GGACR/I-No/Matchup/Johnny

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< GGACR‎ | I-No

The General Gameplan

  • Don't get hit by coins and give him levels.
    • It's bad when Johnny can convert without spending meter, but it's probably worse that his mist cancels will get faster and make it harder for you on defense.
  • Try to get Johnny to whiff his S or H normals so you can punish them, which is less risky than trying to challenge them directly.
  • At long range you can safely shoot notes to try to manipulate his movement.
    • Be aware that it's easy for him to move around notes, and can even go through them with his 6K if you don't shoot them low enough.

What Your Opponent Can Do

Move Interactions

Buttons

  • 5P:
  • 2P:
  • 6P:
  • 3P:
  • 5K:
  • 2K:
  • 6K:
  • c.S:
  • f.S: You can crouch under this move... 6P it, STBT under it, jump over it and dive at him. He's using it right when he's catching you trying to move or do anything other than those things I just mentioned.
    • It also extends his hurtbox on his arm prior to startup, so an extremely well placed 5P or 5K could stuff this. Don't try this from too far away since the blade is all hitbox!
  • 2S:
  • 5H:
  • 2H: Incredible hitbox for the speed, which reaches higher than you would expect. It's pretty much a "get off me" move for Johnny, and you have to play around it. Demonstrate that you can block it to get him to stop using it (or to only use it when he has meter to RC). He'll start doing things to punish the block he's expecting, then you get to blow those up.
    • Or blow it up directly with a super or something.
  • 3H: Has a large extended hurtbox before startup, but it's active for a long time with both hits and reaches low enough to catch I-No using STBT. You can try to beat this move with a faster startup attack.
  • 6H:
  • 5D:
  • 2D:
  • j.P:
  • j.K:
  • j.S:
  • j.H:
  • j.D:

Special Moves

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Pressure

Oki

Escaping Pressure

  • STBT can go under f.S and 5H pretty easily if the Johnny is just throwing them out or if you create a gap via IB, but he can wait to 3H on reaction so be very careful.
    • You can also try to 6P these, which leaves you less vulnerable to 3H.
  • You can go under his horizontal coin with 2S most of the time, but if you try to cancel 2S into just about anything you'll expand your hurtbox in a way that gets you hit by the coin.
  • Creating a gap to jump out of is pretty effective, but watch out for UpCoin, and watch out for his 5H reaching higher than you'd expect.
    • Also watch out for airthrows, since he can set up Bacchus's Sigh and wreck you for a full damage combo at lvl 2 instead of taking the prorated airthrow combo damage.
  • If he had the chance to set up Bacchus, pay close attention to how long he has afterwards before you wake up.
    • If he has enough time to use a normal (like 5K or 3H), your options are limited.
      • You may be able to wakeup mash 5P/2P to beat the 3H, since the hurtbox on that move isn't great. You're gambling on him not actually having enough time for the move to go active. He's doing it to stop wakeup backdash, so you may get away with this.
    • If he's using 5K you could try wakeup 6P. If the alternative is getting unblockabled you don't have much else to go off of.
    • If you have meter for reversal super, you need to do it to demonstrate you can, but also be aware that Johnny is looking out for it.
    • Also don't be afraid to Dead Angle the normal he pressures you with, but again beware that he's going to be looking for it. Just make sure you're playing some kind of game on wakeup with that meter and not letting him have the unblockable for free.
  • He leaves a gap when he dashes forward to throw you.
    • The dash is a hop that will go over your lows. Remember to 5K to stuff the dash instead of 2K, especially since your punish combo potential is really good.

Escaping Oki

Special/Notable Confirms

Advanced Gameplan

Your Opponent's Gameplan

"I-No is one of those matchups that feels much worse at first than it actually is. It may seem like she can just run circles around you, but in actuality you are letting her do so. The majority of I-No's options can be hard or soft countered, often times without meter. Probably the single biggest thing I see Johnny players let I-No get away with is Stroke. On anticipation, you can 3H against it and win clean. On reaction, you can 2H it later than you probably think and confirm off of the stagger (since most I-No players will be buffering something in anticipation of the move connecting). To put it lightly, this move is risky for her to throw out, and you need to make sure the I-No player knows it.

Most of I-No's air specials can be beat by 6K, high MF, or rising j.D. The obvious exception to this being VCL, which only high MF can reliably beat. Of course, under the right conditions you can airthrow all of these as well, but that's not something you should be given many chances to do if the I-No player knows what they're doing.

The one aspect of this matchup that is kinda rough is defense, which is typical for Johnny, but I wouldn't say you have it particularly bad here compared to any number of stronger characters. Judging height on her dash-ins is probably the single most crucial aspect of not getting opened up by I-No. If you know what you're looking for, you can potentially AA her if her pressure isn't airtight. Good moves to use here include c.S, 6P, and sometimes even 2H. Alternatively, you can neutral jump and either airdash out of the corner or hit her as she descends with something like Divine Blade. In essence, you're looking to survive long enough to get a chance to do any number of things, including but not limited to what I outlined here. This may sound like vague advice, but the truth is that you have a lot of freedom in how you choose to bully I-No, it's just that many of the options are somewhat unorthodox."

-Quash


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