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[AC] Johnny vs Bridget

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BRIDGET MATCHUP INFORMATION

Poking Game

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Strategy

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Specific Punishes

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Setups/baits

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Knowledge

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Post ur build plz! I give johnny porn! I'd first like to request the "best" corner combo off a L2 qcf+K. Something that leads to the 1 hit ensenga would be great. Or should I do the lv2 qcf+K, coin, dash-5S > lv2qcf+K repeatedly then end with jackass into baccus fart which I seem to see in every combo vid. Is this advisable?

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is it possible to make sub-thread out of the JO matchup and C/P all the related infor there? enkasu: p.s.d.e corner k.s.d.e corner dash-jump p.k.p.s.d.e mid-screen ----- sometimes when i do that combo u mentioned above br or lighter char can tech shortly after msjh hits..wut gives? corner i'd try follow up with the "bleed" combo (hes like the JO who does it often enough in matches): lvl2 k, kjt>kjfrc>c.S j.p s s. hs kjfrc into aircombo. does decent dmg and there definitely seems to be a potential for one-hit by delaying D or E after the j.Hs from the 2nd kjfrc. --------- be mindful of his 6p and 6s. generally dont want to stay in air too long unless u are used to FDing or good enough to divine blade frc consistently to cover ur way down. mist stanced jackhound is good when he is trying to set or pull yoyo back due to the added delay. 2h is good to use occasionally to block shitty set yoyo-rolling mixups but just be sure u have 50% tension to RC when its blocked. dash jump with jp gives good result as shitty air-to-air for some reason...i dunno why that is so...probably just at my local level.

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is it possible to make sub-thread out of the JO matchup and C/P all the related infor there?

enkasu:

p.s.d.e corner

k.s.d.e corner

dash-jump p.k.p.s.d.e mid-screen

sometimes when i do that combo u mentioned above br or lighter char can tech shortly after msjh hits..wut gives?

corner i'd try follow up with the "bleed" combo (hes like the JO who does it often enough in matches):

lvl2 k, kjt>kjfrc>c.S j.p s s. hs kjfrc into aircombo. does decent dmg and there definitely seems to be a potential for one-hit by delaying D or E after the j.Hs from the 2nd kjfrc.

be mindful of his 6p and 6s. generally dont want to stay in air too long unless u are used to FDing or good enough to divine blade frc consistently to cover ur way down.

mist stanced jackhound is good when he is trying to set or pull yoyo back due to the added delay.

2h is good to use occasionally to block shitty set yoyo-rolling mixups but just be sure u have 50% tension to RC when its blocked.

dash jump with jp gives good result as shitty air-to-air for some reason...i dunno why that is so...probably just at my local level.

This is horrible advice. Do not listen to this.

Think of it this way.

yo yo negates all.

Ground to Ground - 5HS beats everything Bridget has.

Ground to Air - 6P beats everything Bridget has. I doubt a Buri will IAD / jump in on you though.

Air to Air - Bridget's favor.

Air to Ground - J.HS is un-anti-airable. Proper spacing and your golden.

You do not want to be zoned. You want to be spamming 5HS~coin, 5HS~stance cancel~5HS bullshit all day. 6K is very good to.

As long as you stay at this distance you will win. Zoning against Johnny ( For Bridget ) really takes a yo yo or a bear. With out it. j.HS / Divine blade FRC are what you are going to want to come in with.

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okay... -_-; look man, u are entitled to ur advice as i am to mine dont just come in here saying the advices stunk.. at least explain why they suck. what puzzles me is that some of the points u made overlapped my "stinky" advice. shouldnt a JO player be mindful of BR's 6p and 6s as they are thrown out fairly often to zone along side with the yoyo? theres nothing wrong with using dbfrc as anti-anti-air against BR is there? so why shouldnt a JO player use it whenever he/she can to cover their backs?

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Post ur build plz! I give johnny porn!

I'd first like to request the "best" corner combo off a L2 qcf+K. Something that leads to the 1 hit ensenga would be great. Or should I do the

lv2 qcf+K, coin, dash-5S > lv2qcf+K repeatedly then end with jackass into baccus fart

which I seem to see in every combo vid. Is this advisable?

Keep it simple is the way I like to play my Johnny. I prefer this over most combos..

corner whatever combo into qcf+k level 2 , dash f.HS , miststance jackhound , when they get mid waist of johnny s , hs , coin (This combo does alot of damage and gets you a coin / airthrow opportunity and its simple non fuckup combo) If they tech and you get the throw you can mist them and do whatever yummy damage you want. If you miss no big deal.. you should be pretty damn close to them to continue some sorta pressure.. especially against Bridget.

now if you wanna be a little bitch... and go the extra risky mile for fun

whatever blah level 2 k finer, coin instant air dash k, s , d enkasu 1 hit then set a mist. (tensionless 1 hit coin mist, but easier to fuck up) I think you can throw two coins in this combo and get the 1 hit if you want a level 3. or you can use mist stance jackhound to guarantee that knockdown instead of IAD for the 1 hit. I would use the tension for JH if you have though since this will pop them up higher and give you more time after laying the mist and is non fuckupable.

I once killed someone in a match just doing that combo over and over. Corner wam coin iad 1 hit mist... repeat.

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is it possible to make sub-thread out of the JO matchup and C/P all the related infor there?

enkasu:

p.s.d.e corner

k.s.d.e corner

dash-jump p.k.p.s.d.e mid-screen

-----

sometimes when i do that combo u mentioned above br or lighter char can tech shortly after msjh hits..wut gives?

corner i'd try follow up with the "bleed" combo (hes like the JO who does it often enough in matches):

lvl2 k, kjt>kjfrc>c.S j.p s s. hs kjfrc into aircombo. does decent dmg and there definitely seems to be a potential for one-hit by delaying D or E after the j.Hs from the 2nd kjfrc.

---------

be mindful of his 6p and 6s. generally dont want to stay in air too long unless u are used to FDing or good enough to divine blade frc consistently to cover ur way down.

mist stanced jackhound is good when he is trying to set or pull yoyo back due to the added delay.

2h is good to use occasionally to block shitty set yoyo-rolling mixups but just be sure u have 50% tension to RC when its blocked.

dash jump with jp gives good result as shitty air-to-air for some reason...i dunno why that is so...probably just at my local level.

1st note, Bridget doesn't has a good coverage against anything high enough right above his head... and you should spam that DB anytime u got a chance, and a smart Bridget player wouldn't use an aa such as 6p unless u're close enough and 6s unless they certain it will hit far enough... that moves pay to much and the worst possible moves to spam .... and don't say Buri will just bd the DB it'll go to teory battle and jo still has option against that (another db,ensenga... u tell me =/ )

2nd note Buri 6set -> Jo 2h -> Buri rolling Idou... and u got Dead Johnny

3rd dash jump jp as air to air? with Buri j.p i think the best possible scenario it got clashed anyway the best option Johnny has vs aerial Buri, should be MF_p/6p :v:

This is horrible advice. Do not listen to this.

Think of it this way.

yo yo negates all.

Ground to Ground - 5HS beats everything Bridget has.

Ground to Air - 6P beats everything Bridget has. I doubt a Buri will IAD / jump in on you though.

Air to Air - Bridget's favor.

Air to Ground - J.HS is un-anti-airable. Proper spacing and your golden.

You do not want to be zoned. You want to be spamming 5HS~coin, 5HS~stance cancel~5HS bullshit all day. 6K is very good to.

As long as you stay at this distance you will win. Zoning against Johnny ( For Bridget ) really takes a yo yo or a bear. With out it. j.HS / Divine blade FRC are what you are going to want to come in with.

1st about 5HS~coin, 5HS~stance cancel~5HS bullshit... it's true Jo will have a complete domination as long as he stay on ground

2nd actually Jais say Jo should use his DB frc and J.hs, it's a real pain in the ass to deal with

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This is horrible advice. Do not listen to this.

Think of it this way.

yo yo negates all.

Ground to Ground - 5HS beats everything Bridget has.

Ground to Air - 6P beats everything Bridget has. I doubt a Buri will IAD / jump in on you though.

Air to Air - Bridget's favor.

Air to Ground - J.HS is un-anti-airable. Proper spacing and your golden.

You do not want to be zoned. You want to be spamming 5HS~coin, 5HS~stance cancel~5HS bullshit all day. 6K is very good to.

As long as you stay at this distance you will win. Zoning against Johnny ( For Bridget ) really takes a yo yo or a bear. With out it. j.HS / Divine blade FRC are what you are going to want to come in with.

No, no, no...almost everything I read in this post is untrue. I played this matchup a real lot, and I can safely say nearly all of what you wrote is untrue. To try and be brief:

5H is a horrible poke for JO in most all cases. It comes out incredibly slow, formerly had 1 but now 2 active frames(so any move with even minor invincibility causes it to whiff), and it's GOD AWFUL on whiff. You have like a full half second to punish him. Pretty much all of Bridgets Slashes will own it. Bridget ouranges Johnny, not the other way around. 5H is for pressure like 90% of the time or baiting a CH, not outpoking someone.

6P debate is useless, Bridget is not doing any obvious 6Pable jumpins. Bridget is safe air to ground.

You were too vague aboue air to air...pokewise Johnny's j.S kills almost everything Bridget has in the air but his manueverability just doesn't allow Johnny to really hit with it so meh.

Johnny's j.H is perfectly anti-airable. Proper spacing is almost impossible to achieve in matchplay, especially so in Bridget's case because generally Bridget is controlling the spacing of the match due to superior zoning/range. No idea where you get this idea. It's a good air-ground move but it is certainly punishable. Chipp's j.H on the other hand is pretty much 100% impossible to beat at any range with standard anti-air. Johnny's is not.

You're right I don't want to be zoned, but in fighting games it tends to be in favor of the ZONER and not the person being zoned. Johnny has very few options for dealing with zoning except superjumping and doing random air crap to try to get near you(DB, KJ).

5H MC or 5H->Coin does not shut Bridget down. It's not even that good. 6K is killed by most of Bridgets pokes/zoning. Not bad in pressure strings at all but pokewise on the ground, and even as anti-air, it's not very good.

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Pretty much 5-5 unless Ruu is involved because he does especially badass runaway. Johnny=better damage, more dangerous ground game. Bridget=Runaway zoning stuff that Johnny can't really punish too well, crap damage, better pokes. 5.5-4.5 Bridget could be accurate I dunno, they both suck so it can be pretty even in AC. Just my opinion.

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how does one beat bridget's 5s... its so godly against my mc pressure.. i cant even get close to it to do any mix-ups. i am thinking dash/walk tk ensenga or a preempted 6p.. or should i be spamming more coin to discourage the br from spamming the 5s altogether? what are some good/safe mc string jo could do in mid-range? or am i basically screwed and have to try to randomly 6p that hoping it'll CH into a meaty combo finish? secondly, what do u guys do to set up cross-ups against not only br but the lighter cast? i like doing the 2p,5k,5s 2d one into iad cross-up but its fairly hard for me to get in and land the 2p or 5k to score that knockdown. ;d

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lol, randomly 6P'ing and throwing coins is what I do too. Is he hitting you when you dash or in between your moves? Even between a level 1 MC and a HardSlash he should only just barely have enough time to get out a Punch. If he's hitting you during your dashes, then yeah, everyone can do that to ya. You'll just have to vary it more. Like, next time you would dash, don't dash and throw out something, like 6P or coin. Off a LMF2, 8j.S>dj.S-HS>KJ(frc) HS>DB, will setup the usual. But Bridget can delay his wakeup and has a DP, so you might not want to do the usual. For the lighter cast, I just do the biggest combos I can pull. Since the lighter cast also tend to take more damage and dizzy easier.

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Well since we all know Johnny has NO sure fire ways to get in on anybody is there anything even slightly Reliable that I can use to get in? My friend plays a really good Bridget and everything he does just seems to be a never ending pressure string and I need to find a way to turn the match around in my favor if he messes up.

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^ Do you guys even know about this JO penis? It's the biggest I've ever seen...

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i never find any good buri's to play against. all of the ones i've played just endlessly spam starship and are surprised when i figure out their "strategy". i'd imagine a good buri would be a pain in the ass for johnny though. especially with all that yo-yo zoning and what not. i do recall once instance where i had started a combo the second after buri called back the yo-yo and it hit me out of it :v:.

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After a sound beating by a very competent Buri at a recent tournament I am more motivated than ever to learn this matchup. Finding match videos to help is hard; BLEED was rolled by Ruu in the last 23v23 if I remember correctly, and while there's one of DC taking a Buri to round 5, ultimately he couldn't deliver. Some questions: 1. How to deal with the godforsaken yo-yo. Are there high/low mixups from it that I need to know about? Better yet, what are the mixups, period. 2. Approaching. I had a hell of a time getting into mid-range because of some poke or another beating out my 5Ks, 2Ds. IADing is a no-no too because I was met with an immediate 6S to the face into combo into KD. Even a regular dash in gets stuffed by some random poke. I think this is a match that forces you to be very patient for an opening. I sometimes get too desperate to land that 60%-80% combo on him that I fail to watch what's happening on the screen (ie: where the yo-yo is at any given point in time). If someone can link JO vs BR matches that are successful, that'd be awesome as well.

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1. Roger HomeRunSilde is the only non-mid hitting yo-yo/Roger attack. Two hits, the drop is overhead, the slide part is low. Any potential mixups will be coming from Bridget. It's the usual deal: high/low/throw/bait + unblockable. But her unblockable setups are more specific then Eddie's, and doesn't seal the deal as hard as Eddie's. You can backdash the Yo-Yo callback. Or 6P through it, given the proper angle. 2. Yes, patients. Don't jump without reason and try to walk more than dash. And you don't really need to get that close to Bridget. You can attack around all of Bridget's pokes. 5S can be 6P'ed. Or 6HS'ed around. Same goes for 2S, if you're far enough away from the starting frames. 6S can be 6P'ed or 6K'ed, and has enough recovery for you to duck under it and MMF on the retract, you're aiming for the leg he sticks out. Outside of MMF range, you get a free dash or dash>fd>dash. And 2D can be dashed over. And a spaced 6P will clash with Bridget's DP, trade if unspaced. All the Roger attacks, you can hit. Except for Roger Hug, which is a projectile, so you'll need to use a coin or DB it. Roger Cutter is also a projectile and takes more then one hit. For Yo-Yo callback, you just smack him in the face, if you're close enough. Making him block is fine too, it'll deactivate the Yo-Yo. If not, then you just do the ST neutral jump straight up, then smugly ask the other player if he has anything better. After you get the footsies down, the rest is just not letting a randomly flying-around Bridget fluster you. A couple of CH 6HS>Ensenga 's and you get a dizzy into win. And that's the basics of my vs Bridget XX/#R/Slash knowledge. I think I can count the number of times I fought AC-Bridget on one hand. But from what little Bridget footage is out there, it mostly looks like the same fight, except Bridget can worry less about dieing in one combo and Johnny has to worry more about yo-yo callback glitch shenanigans, and I guess forcebreaks. Oh, and there's ALOT more runway. Shrug, you can tell me about the AC matchup.

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Shrug, you can tell me about the AC matchup.

Well, you certainly hit the nail on the head when you said that there's ALOT more runaway. At all costs Buri wants to keep you away and punish you for any attempts at approaching. Johnny's mainstay pokes like 5HS and 5K are suddenly null and void thanks to the yo-yo and stuff like his 5S, 2D and 6S. Also the yoyo getaway move where he escapes by following the yo-yo in the air is VERY hard to punish, so for the most part (and really I guess for any matchup where JO is zoned) once you get in range you need to do whatever it takes to stay there, and kill him in the corner. In my last fight I found myself going DC with my coins when I had him in the corner and that seemed to work...but I couldn't keep it up and eventually the situation was reset leading to my defeat. I'm going to look into backdashing the yoyo though, for some reason doing that never occurred to me since his 5HS beat everything I tried and the kitchen sink.

So far the only pressure string that I've found success with in terms of getting in is 5S > coin > 6K MC > mixup low/throw. 2HS at close range punished yoyo callback attempts. And that's all I've got. It's so sad that I learned how to enkasu and land 60% - 80% combos on this kid but it was all moot since I wasn't allowed to get in to my ideal range :vbang:

Kenmastersx if you're reading this I'd love to hear your input; I know you have matchup exp with Jais. Hell anyone with Jais matchup exp feel free to throw in your two cents.

tl;dr version: Buri has yo-yo; Johnny has no-yo, Buri wins. Oh no.

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Johnny destroys Bridget at footsie range. Your 3HS, 5HS, coin, mist stance relentless pressure is not about mix-up but about punishing a player for trying to escape. A well spaced j.HS can not be AA'd by Bridget's 6P. Diving blade FRC makes for a free jump in. 1) hit, bait AA, for a KD 2) pressure for a falling j.HS and you are in. Patience is key. Your 6P and 5HS beat Bridgets ground pokes. Think of it this way. in a normals vs normals situation Ground to ground in close you win Ground to ground far you lose Air to Air far yo win ( j.S>Ensengaa) Air to Air close you win(divine frc) Ground to Air you win ( 6p beats all buri jumping normals) Air to Ground you win ( Diving Blade frc and j.HS) Sounds to me like you are not making it stick when you are inside. Try more throw and coin and mist stance shenanigans.

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