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VR-Raiden

[+R] Sol vs. Johnny

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Use this thread to discuss the vs. Johnny matchup in +R.

Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Johnny

I will be editing this first post with information on the matchup soon.

Openers:
- Sol can run under immediate coin toss and punish his recovery with 5K.

- 6P beats his f.S but loses to coin.

- Instant air backdash to start your neutral game is a safe bet.

Neutral:
- 2D/dash 2D is strong. It will low profile his 5K, f.S, and 5H.

- Your 2D can be hit by his 3H and 6H. Be careful not to get baited into whiffing a 2D, getting hit by either of those hurts. You can easily stuff those with CH f.S since they're pretty slow.

- GF at far range can catch pokes and dashes, his slow jump makes it hard for him to punish it without IADing.

- Running 6P and 2D will hit coin toss.

Offense:
- Johnny can use his 2H to counter non-ideal WT attempts. It is 5F, has decent reach, and moves Johnny backwards. You will need to keep frametrap gaps tight and up close to counter it. You can also try getting it to whiff or blocking it, then (dash) f.S, 2D, or 5H punish, depending on range. On block it only cancels to 5D without meter. You need to punish as soon as you leave block stun or you risk trading with 5D. Keep in mind the punish will be crouch hit, and become CH if they cancelled to 5D.

- On safejump oki, 4c.S will catch reversal backdash within range and blocks his super.

- His super can be GV or VV after the flash. 2D can low profile it, but not after the flash.

- Dead Angle is -6.

Defense:
- "On defense, consider blocking high when outside of Johnny's sweep range. His only way to hit low when further out is with Mist Finer, and it's fairly slow unless he landed a coin, in which case he's taking a pretty significant gamble in risking losing level 2 or 3 if you happen to block low." (Orrax)

- TK or close to ground Ensenga (air flame slash) is a fast overhead from far range. It is more commonly used when Johnny has 50% tension to RC for a combo or safety. It can be used after you block a far j.S. If you happen to low profile it with 2D, you can punish his landing recovery.

- If he dashes into your throw range during pressure, chances are he wants to throw you, so be ready for that.

- 5D is 0 on block.

- Struggle fast to escape stagger from Jackhound. He can get away with some big combos if you aren't getting close to lvl 3 recovery.

Punishes (on block/reaction):
- On reaction, you can GV under his ground super after the flash for a guaranteed punish. On block it is -6, and very easy to instant block for an easier punish.

- Ensenga can be punished on block with running 5K. From a whiff over your 2D, f.S punish is more reliable.

- 2H is punishable on whiff or block by (dash) f.S, 2D, or 5H depending on range. Punishes are crouching hit, and CH if Johnny cancelled to 5D.

- Dead Angle is -6.

Combo Notes:
- For xx > 2D > BR(RC), stick a j.S(JC) > j.D, or j.H(1) in before SW (or other method), otherwise it will not Clean Hit.

- After WT, Johnny will fall extremely fast, so starting with dash j.D will not work. Immediate fj.S SW will work, or routes that begin with 2H.

- Dustloops work, but he must be very high in air and you can't delay at all between reps. After the falling j.D, he leans far back in air so dashing j.S into air combo is a consistent route for ending. Before the first rising j.D, you will usually need to use an extra normal to increase his height.

- Corner throw > 5K will not work, it knocks down.

- Ground hit VV will not guarantee the knockdown kick afterwards. Johnny can even airtech > CH j.S if you attempt it. The kick will only hit if Johnny is higher than you in air.

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A few more things:

 

For openers, Sol's 6P beats Johnny's f.S cleanly, but loses to coin. The safest way to start is probably to air dash backwards and set up the neutral game.

 

On defense, consider blocking high when outside of Johnny's sweep range. His only way to hit low when further out is with Mist Finer, and it's fairly slow unless he landed a coin, in which case he's taking a pretty significant gamble in risking losing level 2 or 3 if you happen to block low.

 

For combos, standard dustloops work on Johnny, but he needs to be higher up. Even then, you may need to make the timing between reps extremely short, otherwise he might fall through it. Also, I generally find the easiest way to combo Johnny after 2D xx BR RC is to follow up with j.S JC j.D xx CLSW.

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Updated to include those notes, and adding this stuff since it was getting me last time I got some casuals.

Nuetral

- Your 2D can be hit by his 3H and 6H. Be careful not to get baited into whiffing a 2D, getting hit by either of those hurts. You can easily stuff those with CH f.S since they're pretty slow.

Defense

- Struggle fast to escape stagger from Jackhound. He can get away with some big combos if you aren't getting close to lvl 3 recovery.

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