Jump to content

Archived

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

4r5

[+R] Johnny vs Axl

Recommended Posts

I've been getting it in against Axl lately. Much like when I first fought Axl in AC, it felt like a pretty shitty matchup at first. Once you take a step back and really look at what you can do, however, you'll see it's actually not that bad.

 

Let's get the dumb stuff out of the way first: yes, 6H is annoying. But if you train yourself to block it you can do so pretty consistently (I was able to block it earlier and I was hammered). Don't try to out-button it or backdash or whatever else because it's just not gonna work. Respect it and move on; you will get your chance to press buttons.

 

You know what else is annoying? That fucking DP. That's something else you're just gonna have to respect, but at least it's unsafe, unlike 6H. Be warned: if Japanese Axl players mash this like a madman any time they get a frame out of blockstun, you can bet your bottom dollar that American Axls will be playing Shoryu FADC: The Game. You're just gonna have to live with it and punish accordingly.

 

Okay, enough of that. What about the actual matchup?

 

Much like AC, you're gonna be chilling at the other side of the screen, doing your walk forward -> backdash thing. Axl will press 5P and 6K a lot and you're gonna be afraid to do anything. Ideally, you'll be able to lame it out until you get about 50% tension. At that point, you'll be walking forward and blocking low to slowly get in on Axl, with neutral jump/jump ins as needed (basically if you yomi something like 2H).

 

This is where those +R changes come in to play. If Axl whiffs something, you can now punish with Level 1 Mid MF. Even on normal hit it'll score corner knockdown, so that's definitely your go to whiff punish (not just against Axl but in general). This is more useful at roughly the max range of MF, but it works at closer ranges, too (f.S still whiffs over a lot of stuff). Failing that, you can whiff punish with other moves (5K, 2K, 2S, 6P, 5H), or you can work your way in for a tick throw and score knockdown that way.

 

So now you have Axl in the corner. Granted, you're at Level 1 and don't have mist over him, but it's still where you want him.

 

If you're going to place meaties over Axl in this situation, stick with lows (2S, 2K -> c.S). Reason being is, surprise, Axl players like to mash wakeup crack counter! You can always throw an upcoin for that extra assurance that he probably won't mash, but if you do that you should just tick throw him via proximity block since nobody can deal with that (JOHNNY STRONG, FOUR MORE YEARS :toot:).

 

Basically, as long as you don't do any obviously mistimed meaties against Axl, he shouldn't mash anything. If you have mist over him, then Level 2 Mid MF will deal with mashing jerks well enough.

 

Another secret top tier strat is that if you jump in against Axl, you can buffer 236236 and press H on reaction vs 2S and it'll win every time!

 

In conclusion, it's probably a half point for Axl, but that's mostly just because he's stupid now, rather than any actual shortcoming on Johnny's part. Just be patient, and if something you're trying isn't working, just hang back and figure something else out. Easier said than done at times, but that's the life of a Johnny player.

Share this post


Link to post
Share on other sites

If you can IB, then you can 6P Axl's 6HS. Or 5P if 6P is too tight for ya.

 

And blocking green chain is a free forward dash.

Cancel the dash in to a 5K and it will beat out everything Axl got, but 2K, DP, and Autoguard straight in to FB.

Maybe, figuring out block frames on projectiles is a funny matter.

Share this post


Link to post
Share on other sites

On certain ranges and situations, you can also use the strike invincibility of the Divine Blade Transport to gain some ground. This is particularly interesting when you foresee/bait a long range poke since it often extends Axl's hurtbox therefore allowing you to perform the DBT~DB followup and successfully hit/counter hit.

One thing to keep in mind is that the DBT is only strike invincible during 5~17f, not during startup and not during the descending part of the leap. Therefore you have to read your opponent and commit to it. FRCing the DB followup lessens the risks (though it does not nullify them as performing the followup removes the strike invincibility) and the auto-JI also helps get some additional aerial mobility.

 

Blocking green chain/Rensen does not necessarily equal a free forward dash as the Axl player can opt for one of two followups. Nonetheless if you know he often uses Rensen without any of the followups (and without FRC), you can indeed dash.

Share this post


Link to post
Share on other sites

×