RedBeard
06-26-2007, 12:44 PM
CONTENTS
1) INTRO
2) KEY/LEGEND
3) DASH/NORMALS/THROWS
4) SPECIALS/FORCEBREAKS
5) OVERDRIVES/INSTANT KILL
1) INTRO
This guide is meant to give you a very detailed, but general overview of Johnny's pokes and specials. Note, however, that this guide will not include advanced strategies such as Coin Pressure or MC Pressure. This guide is moreso intended to give you a good idea how to use each normal and special in match play. There are several other stickied topics intended to adress specific uses of specials/normals such as the Matchup topic, Combo topic, or the Offense/Defense topic.
I'm going to be using quickstats for each move. Generally just quick info like Startup, Active, and Recovery frames, and Frame Advantage/MC Frame Advantage. If there's something that stands out about that move(such as 3H having GB+ of 20x2), then I will note it otherwise I'll just stick to basic info I feel is relevant. If you want to look into each move's detailed stats on your own, feel free to take a look at the framedata: http://www.dustloop.com/data/ac/johnny.html
2) KEY/LEGEND
DMG: Damage.
ST: Startup Frames.
AC: Active Frames.
RE: Recovery Frames.
FT: Frame Total
FA: Frame Advantage.
MCFA: Mist Cancel Frame Advantage. First # is Lv1, 2nd is Lv2, 3rd is Lv3.
LV: Attack Level.
GB+: Guard Balance Increase
GB-: Guard Balance Decrease
TG: Tension Gain
SP: Special Notes about the move.
Notes: Notes I include on the useful applications of the move.
3) DASH/NORMALS/THROWS
DASHES
Forward Dash
TG: ??
SP: 1->10F Johnny is airborne. 11F Recovery. 21F total. Johnny can FD, Jump, or Attack during the recovery of his Dash, but he may not block(without FD), Dash, Backdash, Walk Forward, or Walk Backwards. Johnny may cancel his dash into a jump during any point of it. If Johnny cancels his dash into a jump, he retains momentum.
NOTES:
Essentially what the special notes mean is that if you're doing MC pressure or coin pressure, dashing is only 10F total if you attack right as your dash recovery begins.
You can test the recovery bit yourself by dashing with Johnny then holding forward. You'll notice it takes Johnny a moment to continue his movement. Now dash and attack immediately as you land and you'll notice you do not need to wait for his recovery to end. This is why FD Dashing is much faster than normal dashing, because you're canceling the recovery with FD and immediately dashing again, whereas with normal dashing you need to wait for the recovery to finish. (VIDEO COMING SOON)
VIDEO RIGHT NOW
http://www.youtube.com/watch?v=DcG59NavR5s
There IS advantage to normal dashing over FD dashing though, as normal dashing is a good source of increasing Johnny's tension as well as his tension pulse. During MC pressure or coin pressure you should stick to normal dashes unless you intend to do a mixup with FD Dashing.
Dashing is used everywhere. In MC pressure, coin pressure, combos, etc. Basic technique but knowing that it is a 10F dash becomes important in knowing your frame (dis)advantage.
FD/Wave/Fast Dashing
SP: Does repeated, 10F quick dashes. Tension Gain is crappy though because if you use FD, your TG becomes 20% of it's normal for 1 second(60 frames).
NOTES:
First of all, to do the FD Dash just hold down PK and mash 646464646464 on your stick. If you are using a controller or pad, you are outta luck because this manuever is much harder to perform on pad from my experience and from others' testimony. (VIDEO COMING SOON)
Controlled, rhythmic mashing will get you the max speed results but it's still quick mashing. If you are successful, Johnny should do several quick hops in a row due to cancelling his dash recovery with FD.
The intended use for this is to get across the ground quickly. It's also worth noting that if you're doing this perfectly, Johnny is only staying on the ground for 1 or 2 frames while you FD because he is considered airborne during his dash. Perhaps helpful for things like gliding over a Slide Head quake.
FD Dashing and Double hopping are two different things, and in general double hopping is more useful but it's based off the same technique as FD Dashing.
Double Hop
SP: Does a quick double hop to cover ground quickly and effeciently. Low tension gain.
NOTES:
Performed by pressing 66[PK]4646 or 66[PK]646 rapidly. (VIDEO COMING SOON)
This is commonly used in Coin pressure to get on the opponent quickly or to do a tick throw. The double hop covers ground very quickly and is useful for staying on an opponent during coin pressure.
NORMALS
5P
DMG: 12
ST: 5
AC: 4
RE: 6
FA: 0
MCFA: -4, -1, +1
LV: 1
SP: JCable.
NOTES:
Not too much to say about this. It blocks bursts, you can't air combo off of it...it combos into c.S which is nice because you CAN aircombo off of that...but in general this poke isn't used too much if at all, it kinda lost it's purpose after #R. You can do a few very specific burst blocking combos with it but nothing terribly useful.
If you're crossed up trying to do a 6P it MAY save you and anti-air them. It's really not terrible anti-air but it's not good either, chain into c.S if this freak accident happens and aircombo it or coin them. All in all you'll rarely, if ever, use it.
The only other use I can think of for it is feinting throwing a coin because 236H and 5P have very similar animations. Still not terribly useful.
Not worth to MC at Lvl1.
5K
DMG: 16
ST: 6
AC: 5
RE: 9
FA: -2
MCFA: -2, +1, +3
LV: 2
SP: JCable.
NOTES:
This move is one of Johnny's absolute staple. Lots of active frames, JCable, links and combos into many important moves such as 5H or 2D...although one of it's great uses has sadly gone which is that it no longer blocks bursts because blue bursts have had their startup lowered to 19F, whereas 5K has 20F total in it's animation. So it's still close to burst block safe but if your opponent times his burst just as your 5K starts, it will no longer block properly so be careful of that.
Otherwise this move is used in rushdown and for his basic high/low/tick throw setup all the time. It's also commonly used for Jump Installing and several other useful things. All in all, a very important poke.
c.S
DMG: 26
ST: 6
AC: 3
RE: 8
FA: +3
MCFA: +-0, +3, +5
LV: 3
SP: JCable
NOTES:
f.S
DMG: 34
ST: 8
AC: 3
RE: 25
FA: -11
MCFA: +3, +6, +8
LV: 4
SP:
NOTES:
Combos to 6HS on crouching and on standing CounterHit.
5H
DMG: 42
ST: 11
AC: 2
RE: 33
FA: -16
MCFA: +5, +8, +10
LV: 5
SP:
NOTES:
6P
DMG: 25
ST: 11
AC: 6
RE: 10
FA: -2
MCFA: +-0, +3, +5
LV: 3
SP: 1->4f Upper Body Invincibility. 5->16f Above Knee Invcibility. Ground hit cuases 18f float effect. 80% proration.
NOTES:
Anti-air.
6K
DMG: 30
ST: 16
AC: 4
RE: 16
FA: -3
MCFA: +3, +6, +8
LV: 4
SP: 7->13f Upper Body Invicibilty. 35f float effect. CH causes WallStick (78f untechable, 30f WallStick.) FRC: 12->13f
NOTES:
6HS
DMG: 64
ST: 18
AC: 2
RE: 32
FA: -15
MCFA: +5, +8, +10
LV: 5
SP: JCable
NOTES:
5D
DMG: 22
ST: 28
AC: 8
RE: 6
FA: 0
MCFA: N/A
LV: 3
SP:
NOTES:
Your only standing overhead.
2P
DMG: 10
ST: 5
AC: 3
RE: 6
FA: +1
MCFA: -4, -1, +1
LV: 1
SP: 90% proration.
NOTES:
2K
DMG: 12
ST: 8
AC: 4
RE: 4
FA: +2
MCFA: -2, +1, +3
LV: 1
SP: 75% proration.
NOTES:
2S
DMG: 30
ST: 9
AC: 6
RE: 12
FA: -4
MCFA: +-0, +3, +5
LV: 3
SP: 75% proration.
NOTES:
2H
DMG: 48
ST: 5
AC: 6
RE: 29
FA: -16
MCFA: N/A
LV: 5
SP: CH causes Stagger (53f max.) 1->35f, Johnny is in CH state.
NOTES:
3H
DMG: 28, 28
ST: 11
AC: 8(2)2
RE: 31
FA: -14
MCFA: +5, +8, +10
LV: 5, 5
SP:
NOTES:
You can MC at anytime, so long as the 1st hit connects.
2D
DMG: 25, 25
ST: 9
AC: 2(3)3
RE: 22
FA: -8
MCFA: +3, +6, +8
LV: 4
SP: 2nd hit causes KnockDown.
NOTES:
j.P
DMG: 12
ST: 7
AC: 5
RE: 9
FA:
MCFA: N/A
LV: 1
SP:
NOTES:
j.K
DMG: 20
ST: 8
AC: 6
RE: 8
FA:
MCFA: N/A
LV: 2
SP:JCable
NOTES:
j.S
DMG: 32
ST: 10
AC: 2
RE: 23
FA:
MCFA: N/A
LV: 3
SP: JCable
NOTES:
j.H
DMG: 40
ST: 13
AC: 5
RE: 21
FA:
MCFA: N/A
LV: 3
SP: Ground CH causes Stagger effect (39f max.) Air hit causes plummet.
NOTES:
j.D
DMG: 44
ST: 8
AC: 7
RE: 14, 5 landing recovery.
FA:
MCFA: N/A
LV: 3
SP: 24f WallBounce. 5f landing recovery.
NOTES:
1) INTRO
2) KEY/LEGEND
3) DASH/NORMALS/THROWS
4) SPECIALS/FORCEBREAKS
5) OVERDRIVES/INSTANT KILL
1) INTRO
This guide is meant to give you a very detailed, but general overview of Johnny's pokes and specials. Note, however, that this guide will not include advanced strategies such as Coin Pressure or MC Pressure. This guide is moreso intended to give you a good idea how to use each normal and special in match play. There are several other stickied topics intended to adress specific uses of specials/normals such as the Matchup topic, Combo topic, or the Offense/Defense topic.
I'm going to be using quickstats for each move. Generally just quick info like Startup, Active, and Recovery frames, and Frame Advantage/MC Frame Advantage. If there's something that stands out about that move(such as 3H having GB+ of 20x2), then I will note it otherwise I'll just stick to basic info I feel is relevant. If you want to look into each move's detailed stats on your own, feel free to take a look at the framedata: http://www.dustloop.com/data/ac/johnny.html
2) KEY/LEGEND
DMG: Damage.
ST: Startup Frames.
AC: Active Frames.
RE: Recovery Frames.
FT: Frame Total
FA: Frame Advantage.
MCFA: Mist Cancel Frame Advantage. First # is Lv1, 2nd is Lv2, 3rd is Lv3.
LV: Attack Level.
GB+: Guard Balance Increase
GB-: Guard Balance Decrease
TG: Tension Gain
SP: Special Notes about the move.
Notes: Notes I include on the useful applications of the move.
3) DASH/NORMALS/THROWS
DASHES
Forward Dash
TG: ??
SP: 1->10F Johnny is airborne. 11F Recovery. 21F total. Johnny can FD, Jump, or Attack during the recovery of his Dash, but he may not block(without FD), Dash, Backdash, Walk Forward, or Walk Backwards. Johnny may cancel his dash into a jump during any point of it. If Johnny cancels his dash into a jump, he retains momentum.
NOTES:
Essentially what the special notes mean is that if you're doing MC pressure or coin pressure, dashing is only 10F total if you attack right as your dash recovery begins.
You can test the recovery bit yourself by dashing with Johnny then holding forward. You'll notice it takes Johnny a moment to continue his movement. Now dash and attack immediately as you land and you'll notice you do not need to wait for his recovery to end. This is why FD Dashing is much faster than normal dashing, because you're canceling the recovery with FD and immediately dashing again, whereas with normal dashing you need to wait for the recovery to finish. (VIDEO COMING SOON)
VIDEO RIGHT NOW
http://www.youtube.com/watch?v=DcG59NavR5s
There IS advantage to normal dashing over FD dashing though, as normal dashing is a good source of increasing Johnny's tension as well as his tension pulse. During MC pressure or coin pressure you should stick to normal dashes unless you intend to do a mixup with FD Dashing.
Dashing is used everywhere. In MC pressure, coin pressure, combos, etc. Basic technique but knowing that it is a 10F dash becomes important in knowing your frame (dis)advantage.
FD/Wave/Fast Dashing
SP: Does repeated, 10F quick dashes. Tension Gain is crappy though because if you use FD, your TG becomes 20% of it's normal for 1 second(60 frames).
NOTES:
First of all, to do the FD Dash just hold down PK and mash 646464646464 on your stick. If you are using a controller or pad, you are outta luck because this manuever is much harder to perform on pad from my experience and from others' testimony. (VIDEO COMING SOON)
Controlled, rhythmic mashing will get you the max speed results but it's still quick mashing. If you are successful, Johnny should do several quick hops in a row due to cancelling his dash recovery with FD.
The intended use for this is to get across the ground quickly. It's also worth noting that if you're doing this perfectly, Johnny is only staying on the ground for 1 or 2 frames while you FD because he is considered airborne during his dash. Perhaps helpful for things like gliding over a Slide Head quake.
FD Dashing and Double hopping are two different things, and in general double hopping is more useful but it's based off the same technique as FD Dashing.
Double Hop
SP: Does a quick double hop to cover ground quickly and effeciently. Low tension gain.
NOTES:
Performed by pressing 66[PK]4646 or 66[PK]646 rapidly. (VIDEO COMING SOON)
This is commonly used in Coin pressure to get on the opponent quickly or to do a tick throw. The double hop covers ground very quickly and is useful for staying on an opponent during coin pressure.
NORMALS
5P
DMG: 12
ST: 5
AC: 4
RE: 6
FA: 0
MCFA: -4, -1, +1
LV: 1
SP: JCable.
NOTES:
Not too much to say about this. It blocks bursts, you can't air combo off of it...it combos into c.S which is nice because you CAN aircombo off of that...but in general this poke isn't used too much if at all, it kinda lost it's purpose after #R. You can do a few very specific burst blocking combos with it but nothing terribly useful.
If you're crossed up trying to do a 6P it MAY save you and anti-air them. It's really not terrible anti-air but it's not good either, chain into c.S if this freak accident happens and aircombo it or coin them. All in all you'll rarely, if ever, use it.
The only other use I can think of for it is feinting throwing a coin because 236H and 5P have very similar animations. Still not terribly useful.
Not worth to MC at Lvl1.
5K
DMG: 16
ST: 6
AC: 5
RE: 9
FA: -2
MCFA: -2, +1, +3
LV: 2
SP: JCable.
NOTES:
This move is one of Johnny's absolute staple. Lots of active frames, JCable, links and combos into many important moves such as 5H or 2D...although one of it's great uses has sadly gone which is that it no longer blocks bursts because blue bursts have had their startup lowered to 19F, whereas 5K has 20F total in it's animation. So it's still close to burst block safe but if your opponent times his burst just as your 5K starts, it will no longer block properly so be careful of that.
Otherwise this move is used in rushdown and for his basic high/low/tick throw setup all the time. It's also commonly used for Jump Installing and several other useful things. All in all, a very important poke.
c.S
DMG: 26
ST: 6
AC: 3
RE: 8
FA: +3
MCFA: +-0, +3, +5
LV: 3
SP: JCable
NOTES:
f.S
DMG: 34
ST: 8
AC: 3
RE: 25
FA: -11
MCFA: +3, +6, +8
LV: 4
SP:
NOTES:
Combos to 6HS on crouching and on standing CounterHit.
5H
DMG: 42
ST: 11
AC: 2
RE: 33
FA: -16
MCFA: +5, +8, +10
LV: 5
SP:
NOTES:
6P
DMG: 25
ST: 11
AC: 6
RE: 10
FA: -2
MCFA: +-0, +3, +5
LV: 3
SP: 1->4f Upper Body Invincibility. 5->16f Above Knee Invcibility. Ground hit cuases 18f float effect. 80% proration.
NOTES:
Anti-air.
6K
DMG: 30
ST: 16
AC: 4
RE: 16
FA: -3
MCFA: +3, +6, +8
LV: 4
SP: 7->13f Upper Body Invicibilty. 35f float effect. CH causes WallStick (78f untechable, 30f WallStick.) FRC: 12->13f
NOTES:
6HS
DMG: 64
ST: 18
AC: 2
RE: 32
FA: -15
MCFA: +5, +8, +10
LV: 5
SP: JCable
NOTES:
5D
DMG: 22
ST: 28
AC: 8
RE: 6
FA: 0
MCFA: N/A
LV: 3
SP:
NOTES:
Your only standing overhead.
2P
DMG: 10
ST: 5
AC: 3
RE: 6
FA: +1
MCFA: -4, -1, +1
LV: 1
SP: 90% proration.
NOTES:
2K
DMG: 12
ST: 8
AC: 4
RE: 4
FA: +2
MCFA: -2, +1, +3
LV: 1
SP: 75% proration.
NOTES:
2S
DMG: 30
ST: 9
AC: 6
RE: 12
FA: -4
MCFA: +-0, +3, +5
LV: 3
SP: 75% proration.
NOTES:
2H
DMG: 48
ST: 5
AC: 6
RE: 29
FA: -16
MCFA: N/A
LV: 5
SP: CH causes Stagger (53f max.) 1->35f, Johnny is in CH state.
NOTES:
3H
DMG: 28, 28
ST: 11
AC: 8(2)2
RE: 31
FA: -14
MCFA: +5, +8, +10
LV: 5, 5
SP:
NOTES:
You can MC at anytime, so long as the 1st hit connects.
2D
DMG: 25, 25
ST: 9
AC: 2(3)3
RE: 22
FA: -8
MCFA: +3, +6, +8
LV: 4
SP: 2nd hit causes KnockDown.
NOTES:
j.P
DMG: 12
ST: 7
AC: 5
RE: 9
FA:
MCFA: N/A
LV: 1
SP:
NOTES:
j.K
DMG: 20
ST: 8
AC: 6
RE: 8
FA:
MCFA: N/A
LV: 2
SP:JCable
NOTES:
j.S
DMG: 32
ST: 10
AC: 2
RE: 23
FA:
MCFA: N/A
LV: 3
SP: JCable
NOTES:
j.H
DMG: 40
ST: 13
AC: 5
RE: 21
FA:
MCFA: N/A
LV: 3
SP: Ground CH causes Stagger effect (39f max.) Air hit causes plummet.
NOTES:
j.D
DMG: 44
ST: 8
AC: 7
RE: 14, 5 landing recovery.
FA:
MCFA: N/A
LV: 3
SP: 24f WallBounce. 5f landing recovery.
NOTES: