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Natsu

Must Know Combos

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Heya all,

I'm new to Johnny and the Combo Guide is good but all it has is Throw combos, and tons of it.

I want to learn the major Johnny Combos so I could get the hang of it, and then improvise combos.

Thanks guys.

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Hello, fellow gentleman !

What kind of combos are you looking for ?

Very basic ones, without FRC and without complicated stuff (the different kind of Jackhounds) for starter ?

Or do you already know how to FRC and even better how to to Mist Stance Jackhound or Step Jack/Dash Jack (this is the Jackhound performed from Mist Stance Dash. I think it is called MSDJ here on Dustloop)?

Also keep in mind Johnny is very character specific. Therefore some combos can work on some characters but will need variations or a totally different ones for others. At first, you mainly have light, mid and heavy-weight but then you'll discover that it can be trickier, more character-specific.

Knockdown, re-coin, bacchus sigh, putting the opponent in the corner, damage, tension management, burst safe, setting up a cross-up or other tricky stuff, ending out of reach from reversal throw, far enough to safely meaty against a SRK etc, there are many combos, not everything is set in stone and you have to judge and choose accordingly. And also be able to perform them !

Should you already master basic combos, here are some staple ones, not an exhaustive list and in no particular order :

MF-S(2) combos, tensionless or not, preferably ending with a knockdown or a 1-hit but you can opt for damage should the situation calls for it, such as:

basic midscreen

... > MF-S(2) back j.KS dj.K KJ FRC falling j.S tj.KSDE

... > MF-S(2) back j.KS dj.K KJ FRC falling j.S tj.SHDE

depending on the character, height, distance, you have to eyeball, hitconfirm.

While the notation should be self-explanatory, just in case, this means some gatling or string into a connecting Mist Finer S (low) level 2 then jump backward and do Kick, Slash then Jump Cancel (double jump) Kick, Killer Joker FRC, fall while doing Slash then another JC (triple jump thanks to KJ adding another jump option) Slash HeavySlash Dust then Ensenga.

This combo is not necessary the best in terms of damage and setup but it works many times. On some instance (char and position to the corner) it can grant you a 1-hit.

(Heavy chars version :

... > MF-S(2) c.S j.KPS dj.aircombo

... > MF-S(2) c.S (JI) 5H > DBT~DB FRC aircombo for some massive sexyness (^_^)b Though might not be worth the troubles)

... > MF-S(2) back j.KS dj.SH KJ FRC falling H > DB

When not opting for a 1-hit, this combo grants you a knockdown. This one works on SL for instance and is a nice setup for the IAD j.S crossup okizeme since it puts you at an appropriate distance

Slightly more advanced ("ad" means Air Dash)

... > MF-S(2) back j.KS dj.K KJ FRC ad.KSDE(1-hit) :

The 1-hit depends on the character, you may have to add some delay between the hits or change the button pressed, for instance ad.PKDE(1-hit), ad.KPDE(1-hit) etc.

Enkasu (1-hit from throws)

corner Enkasu

midscreen enkasu, some involving throw dash jump, some KJ FRC airdash/KJ FRC straight aircombo

The coin loop combos, such as

- from corner (or close enough or use of FRC) MF-K(2) coin iad.KSDE(1-hit) land bacchus sigh (FRC or not, depending on the char), meaty > MF-K(2) coin etc.

- from MF-P(2) (can use iad for possible tensionless 1-hit but there are other setups too)

hitconfirm 5K 2D MC(2) 5K 5H MF-P(2) coin loop

+R only : coin loop into upper coin dash 214P is a way to set the unblocables.

Once again, has some variations depending on chars, distance etc and also your own personal timing.

Variations include :

- hitting another iad. aircombo (iad.KPDE for instance)

- doing dash immediately JC into IAD

- doing sj.iad instead of plain iad

- having to re-position yourself adequately, for instance : corner MF-K(2) coin dash 5H MF-K(2) coin iad.KSDE(1-hit) etc.

- doing iad.KSD land then aircombo into 1-hit

- a combination of the above

Midscreen MF-K(2) into confirm in the corner

... > MF-K(2) dash then Jack (opponent in the corner) c.S tk.KJ FRC falling j.D land j.KSDE

... > MF-K(2) KJT delay~KJ FRC land j.PKSDE

The KJT~KJ combos (with or without Jump Install)

ground ... > KJT~KJ FRC falling j.HD land etc.

ground ... (JI) > KJT~KJ FRC falling hit into aircombo with JC

ground ... > KJT~KJ FRC > DB FRC falling

Can start as string but end as combo given it can act as frame traps or crossups.

The Jackhound ones. Begin with MS~Jack then when you feel confident enough, try Step Jack.

Jackhound (from Mist Stance or Step Jack) can be used in ground combos (5K can sometimes be changed with c.S and you can also confirm it from f.S, though the timing is tighter than from 5H)

5K 5H > MS~Jack 5K 2D coin (if you are lv1)

crouch confirm 5K f.S 6H > MS~Jack 5K f.S 6H MS~Jack etc.

Therefore, they can be used as a starter/hitconfirm for the above combos (often MF-S(2) or KJT~KJ), for instance :

5K 5H > MS~Jack 5K 5H > MF-S(2) combo

5K 5H > MS~Jack 5K 5H > KJT~KJ combo

Step Jack properties allow you, among other things, to space yourself differently thus removing the 5K (meaning less damage reduce and less pushback) and immediately connect with slower/stronger hits (f.S, 5H and 2D being the most notable), offering new combo options and more damage.

Ensenga (RC or not), either from TK (meaning from the ground) or when falling down then Ensenga as close to the ground

falling Ensenga land f.S MF-K(2)

falling Ensenga land f.S > MS~Jackhound

TK Ensenga RC ad.KD land aircombo

TK Ensenga RC land f.S etc.

6P and 6K combo into knockdown, 1-hit or possible tech trap

... > 2D > coin > f.S MF-P(2) : distance and char specific (legit on MA and TE for instance) but the opponent might not tech fast enough, allowing for a viable black beat combo

MF-K(3) or MF-P(3) combos (iad coin loop possible)

Crouch and/or counter hit combos, such as the common 5H (CH) coin dash combo or 5H (CH) MC into stuff. Will be even deadlier in AC+R thanks to 1f faster Mist Cancels.

Thanks to AC+R Divine Blade having a ground bounce now (CH only though) and having auto-JI, it is now time to some good old DBT~DB delights.

Note that you can avoid pokes/projectiles as the DBT part has some invulnerability, not at the beginning though so unreliable on wakeup against a meaty. Might be used against poorly timed okizeme or a gap. It is something worth look into specially since it can potentially lead to combo (will need testing) or at least pressuring the opponent and closing the gap.

Once again, those are just examples, this list is not exhaustive.

I have tried to give you the main branches of combos but might have forgotten some.

You will have to experiment by yourself and most important get the feeling of it, of JO, of the opponent and how "deep", how "clean" your hit is, know how to and be fast and precise enough to hitconfirm and such. Johnny may be difficult but he is beauty in motion, truly elegant (^_^)b

Combos are just a part of the game though. At high level they are important too as they can open up many new possibilites and situations (from more starters or leading to re-coin, okizeme etc.) while being deadly enough to be a constant threat to your opponent. Nonetheless do not neglect mindgame, okizeme, pressing, frame trap, zoning, adapting/varying, understanding your opponent options as much as yours, way of thinking/playing (opponent and you, keep in mind both can change during the match too!), hitconfirming (a successfull poke leading to the appropriate combo depending on your ressource and situation, but also visually confirm crouch, stand, counter hit, airborne/ground etc), defend actively and cleverly (normal, IB, SB, FD, FD jump, backdash, overdrive, throw etc.), IB > 2H or IB > overdrive, feeling alive and dynamic, fluid, "be like water my friend" and not static or predictable, and many others.

So much stuff indeed... but so much interesting stuff ! That is the beauty of Guilty Gear, offering many attack, defense, movement options ensuring some kind of freedom when playing and diversity.

They are essential and in my humble opinion more important than just braindead combos and wanting to land them whatever the costs. Everything is complementary.

Well, a good player should be good in all these aspects anyway. That is what one should thrive to become and improve even when one (thinks he) gets there !

EDIT : corrected a few blunders

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Awesome post, Mitsurugi! It really helps an aspiring Johnny player like me to know all the different combo routes and possibilities. If you don't mind, I have an execution question: how do you hit the airdash after a TK Ensenga? I can't get it consistently.. is it just practice, or is there a certain timing? Thanks!

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If you TK the ensenga too low to the ground, you won't be able to airdash. You have to delay it a little bit so that you end up higher in the air, leaving you at a height where you're able to airdash.

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