« 005. JOHNNY - MATCH UPS - GUILTY GEAR: ACCENT CORE »
ABA (Bad): Score knockdown when she's in Moroha mode. Be ready to block any time she approaches, as her mixup is solid.
Anji (Even): Bait and punish Fuujin and it's followups. Score knockdown a lot and keep him on the defensive.
Axl (Bad): Stay on the ground and play defense. Attack when he leaves himself open.
Baiken (Bad): Be especially careful with your pressure, since she can punish it easily with her alpha counters. Defense is key here, but luckily Baiken dies in little more than one combo.
Bridget (Even): Block the yo-yo. Other than that, have fun beating his ground normals and jump ins.
Chipp (Even): Block, land a coin and kill him. Just remember that you do need to block before you can kill him.
Dizzy (Bad): She outzones you the entire time. Be patient and approach slowly and this match is yours.
Eddie (Bad): Same principle as Dizzy, but Eddie has a much easier time kiling you.
Faust (Bad): 6P beats scalpel clean and 2D is a godsend in this match. You will need to play a good defense though.
I-no (Bad): Block her mixups and she's not so scary. This is however, easier said than done.
Jam (Bad): Punish her card charges with Jackhound. Watch out for puffballs and her 5HS.
Johnny (Even): Think two steps ahead of your opponent. If you are the opponent, think three steps ahead.
Ky (Bad): Outzones and outpressures you, but you can make his life a nightmare if you can keep him knocked down.
May (Bad): Counter hits everywhere in this match. The difference here is that if May lands a counter hit, she can do damage without meter. If you land a counter hit, you need a coin, meter, or both.
Millia (Bad): Her okizeme and mixup game is very good, but once you get on the offensive she's screwed.
Order Sol (Even): 5K stuffs a lot of his moves, and works as an anti air against his short jump. 5HS also works wonders at the ranges 5K won't hit.
Potemkin (Very bad): Your best chance is to land a coin early and keep your Mist Finer high. Also, you can dash over slidehead, so use that to approach and punish with throw/3HS.
Robo-Ky (Bad): Defense is key here, as is knockdown.
Slayer (Bad): Think of Slayer as Johnny but more random and easier to do damage with. Also learn to react to his relatively fast overheads as well as their feints (6K, 5D).
Sol (Even): You can actually afford to play offensively here, but be ready to guard when Sol approaches.
Testament (Bad): Net okizeme is very strong, as is his 6P. As with most of Johnny's matchups, defense is your friend here.
Venom (Bad): Killer Joker FRC is very useful for jumping over balls. For the most part though, you'll want to stay grounded and play defense.
Zappa (Very bad): Hard to combo midscreen with Low Mist Finer, so save your Level 2 for the corner. And if he wakes up with Raoh, be ready to block a 3 frame DP. In general, you will be on defense for most of the match.
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