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RedBeard

Forum Rules/Johnny FAQ, read here before posting!

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Welcome to the Johnny forums. I assure you I'm a benevolent...ish dictator! Just follow these simple rules and we'll all get along just dandy. 1) Don't make dumb/spammy posts. 2) If you have any questions about Johnny, ask in the General Johnny Questions topic, and someone will answer you. Matchup related questions go to the matchup topic. Please be as ARTICULATE as possible when asking a question about Johnny or a matchup. "How do I beat Venom" is too vague for us to help you and you'll often get unhelpful answers in return. 3) Be polite, even if someone asks a question that was already answered. Simply direct them to the correct information. 4) Please keep a lighthearted attitude as much as possible! People will disagree, that's natural. Disagreements don't warrant namecalling. We're all good dudes here, so let's keep it that way! 5) Try to at least make a quick scan to make sure your problem or question hasn't already been resolved in a previous post or in the Johnny FAQ. 6) Feel free to PM me about ABSOLUTELY ANYTHING. If you have a problem, don't understand why a post/topic was deleted, or have a suggestion or anything else I will always listen and respond as soon as possible. As Crazydazed said before, Happy Mist Fining!

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This will be updated at a later time. If you have a question relating to Johnny that is not answered in this FAQ, please ask in the General Question thread and if the question is common enough I will add it to the FAQ. This topic will remain closed, but I will include update dates in the title so you will know when new information is added.

Welcome to the Johnny FAQ. Please take a look and see if you can't get your questions answered.

CONTENTS

1. I don't understand notation. Help?

2. I don't understand YOUR notation. Help?

3. What does the Mist/Coin/____ move do?

4. What is FMSJH?

5. Does Johnny have any other bugs in AC?

6. What are the differences between Slash Johnny and AC Johnny?

7. What is FD/Wave/Fast Dashing? How do I do it?

8. I'm new to Guilty Gear and Johnny caught my attention! I'm thinking of picking him up.

1. I don't understand notation. Help?

As far as general notation for Guilty Gear goes, please follow this link: http://www.dustloop.com/forums/showthread.php?t=372 and scroll down to "Notation Guide". That is a very general explanation.

2. I don't understand YOUR notation. Help?

Here is a list of terms commonly used for Johnny, or terms I specifically use in my notation...

General:

j.=Jumping(IE j.S=Jumping Slash)

dj.=Double Jump

tj.=Triple Jump(IE after a Killer Joker FRC)

ID=Impossible Dust

IK=Instant Kill

AD=Airdash

BD=Backdash

IAD=Instant Air Dash

IABD=Instant Air Backdash

(JI)=Jump Install(For example, 5K(JI)->5H would mean to install the 5K)

OD=Overdrive

DAA=Dead Angle Attack

E(2)=Both hits of Ensenga hit(This is important for damage because you ALWAYS want to aim for only the second hit of Ensenga because it does slightly more damage if you do. I note the E(2) so people know the damage switch. All combos are the second or first hit only unless otherwise noted with E(2), because sometimes it's unavoidable)

[]=Hold that button(For example, 5D->[8] would mean to do a homing jump after a Dust)

][=Release that button

Specials:

1 hit/1 hit Ensenga=Refers to a combo that aims for hitting with only the first, untechable hit of Ensenga, or refers to the actual 1 hit itself. See "Enkasu".

Enkasu=The first, untechable hit of Ensenga.

Coin=Glitter is Gold(236H)

MFH/MFM/MFL=Mist Finer High(236P)/Mist Finer Mid(236K)/Mist Finer Low(236S)

MFH(2)/MFM(2)/MFL(2)=Mist Finer High Lv2/Mist Finer Mid Lv2/Mist Finer Low Lv2

MFH(3)/MFM(3)/MFL(3)=You get the idea.

MC=Mist Cancel(236[P]/[K]/->H)

MSD=Mist Stance Dash(236[P]/[K]/->66

MSBD=Mist Stance Backdash(236[P]/[K]/->44

JH=Jackhound(214D)

MSJH=Mist Stance Jackhound(236[P]/[K]/->214D)

FMSJH=Free Mist Stance Jackhound(236[P]/[K]/->2146H)(NOTE: Please read FAQ #3 for information on this bug)

MSDJH=Mist Stance Dash Jackhound(236[P]/[K]/->66->214D)(NOTE: 214D MUST be done during his MSD)

Kamae Cancel=Stance Cancel. Same thing as Mist Cancel

DBTDB/DBT->DB=Divine Blade Transport Divine Blade(623S->S)

DB=Divine Blade(236S in the air)

TK Ensenga=Tiger Knee Ensenga(412369H from the ground)

Mist=Bacchus Sigh(214P)

KJTKJ/KJT->KJ=Killer Joker Transport Killer Joker(421S->S)

KJ=Killer Joker(214S in the air)

Other:

TMN/OD=That's My Name(632146H), far more likely to be referred to as "OD" because Johnny only has 1 OD. Well, technically 2 but Return Jack is shortened to RJ generally.

RJ=Return Jack(236D after any version of Jackhound).

JT=Joker Trick(PKSH->236236H) Johnny's IK. Not likely to be used much so don't worry about it.

FD Dash/Wave Dash/Speed Dash/Fast Dash=Technique of holding FD(PK) and wiggling the Joystick back and forth. Please see question #6 of the FAQ for more information on FD Dashing.

As far as my own notation goes, I kind of simplify air combos. For example:

Throw->j.K->j.S->dj.S->j.H->j.D->Ensenga I generally simplfiy to Throw->j.KSSHDE. You can't do two air slashes in a row so it's just assumed that you know to jump cancel there.

If you have anything you don't understand, please PM me!

3. What does the Mist/Coin/____ move do?

Bacchus Sigh(214P), or more commonly known as "Misting", or the Mist, makes Johnny's Mist Finer unblockable if it is applied to the opponent. The Mist itself is considered an unblockable projectile(that causes no hit stun or damage or anything), and may be applied to downed opponents.

Glitter is Gold(236H), or more commonly known as the Coin, powers up Johnny's Mist Finer by 1 level on hit, and it is also a staple tool of his for pressure or trading situations. You begin each round with 8 coins and they replenish between rounds. You cannot power up Mist Finer beyond level 3.

Killer Joker(214S in midair), or just KJ, is used to extend combos and resets Johnny's jumping options.

Return Jack(236D after performing any version of Jackhound) does decent damage to the opponent and powers up Johnny's Mist Finer by 1 level. This allows you to save coins or otherwise achieve level 2 if you've run out of coins.

For any other moves you do not understand, please consult the stickied "Johnny Pokes/Specials Guide" for a detailed explanation of all of Johnny's pokes/specials/ODs.

4. What is FMSJH?

FMSJH is a bug in the console release of AC. Normally Johnny needs to spend 25% tension to use his Forcebreak Jackhound(214D). On console, if you input 2146H from Mist Stance, a free version of Jackhound will come out. It's worth noting that there is no free version of MSDJH, nor a free version of normal JH. You must be in Mist Stance for this to work.

There has been discussion of banning FMSJH, but most seem to be in favor of just allowing it at this point. We'll have to see if FMSJH presents any problems in the future.

5. Are there any other Johnny bugs in AC?

All bugs regarding Johnny so far are console only. The following being a full list of what has been discovered so far:

-FMSJH(236[P]/[K]/->2146H) is a console only input.

-KJTKJ should be automatically jump installed upon use. On console, it is not.

-In training mode, if you set Johnny's "Mist Finer" option to "Level 2 Fix", and use Return Jack at any point...it will permanently increase his MF Level to 3.

6. What are the differences between Slash Johnny and AC Johnny?

COMPREHENSIVE CHANGE LIST FROM SLASH -> ACCENT CORE

- CHANGES -

* 5H: Active Frames 1F->2F. Recovery 34F->33F. 2nd active frame has an upward reach.

* 6K: CH causes Wallstick(78F untechable, 30F Wallstick). Now special cancellable. Pushes opponent farther away on hit.

* 2S: Now gatlings to 5H.

* j.P: Hitbox extended behind Johnny.

* j.K: Hitbox extended behind Johnny.

* j.S: Hitbox extended behind Johnny.

* 6H: GB- 6->9

* Mist Finer High(Level 2): Untechable time 70F->55F. FRC point added 19F->20F.

* Mist Finer Mid(Level 2): No longer causes float. Causes 70F Blowback. Causes 40F Groundslide. 90% Proration. FRC Point added 19F->20F.

* Mist Finer Low(Level 2): No longer causes float. No longer causes knockdown. Causes 42F Vacuum Effect on hit. 85% Proration. FRC point added 19F->20F.

* Ensenga: Frame Advantage -27F->-25F(Could be a typo in the AC mook as no other stats on Ensenga have been changed so this doesn't make much sense?)

* Bacchus Sigh: Recovery 42F->53F. FRC Point 41F->46F

* Divine Blade Transport: Arc changed. Total Frames: 36F->37F. 5F landing recovery.

* Divine Blade: No longer increases GB+ on block. GB- 6->12. No longer floats. Hit causes opponent to plummet. Untechable time shortened to 20F.

* (Air)Divine Blade: No longer increases GB+ on block. GB- 6->12. No longer floats. Hit causes opponent to plummet. Untechable time shortened to 20F.

* Jackhound: Changed to an FB. Costs 25% tension. Stagger 43F->47F. Air Untechable Time 39F->46F. GB- 12->8. May input Return Jack from 28F+

* Mist Stance Jackhound: Changed to an FB. Costs 25% tension. Stagger 45F->52F. Air Untechable Time 41F->51F. GB- 12->8. Proration 60%->70%. May input Return Jack from 21F+.

* Mist Stance Dash Jackhound: Changed to an FB. Costs 25% tension. Stagger 53F->65F. GB- 12->8. Proration 60%->80%. May input Return Jack from 18F+.

- NEW ATTACKS -

* 3H: Johnny's old 2H from GGX returns. 2 Level 5 hits, high TG, high active frame count etc. Very good pressure move and can kind of double as anti-air or work for specific punishes.

* Killer Joker Transport[421+S]: Johnny dives at an angle similar to Slash's Divine Blade Transport, possibly a slightly shallower arc.

* Killer Joker[s during Killer Joker Transport]: Johnny does Killer Joker during KJT. Very useful for combos, jump baits, and even crossups

* (Air)Killer Joker[214S in midair]: Johnny whips his sword out really quickly in the air. Causes vacuum effect and allows him to extend combos, very staple move.

* Jackhound[214D]: Same ol' Jackhound, different properties!

* Mist Stance Jackhound[214D during Mist Stance]: Same ol' Jackhound, different properties!

* Mist Stance Dash Jackhound[214D during Mist Stance Dash]: Same ol' Jackhound, different properties!

* Return Jack[236D after any version of Jackhound]: Increases Johnny's MF level by 1. Can be useful if you want to save coins and do some decent damage. Costs 25% additional tension from Jackhound.

I believe that is a complete list of the changes.

GB- being decreased is good, GB- being increased is bad. GB- notes how much the Guard meter goes down on a successful hit, so the less that number is the bigger damage you'll get in your combos.

GB+ being decreased is bad, GB+ being increased is good. GB+ notes how much that move increases the opponent's Guard meter.

Proration being a higher % is good. Proration being a lower % is bad. Proration affects how much damage a combo does if that move is the first hit of a combo.

7. What is FD/Wave/Speed/Fast Dashing? How do I do it?

Most commonly known as FD Dashing, this causes Johnny to do several quick hops in succession and can be useful in a few situations. For more specific information on it's uses and drawbacks, please consult the Johnny Offensive/Defensive topic.

Now as far as a quick answer on how to do it, simply hold PK, and input 64646464646 very rapidly. And the setup is most commonly 66[PK]46464646...you hold PK in the middle of your first dash. If you do this properly you should rapidly dash across the screen. The "Double FD Hop" is more useful but again it will be covered in the other topic. Note that mashing 646464 will work for it, but getting a specific rhythm will get far better and faster results.

Back when I played pad in XX when this was first figured out, I remember it being VIRTUALLY IMPOSSIBLE to accomplish. So if you are on pad and having trouble doing this it's not you, the motion is much easier on Arcade sticks.

8. I'm new to Guilty Gear and Johnny caught my attention! I'm thinking of picking him up.

Great! Johnny is a wonderful character. That said, there are definitely a few things you should know before you pick him up seriously. Here's a brief summary of the PROS and CONS of Johnny. Hopefully this gives you a better idea of his character type.

PROS:

Good Range

Can hit big damage from almost anywhere

Great corner pressure

Excellent Strike/Throw Game

One of the best throws in the game

Builds tension the fastest in the game

Good Anti-Air skills

Excellent Air-Air and Air-Ground skills

Above average Defense ratings across the board

Cons

Low tier in AC

Lacks pressure options from mid-screen

Lacking a bit in defensive options/can be seriously bogged down in rushdown if he doesn't have 50% tension

Awkward to learn

Some pokes are horridly, horridly unsafe if whiffed

Needs to land coins in AC to do his bigger damage most of the time

Learning process is difficult and long

Many matches are difficult for JO to play at range(VE, TE, ZA etc), Zoners give him some problems(FA), and quick characters tend to run all over him(MI, CH, JA). These matches aren't necessarily in his disadvantage but they are difficult to play and require patience. A lot of patience.

Lots of character specific knowledge required to play well

Uses lots of tension

His "big" damage isn't so big anymore in AC

If I could sum up Johnny briefly, I would say he is a relatively slow character for the GG cast, but he has some good poking skills and can combo any of his pokes if he has 25% tension, but his true deadliness is in the corner and/or up close. The main problem comes when characters outpoke him or play a good runaway/zoning game, he has a hard time working his way in and his range doesn't help him as much anymore. And although he's not necessarily bad on defense, the faster characters can run all over him and you need to be very patient and good on reaction to win against them.

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