this is america son. matchups we play every day are even, and matchups we've never played are 7-3.

This is too true. Also why does everyone have all the most gdlk Blade quotes. I feel like the only kid in the yard without an ice cream cone.

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I'd like to add to what 4r5 said earlier about the Potemkin and Ky matchups.

I did already kind of say this, but you really need to use f.S in this matchup. You don't want to jump if you don't have to, because even if you are out of his anti-air range, you're still making a stupid commitment that you simply don't need to. If you ask me, the best way to play this matchup is to stay at f.S max range. Walk forward, walk backward xN is the best way to turtle, since you build meter and you'll be ready for anything as opposed to jumping which severely limits your options.

At your f.S max range, Pot has to make stupid commitments to hit you or he has to approach either by walking forward or jumping in. The game you're playing vs Pot is almost entirely reactionary, and the moves you're looking out for are Slidehead, Hammerfall and jump. If he does Slidehead, either jump or (wave)dash in. If he does Hammerfall, just block. If he jumps, move in and anti-air him (Upper Mistfiner, airthrow) if you can.

But what if you don't react correctly? Well, if you whiff f.S because he did Slidehead, you're fucked and that's all there is to it. Sorry! If you don't like it, play Eddie. If he did Hammerfall, however, you can cancel into a coin (and only a coin) and hit him out of superarmor if you react early enough. If he jumps in, depending on whether he did a normal or super jump, you either block or SJ and airthrow him.

While j.S is good in this matchup, I feel that you unnecessarily give up your control on the ground if you use it as your main poke. Not to mention, you don't have anywhere near the damage potential if you use j.S instead. What I like to use j.S for are the situations where you're forced to jump (such as if he does Slidehead) to cover myself on the way down.

On a side note, if you still can't confirm f.S into Mist Stance Dash Jackhound, you're going to have to if you want to beat Pot. If needed, I can make a thread dedicated to MSDJ.

Overall, I don't think this is nearly as bad of a matchup as we all used to think it was. 6-4 sounds about right. Pot has to respect your f.S or else he just gets counter hit to death. You do still have to deal with annoying crap like 1f vulnerable backdash and Pot mixup in general, but as long as you can keep him at range there isn't much he can do without taking a stupid risk.

As for Ky, I think 4r5 more or less had it spot on. However, he left out a few things.

First and foremost, you really want to learn how to wavedash. It's a great way to close the gap on him when he whiffs something.

Another thing is that j.S and j.HS are both great in this matchup. Allow me to explain.

If you jump against Ky, you want to neutral jump. This keeps you out of the range of most of his anti-airs and actually puts you in a good position. One thing I like to do vs Ky in the corner is end a typical blockstring (5K 5HS MC) and then neutral jump to see what he does. If he does something stupid like Stun Dipper or f.S, just j.HS and kill him. If he throws a fireball or jumps, j.S (or airthrow, depending on how he jumped).

You only want to use j.HS at its max range, though. I cannot emphasize this enough. Ky has six fucking anti-airs for crying out loud, but if you space your j.HS correctly they will ALL lose. If his 6P is clashing, you're too close.

j.S can be used a little more liberally, but you still want to stay around its max range. And of course, don't use j.S if you're in range for him to 6P you. Because if he can do that, he can do a ton of other things, too. In fact, if you're that close, why are you even jumping?

On the ground, you don't want to poke that much. You mostly just want to IB every fireball he throws and force your way in by walking forward. Don't mind getting hit by f.S or Stun Dipper or anything like that, it's just what you have to do. As long as you don't get hit by anything that leads into damage (lol Ky), you should be fine.

Once you're in, it's all 5K and 2S. Maybe 3HS if you're a jerk and wanna call him out on Stun Dipper. But don't do that, that's silly.

I still hate this matchup, because it feels like for every commitment you make Ky has 2-3 ways to beat it that overlap with your other options. But if you're patient, you can get in and kill him. 6-4 sounds about right for Ky, too.

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As for Ky, I think 4r5 more or less had it spot on. However, he left out a few things.

First and foremost, you really want to learn how to wavedash. It's a great way to close the gap on him when he whiffs something.

Agreed.

Another thing is that j.S and j.HS are both great in this matchup. Allow me to explain.

If you jump against Ky, you want to neutral jump. This keeps you out of the range of most of his anti-airs and actually puts you in a good position. One thing I like to do vs Ky in the corner is end a typical blockstring (5K 5HS MC) and then neutral jump to see what he does. If he does something stupid like Stun Dipper or f.S, just j.HS and kill him. If he throws a fireball or jumps, j.S (or airthrow, depending on how he jumped).

You only want to use j.HS at its max range, though. I cannot emphasize this enough. Ky has six fucking anti-airs for crying out loud, but if you space your j.HS correctly they will ALL lose. If his 6P is clashing, you're too close.

j.S can be used a little more liberally, but you still want to stay around its max range. And of course, don't use j.S if you're in range for him to 6P you. Because if he can do that, he can do a ton of other things, too. In fact, if you're that close, why are you even jumping?

I don't agree with this, because Ky will simply stare at you and decide if he can counter hit you with 5S, 5HS, 6P, stutter step 2HS or ground SE. If he counterhits you with that, then you just gave Ky a reason to do massive damage to you. This is also Stun Dipper FRC air throw bait.

Rather, you should force Ky into blockstun either by TK ensenga RC air dash or FRC cheddar beam/air mist finer to push your way in.

You are already getting ticky-tacked to death; don't hand Ky a chance to induce massive damage without a good reason.

On the ground, you don't want to poke that much. You mostly just want to IB every fireball he throws and force your way in by walking forward. Don't mind getting hit by f.S or Stun Dipper or anything like that, it's just what you have to do. As long as you don't get hit by anything that leads into damage (lol Ky), you should be fine.

Once you're in, it's all 5K and 2S. Maybe 3HS if you're a jerk and wanna call him out on Stun Dipper. But don't do that, that's silly.

Yes. You have to slowly push him into the corner and/or earn a coin hit. Without it, Ky is not going to respect you and can merrily go on his way with spamming SEs and lol slashes.

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I'd like to add to what 4r5 said earlier about the Potemkin and Ky matchups.

I did already kind of say this, but you really need to use f.S in this matchup. You don't want to jump if you don't have to, because even if you are out of his anti-air range, you're still making a stupid commitment that you simply don't need to. If you ask me, the best way to play this matchup is to stay at f.S max range. Walk forward, walk backward xN is the best way to turtle, since you build meter and you'll be ready for anything as opposed to jumping which severely limits your options.

At your f.S max range, Pot has to make stupid commitments to hit you or he has to approach either by walking forward or jumping in. The game you're playing vs Pot is almost entirely reactionary, and the moves you're looking out for are Slidehead, Hammerfall and jump. If he does Slidehead, either jump or (wave)dash in. If he does Hammerfall, just block. If he jumps, move in and anti-air him (Upper Mistfiner, airthrow) if you can.

But what if you don't react correctly? Well, if you whiff f.S because he did Slidehead, you're fucked and that's all there is to it. Sorry! If you don't like it, play Eddie. If he did Hammerfall, however, you can cancel into a coin (and only a coin) and hit him out of superarmor if you react early enough. If he jumps in, depending on whether he did a normal or super jump, you either block or SJ and airthrow him.

While j.S is good in this matchup, I feel that you unnecessarily give up your control on the ground if you use it as your main poke. Not to mention, you don't have anywhere near the damage potential if you use j.S instead. What I like to use j.S for are the situations where you're forced to jump (such as if he does Slidehead) to cover myself on the way down.

On a side note, if you still can't confirm f.S into Mist Stance Dash Jackhound, you're going to have to if you want to beat Pot. If needed, I can make a thread dedicated to MSDJ.

Overall, I don't think this is nearly as bad of a matchup as we all used to think it was. 6-4 sounds about right. Pot has to respect your f.S or else he just gets counter hit to death. You do still have to deal with annoying crap like 1f vulnerable backdash and Pot mixup in general, but as long as you can keep him at range there isn't much he can do without taking a stupid risk.

There was a recent batch of Satou vs FAB, if I remember correctly, Satou just whored that jS. I think that at max range it isn't just a good poke, but it avoids over 90% that Potemkin has. Additionally it gives you the ability to use mixups like ensegna and S-mistfiner. It also saves you from having to hitconfirm MSJH just 5S(f) and instead allows you to use jS5S(f). Just throwing this out there for you to consider...

If you jump against Ky, you want to neutral jump. This keeps you out of the range of most of his anti-airs and actually puts you in a good position. One thing I like to do vs Ky in the corner is end a typical blockstring (5K 5HS MC) and then neutral jump to see what he does. If he does something stupid like Stun Dipper or f.S, just j.HS and kill him. If he throws a fireball or jumps, j.S (or airthrow, depending on how he jumped).

I don't think the angle of the jump itself matters as much as you want the maximum distance between you and Ky ;) I take it that if Ky decides to run at you to get you, you need to backdash or do something else.

You only want to use j.HS at its max range, though. I cannot emphasize this enough. Ky has six fucking anti-airs for crying out loud, but if you space your j.HS correctly they will ALL lose. If his 6P is clashing, you're too close.

j.S can be used a little more liberally, but you still want to stay around its max range. And of course, don't use j.S if you're in range for him to 6P you. Because if he can do that, he can do a ton of other things, too. In fact, if you're that close, why are you even jumping?

On the ground, you don't want to poke that much. You mostly just want to IB every fireball he throws and force your way in by walking forward. Don't mind getting hit by f.S or Stun Dipper or anything like that, it's just what you have to do. As long as you don't get hit by anything that leads into damage (lol Ky), you should be fine.

Once you're in, it's all 5K and 2S. Maybe 3HS if you're a jerk and wanna call him out on Stun Dipper. But don't do that, that's silly.

I still hate this matchup, because it feels like for every commitment you make Ky has 2-3 ways to beat it that overlap with your other options. But if you're patient, you can get in and kill him. 6-4 sounds about right for Ky, too.

Meh, you described a game that involves just 2 air normals(both countered the same way), doesn't Johnny's 6P completely avoid fireballs and better yet: doesn't it beat his 5S(f)?

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There was a recent batch of Satou vs FAB, if I remember correctly, Satou just whored that jS. I think that at max range it isn't just a good poke, but it avoids over 90% that Potemkin has. Additionally it gives you the ability to use mixups like ensegna and S-mistfiner. It also saves you from having to hitconfirm MSJH just 5S(f) and instead allows you to use jS5S(f). Just throwing this out there for you to consider...

Like I said, j.S is still good in this matchup.

The problem is that you're not left with many other options once you jump, especially at the range you should be using f.S at. Potemkin can still hit you with a number of anti-airs (Slidehead probably being the best; it'll get you even at full screen) and if he decides he just doesn't care if he takes damage he can Hammerfall in. At that point, you're playing his game again which is not where you want to be.

If you watch this set, you'll see that while Satou does spend the first few rounds neutral jumping and reacting to Pot with either f.S or double jump (to avoid AA 2S), he does eventually get comfortable enough to play the ground game. Once he does, he starts scoring damage that he wouldn't be able to otherwise.

Also note that when Johnny starts to walk forward walk backward xN, Pot is actually afraid to do anything. That's because he knows that he has to respect Johnny at that range, otherwise he gets f.S'd to death or anti-aired.

Meh, you described a game that involves just 2 air normals(both countered the same way), doesn't Johnny's 6P completely avoid fireballs and better yet: doesn't it beat his 5S(f)?

The point here is that you're neutral jumping with him in the corner. At that spacing, it's likely that he won't be able to get in range for his 6P to beat your j.HS. And even if he does, you can always just Divine Blade or FD.

And no, Johnny's 6P doesn't beat f.S, it trades. It is a good trade for Johnny if he has meter though, since he can confirm into Jackhound.

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