Jump to content

Archived

This topic is now archived and is closed to further replies.

4r5

[+R] Johnny vs Ky

Recommended Posts

Ohhhhh, a fresh matchup thread... It's so squeaky clean in here still.

I haven't been around anywhere near as long as you guys, but here is what I have found just based off matchups I've played. Also note that I've only had +R for about a week. If you know any good tools or options in this match then please correct me.

-Don't approach from the air too often. Ky's 6p is just as good as ever and it beats pretty much all your stuff including j.H. Even if you block it, he can force you into a blockstring where he excels.

-Your f.S trades with his f.s, but his 6p beats your f.s from all distances except the very tip. use f.s sparingly as he does not need to be afraid of it.

- On the flip side, your 6p does the same. At the proper distance you will catch him through is f.s, However you need to hard call out a f.s to use this effectively. It's there, but not that great from your side.

-I find 2.S and 5k to be your strongest pokes in this match

-Seriously... watch out for his 6.p ..... if done with the proper timing as a meaty he will clash or go through your super so be iffy and don't just toss out your super on wake up to try and get out. Unless he throws it too early it's very hard to beat it.

-As terrible as 2h is, its fast... and if he has you in a corner and isn't letting up pressure, then I like to throw it out every now and again to interrupt his onslaught of stun edge frc's and normals.

-Early in the match if he throws a few long distance stun edges, I like to Instant block them to get my Tension Pulse higher so I can stock up meter for shenanigans.

-He is pretty average to combo and not too terrible to enkasu in the corner so at least you have that.

Hijacking this from Nattak, as I thought it was nice to have the top post listed with the according Enkasu's

Enkasu:

corner throw: j.k, j.s, j.d, ensenga

coinloop wallbounce ender: coin, IAD j.p,j.k,j.d,ensenga

coinloop Corner MF(k) ender: coin, IAD j.p,j.k,j.d,ensenga

Share this post


Link to post
Share on other sites

IB'ng Stunedge? Slashback that shit! Any Ky player with a brain will stop throwing fireballs real quick.

From a fundamental standpoint, this matchup is pretty similar to before, though I'm actually inclined to give Johnny the slight advantage now. Upcoin really wrecks Ky's shit at neutral and it makes Johnny that much more threatening in the corner.

Speaking of the corner, one of my new favorite things to do for oki (especially against Ky) is this: upcoin -> meaty 2K xx 3HS. If he mashes DP he's done, and if he blocks you can now gatling into 6HS, or just Mist Cancel. The spacing has to be right for this to work, though (approximately 2K max range).

Everything Tsukahara said is more or less correct (though JO 6P will trade with f.S most of the time; still totally workable though since you can confirm in to Jackhound), but start finding ways to utilize the upcoin at neutral, too. I use it to read Stun Dipper, punish jump in attempts (such as after air SE FRC), and just as an insurance policy at mid-far range to make sure he doesn't try anything dumb. It's sort of DC style, but it works when used correctly.

Share this post


Link to post
Share on other sites
IB'ng Stunedge? Slashback that shit! Any Ky player with a brain will stop throwing fireballs real quick.

From a fundamental standpoint, this matchup is pretty similar to before, though I'm actually inclined to give Johnny the slight advantage now. Upcoin really wrecks Ky's shit at neutral and it makes Johnny that much more threatening in the corner.

Speaking of the corner, one of my new favorite things to do for oki (especially against Ky) is this: upcoin -> meaty 2K xx 3HS. If he mashes DP he's done, and if he blocks you can now gatling into 6HS, or just Mist Cancel. The spacing has to be right for this to work, though (approximately 2K max range).

Everything Tsukahara said is more or less correct (though JO 6P will trade with f.S most of the time; still totally workable though since you can confirm in to Jackhound), but start finding ways to utilize the upcoin at neutral, too. I use it to read Stun Dipper, punish jump in attempts (such as after air SE FRC), and just as an insurance policy at mid-far range to make sure he doesn't try anything dumb. It's sort of DC style, but it works when used correctly.

Agreed, upcoin is one awesome projectile!

I need to try the upcoin 2k, 3hs

I kind of like to use 5S.f my game to fish for counterhits. Most ky's i have played seems to want to stuff up on gaps. [5hs, mc, 5S.f (ch)].

Also his j.S is king, and he can catch you quite well in the air with that.

Share this post


Link to post
Share on other sites
IB'ng Stunedge? Slashback that shit! Any Ky player with a brain will stop throwing fireballs real quick.

I was slashbacking them initially, and it gives you a bit of a tension reward, but I felt like with Johnny's already high tension gain, I felt like after you upped your tension pulse it became insane. Slashback doesn't increase it too right? If he throws them and you IB a few, any combo generates around 40% tension pretty much, and walking back and forth is the same and just gives tonnes of meter.

Also after watching some Satou casuals today and double checking, you can actually j.ks dj.ksde Ky for the one hit as well for a tiny bit more damage.

Edit: Now I'm an idiot. Just checked after posting and Slashback is noted in the wiki as below.

The Risks

Must perform the SB 2-3F right before an attack hits

Can not block for 30F (speculated) after a SB attempt (but can attempt another SB)

Costs 2% Tension (speculated)

Can not SB for the first 10F (speculated) after wakeup

Ground SB must be performed in the correct direction (4+S+H versus high attacks, 1+S+H versus low attacks)

Air SB works against air unblockable attacks (like air Faultless Defense)

The Rewards

Reduces blockstun significantly:

Ground blockstun is reduced to 2F (reduced to 4F if SB is performed after a SB failed attempt)

Air blockstun is reduced to 4F

Negates chip damage

Prevents Guard Gauge from increasing

Tension Pulse increases significantly

So that's my bad, as I thought it was all the rewards except for Tension Pulse..... So I guess I'm going to start slashbacking now.... Thanks for pointing that out!

Share this post


Link to post
Share on other sites

×