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4r5

[AC] Quick AC Johnny Newb Guide

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Quick AC Johnny Newb Guide

With AC finally available in the US there's going to be alot of new players. And alot of new players means alot of Johnny newbs. I guess people like his hat or something. While I familiarize/finish-up/revise/destroy RedBread's work, all you newcomers can get some of the Johnny basics from this. Plus, nobody ever reads the stickies, I know I haven't.

Mist Canceling:

First thing first, Mist Canceling. I don't care if you haven't memorized his command list or know what his normals look like, you aren't getting anywhere with Johnny if you don't know how to Mist Cancel.

So let's get started. Quarter-circle-forward plus either Punch, Kick, or Slash is your Mist Finer. If you do that, but this time hold the button, you won't release your Mist Finer and you will stay in Mist Stance. While in Mist Stance, tap HardSlash. Now you've just exited out of Mist Stance. If you tapped HardSlash but still got a Mist Finer, then you did it wrong. Make sure you don't release the button till after you hit HardSlash.

Now that you got this, practice doing it off of 5HS, 6HS, f.S, and 2D. It'll come in handy.

http://www.youtube.com/watch?v=-DuMPPotslk

Make sure you read:

http://www.dustloop.com/forums/showthread.php?t=372

Particularly the: 'Notation Guide', 'What is Prorating?', and 'What is a Reversal? What can I reversal?'.

http://www.dustloop.com/forums/showthread.php?t=3016

Make sure you pick up the Johnny lingo.

Johnny stuff:

Johnny doesn't have a run like everyone else, he has a dash. While dashing he can't do anything, but he can cancel his forward dash at anytime into a jump, and he will retain his dash momentum into his jump. He can also cancel the recovery of his forward dash into an FD block (but not a normal block) or any attack/throw.

Johnny has a coin. Every time this coin hits, it raises his Mist Stance/Finer up one level. Max level is 3. That's two coins. Doing a Mist Finer will reduce your level back to 1. Higher levels makes going into your Mist Stance and Mist Finers faster. And each level changes the properties of each of your Mist Finers.

Tiger Knee'ing Ensenga:

The motion for Ensenga is half-circle-forward plus HS, in the air. To TK Ensenga: Starting from the ground, do a half-circle-forward, but instead of stopping at the forward continue the stick up into up+forward. This will cause you to jump. After you jump, press HS to complete the motion for Ensenga. If you get a 6HS, then you tapped HS to early, before you jumped. If you get some sort of jumping HS, then you tapped HS too late, your half-circle-motion has left the input buffer. Now that you know how to tkEnsenga, you want to practice doing it low to the ground, we didn't just go through all this fancy foot work just to do a high in the air Ensenga. You'll know you've done the lowest possible tkEnsenga when you don't see the 'puff-of-smoke' effect that happens when you jump. Good dummies to practice on are Zappa, Faust, ABA, Sol; with them set to crouching.

Closing the gap:

Generally to get in on people, you make them block a normal move, MistCancel that move, then use your resulting frame advantage to dash in. Repeat as needed. Some good normals to use are 5K, f.S, 5HS, and 2D. And sometimes 6K, since it already moves you forward, just MC it. Coins can also be used to cover your approach.

Mixing it up:

Johnny got three ranges. At close range, your mixup is low or throw. You're too close for a tkEnsenga to hit and dust is too slow to hit most people, all that's left are your lows and your throw. Poke them low or dash up throw, pretty simple. At far range, where you are too far to dash up and throw, you only got your Low Mist Finer (assuming you're at level 2, otherwise it's too slow for most people to get hit by) and your tkEnsenga. Most people won't be able to react to a tkEnsenga, but if it's blocked, you may be screwed. Then the magical mid range. It's about the max range a 2D will hit and about as far as you can be while still being in one dash of a throw. At this range you can mixup between high, low, or throw. As you pressure your opponent you often move out of, in to, and back out of this range. The tricky part is staying in this range. Attacking pushes you out. Dashing can over shoot. Walking can give your opponent a chance to escape. Once you do get in this range, you can throw coins to maintain some pressure without pushing you out.

So yeah, you got these three ranges: close, mid, far. Your best game is at mid range, but it's hard to stay in. Far is your worst game, usually just want to work your way back in, while keeping an eye out for if they try to escape. Close range isn't so bad, 50/50 is all you need to hit someone. You'll be moving in and out of these ranges pretty fast. Plan out your your strings so that you are at the range you need to be, to do the mixup you want to do, when you need to do it.

Command List:

236[P/K/S] - Mist Stance

..> release button - Mist Finer High/Mid/Low

..> 6/66 - Walk/Dash Forward

.. ..> 214D - Mist Stance Dash JackHound

.. .. ..> 236D - Return Jack

..> 4/44 - Walk/Dash Backwards

..> 214D - Mist Stance JackHound

.. ..> 236D - Return Jack

..> HS - Stance Cancel

236HS - Glitter is Gold

214P - Bacchus Sigh

in air, 41236HS - Ensenga

623S - Divine Blade Transport

..> S - Divine Blade

in air, 236S - Divine Blade

421S - Killer Joker Transport

..> S - Killer Joker

in air, 214S - Killer Joker

214D - JackHound

..> 236D - ReturnJack

632146HS - That's My Name

Normals of note:

5P - 5frame startup. One of your 3 fastest ground moves. It doesn't cover alot of range, but at the range it will cover it's among the fastest you got. Situational anti-air. You'll get this alot, when you try to 6P a crossup, but you get a 5P and it still hits them.

6P - Your main anti-air of choice. Can also be used against high hitting pokes. Like Johnny's own f.S and Faust's 5K. Can also be used to avoid projectiles. Like Ky's Stun Edge and Scared Edge, but not stuff like Sol's Gunflame. Launches into air combo.

5K - Your poke of choice. Fast, decent range, and recovers quickly. It's speed and range lets you stick this out in from of people to beat out their poke attempts. While it's fast recovery leaves you safe, if you anticipated wrong and whiff. Chains into 2D for a knockdown.

6K - Has similar-ish upper body invulnerability as 6P. Can FRC for a funny throw setup. Launches into air combo.

f.S - Pretty good, just try not to whiff it. Whiffs over some crouching and running chars.

5D - Your only other quick(...) overhead besides a tk'ed Ensenga. At worst you are at +-0 on block (or -3 on IB). On the most awesomest of meaties (at best) you are at +6 (or +8 on FD). Aside from the 28 frames of startup, it's not so bad. Also has deceptive reach and active frames.

2P - 5frame startup, like 5P. Again, not alot of range, but good where it counts. Chains into 2D for a knockdown.

2K - Does alot of the same things as 5K, but hits low. Shorter range and a tad slower.

2S - Kinda the same as 2K, but more reach and slower.

2HS - 5frame startup, like 2P. Hit's in the same area as 2P, but also lower. (ever have someone 6P your 2P :vbang:) Also has more reach then 2P. Staggers on CouterHit. Can't special-cancel. Only chains into 5D.

2D - Two low hits. Can cancel first hit into coin for the OTG, on most chars.

j.S - Your main Air-to-Air poke. Hit's behind you, for weird combos or crossups. As Air-to-Ground, try to use it from max distance.

j.HS - Air-to-Ground. Staggers on CH. Space/time correctly so they don't leave block stun before you hit the ground. Otherwise you may be throw or poked at, as you land.

Throw - can combo into coin on most chars. Massive forced proration. After a throw, try to keep your combos short and to the point. Don't waste your coins or meter trying to get big damage, it's not going to happen.

Specials of note:

High Mist Finer Level 1 - Poke people out of the air. Not really an anti-air, too slow for that. Instead, think of it as a sort of ground-to-air poke. At level1 it recovers pretty fast, so it's not so bad if you whiff.

Glitter is Gold - The coin. You only get 8. Can be used as a poke, but try to be frugal with it.

Divine Blade - The cheese stick. Anti-Anti-Air.

Killer Joker - Can also be used as a sort of Anti-Anti-Air. FRC will reset your air jumps/dashes. Can be used for mobility.

Jackhound - If you use this, you make sure it hits. You in trouble if it whiffs or blocked. If it does whiff or blocked, then you hope they aren't around to punish it. Be warned, your hitbox widens during the startup.

That's My name - Your only reversal. Has more reach then it looks. Warning: won't hit people low to the ground.

Going to sleep:

I've seen a good number of players pick up Johnny. Some stay; some leave. I think I've covered all of the newb concerns. If you have any more whatevers, feel free to ask in the appropriate thread. Or in this thread, I'm not much of a stickler.

And be sure to read the stickies. They're stickied for a reason! Though they can be a bit barren in places, I'm working on fixing that.

-Good night

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Nice guide for the newcomers.

If I may, on TK Ensenga, it maybe good to remind the input of the move has to begin on the ground. It may be obvious, especially if one reads the linked Guilty Notations Guide, but that would avoid any confusion, should it arise. Maybe a little video clip of it should be a nice addition here.

Same thing for the throw description, "inexpensive" may not be understood : "Whaaaat, I shouldn't use money, so not the coins ???". "Tensionless" may be less ambiguous.

Also, a quick reminder of what a reversal is, in the OD description, would help new blood understand more easily this concept. For instance adding in brackets "when you are grounded, as soon as you wake up, perform the move, giving you a little bit of invincibility". Not exhaustive (no frame talk), but it helps give the idea or remind of the Notations Guide.

Perhaps putting the links to general knowledge (the "Make sure you read" part) first, on top of the guide. Having normals and specials afterwards may be more logical, beginning right of the bat with MC may not be "newb" friendly.

Again, nice job, let's hope the JO community grows bigger.

Btw, also seen on the " Johnny forum complaints/questions/suggestions" topic :

While I familiarize/finish-up/revise/destroy RedBread's work,

No way, he shaved his "beard" and traded it with bakery !

Is he trying to find some new RedBread and Butter combos ? :v:

Go, RB&B for the win and the rhythm.

J/K

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I'm awake. Clarified myself on the tkEnsenga and Throw parts. I was thinking about explaining what a reversal is, but then I remembered that it's in the Gameplay FAQ. Then I saw that I forget to mention for people to take note of it. I've moved general knowledge up to the top, but still below MCing. I'm still keeping MCing as the very first thing. It is that important. New players come up to me and ask where their Johnny's need work and it's always the same thing: Mist Canceling. I could say how to improve their spacing, poking, or mixups; but none of it will make sense, or even matter, till they get good at MCing. It's so important, all of Johnny's normals might as well be rewritten as 5S236[P]HS, 6HS236[P]HS, etc. RedBread? I've done this else where you say? I'll make sure I get RedBeard, in the future. All current standing RedBread will stay. oh, and I forget to say something else. I put normals and specials last because I feel that their use comes naturally when you see them. But I also understand that this isn't intuitive for some people, so I try to have some sort of moves breakdown for them. But I've never really tried putting this stuff in to words, beyond the "Just do it when I tell you to do it, then you'll understand". So it's also last, while I try to put this stuff into words.

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Nice work people. Do you think someone could post up a gatling guide for Johnny? And what normals combo into Mist Finer lvl1? Some good block strings would be good as well.

This is the GGXX Johnny strat guide: http://www.youtube.com/watch?v=eoGLRfQ734A

Points covered:

-Mist-cancel

-Mist-cancel block strings

-Coin tricks and combos

-TK ensenga block stirngs

-Mixup before the TK ensenga

-Divine blade FRC tricks.

-Basic air/throw combos

-Baccus sigh setups and followups and combos

-1 hit ensenga

-Johnny's playstyle

Its a great guide to introduce new players into Johnny. Someone needs to make a update for AC Johnny. This way new players can see what they need to learn and have a visual aid.

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btw Pat, I think you should also add in the section "closing the gap" that you could also use the coin as something to throw at the opponent to cover yourself.

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Hatred Edge: I actually already have a combo chart in the works. As for an AC Johnny video guide, I've been slowly (very slowly) accumulating footage just for something like this. Stone: Whoops, forgot to mention that.

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Don't really know what to say about 3HS. It's like having two 5HS's in one, with the same startup as a single 5HS. I haven't really played around with it much. The only useful thing I found is to build up guard gauge. Anyone else got anything on 3HS?

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3H has a lot of active frames, unlike 6H/5H. Thanks to it Faust's 5D isn't that cheesy anymore on Johnny.

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3H was talked about a little here (scroll to the bottom) :

> AC: Offensive/Defensive Guide <

Yes, it builds the guard gauge, but is also very useful for locking (forcing him to block) the opponent, is active for a long time, against reversal DPs (you get a nice CH > huge combo of death) and is Burst safe. There is a certain distance though, you can't do it from anywhere, specially not too close (VV has a good horizontal range).

For all those reasons, I use it for instance after a 1-hit > 214P, before landing a MF(2) if I have the time to (214P FRCed for instance, or some 1-hit setups allow it without FRC if the opp doesn't have a DP).

Those two topics may seem a tidbit redundant, but the one linked above should be an in-depth subject, while this current one should give pointers, not all the details. Hence both are good IMO.

EDIT : Thanks Wirya for the tip, I rarely faught good Faust (or plainly Faust players) so your piece of advice should be useful next time I face one.

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Yes, I've heard people say that 3HS can be a good oki tool. But no one has mentioned how it's better then any of johnny's other options. Using it after after a mist, as a way to force a block and prevent/punish a reversal backdash, is something I haven't thought of before. Next time the group gets together, I'll experiment with 3HS some more. If anyone got anything else to add on this, or anything else, feel free.

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Caution, the 3HS can be broke by DP in certain conditions. -If Johnny is to close to the opponent -If the 3HS is made too late at Oki. For Exemple, Slayer can Back Dash and Jump easily during 3HS's 2 hits. Some other case exist according to the Opponent.

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We need need a normal hit->coining guide somewhere. As in: 2D into coin works on who and at what ranges, who you can combo after it. Actually, maybe I should do this... Also: Johnny's dash being cancel-able into an attack should be mentioned somewhere in one of the guides, if it isn't already. It took me forever to figure this out. Edit: I just got back from starting Zappa and Ky. If any one wants to volunteer to help on this guide, I'll be much obliged.:eng101: Obviously, we'd be spitting the load.. or whatever you felt like doing. What I'm noting: Throw->coin->1 hit/knockdown *This is the major concern* 2D spacing to connect with coin, combo possibilities, etc.

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As in:

2D into coin works on who and at what ranges, who you can combo after it. Actually, maybe I should do this...

Random tip, when a coin does not connect after a sweep, try 2D > coin > dash to push them a little so that the coin hits.

For Johnny's dash being JC into an attack, it was discussed here with TK Ensenga and an OD in the > "Johnny AC Discussion" thread, starting with 4r5's post (#18) <. Hope that helps.

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canceling of Johnny's dash recovery frames is what I think he's talking about.

If any one wants to volunteer to help on this guide, I'll be much obliged.:eng101: Obviously, we'd be spitting the load.. or whatever you felt like doing.

In about 8 hours I'll be all done with my finals and back to studying Johnny and making this place useful.

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no...Enkasu is techanically speaking combination of one hit ensenga + mist.

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Linguistically, "enkasu" comes from combining the beginning of "Ensenga" and "kasu"-hit, the latter of which refers to hitting with just the first hit of Ensenga. I'm pretty sure "enkasu" just means one-hit ensenga. The word they use to refer to the mist is "kiri". Having the mist on the opponent and locking them down so they get owned is called "kiri-hame".

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'baccus sigh' is the name of misting, so that's where Kasu comes from. En comes from Ensenga. That's how I found it in Korean Johnny guides.

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MAYBE KOREANS ARE WRONG x

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The verb "kasuru" in Japanese means to graze. The term kasu-hitto, which is shitty romanization for かすりヒット or "grazing hit", is where the "kasu" comes from. Nice try, tho.

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Sigh...IN johnny guide, there is terminology secion. He clearly distinguishs between 1-hit and enkasu. '연카스는 연천하1힛트로 낙불을시킨후 박카스사이를 사용해 상대방에게 미스트파이너 가불을 가능하게 하는일종의 기술입니다. 근데 가끔 연천하1힛트된것을보고 "오!!! 연카스다!!" 이런사람들이 가끔있습니다. 이럴때 연카스라고 하는것은 옳지못한 명칭이며 연천하1힛트 또는 연일타(연천하일타 ㄱ-) 연천일타(ㄱ-....작명센스하고는) 라고 하는것이 옳습니다[바른말 고운말 길티나라 ㄱ-?]' 'Enkasu is getting untecahble knockdwn using 1-hit Ensenga, 'then' using baccus sigh. It is not same as 1-hit ensenga.' And I believe it has nothing to do with japanese? I don't know who named it 'KASU' but kasu part comes from ba'ccus' sigh. This is my back-up. Maybe wrong but so far, no one pointed out in his guide that his terminology was wrong so I'm going with this theory.

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Nothing to do with Japanese? It's a Japanese game. Thousands of Japanese people play it and talk about it. You are right in that "baccus sigh" has "kasu" in it, but they don't ever call it バッカスサイ ("bakkasu sai"). They call it 霧 (キリ, "kiri") because it's way the hell easier to say.

I can't read Korean, and I'm guessing you can't read Japanese, but here's "my backup":

レベル2の時だとカスれるとその後霧がかけられるので非常に有用だと思いますが、

レベル1ならそんなやっきになって狙うようなものでもないかなと

(http://bossd.at.infoseek.co.jp/combo.htm near the bottom, in the section about カスヒット)

Translation: If you're able to get the 1-hit when you have lvl 2, and then put the mist on them, then it puts you at a huge advantage,

but if you've only got lvl 1, it's not something you really need to go for too much.

Nobody seems to have corrected THIS guy either. Does that mean they're both wrong?

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No need to get hostile here. I'm just saying what I believed based on the infomations I have collected so far. Maybe it's meaning varies in the places. GG is an international game and I'm Korean. If I have offended you in any way becuase of my language, then please forgive me. It seems I have much more to learn.

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