GGACR/Johnny: Difference between revisions

From Dustloop Wiki
Line 1,317: Line 1,317:
<br>Air combos can be ended in j.H > Divine Blade, which generally lead to untechable knockdown if positioned correctly. This is often at the end of an optimized combo instead of j.D > Ensenga, or as such: j.H > KJ FRC > j.H > Divine Blade. As you can see, is it usually critical that j.H be combo’d into in order to use a Divine Blade ender, so understanding the optimized air combo route is crucial for utilizing this ender.
<br>Air combos can be ended in j.H > Divine Blade, which generally lead to untechable knockdown if positioned correctly. This is often at the end of an optimized combo instead of j.D > Ensenga, or as such: j.H > KJ FRC > j.H > Divine Blade. As you can see, is it usually critical that j.H be combo’d into in order to use a Divine Blade ender, so understanding the optimized air combo route is crucial for utilizing this ender.
<br>
<br>
<br>[+R] You can also any any air combo with your Air Super, which lets you followup with 6K > Coin usually. If you go into Air Super from an early air confirm, you can continue with 5H / 6H > MF Lvl 2 High > etc
<br>[+R] You can also any any air combo with your Air Super, which can lead to some very ideal routes. Air super is generally comboed from j.H, so see the above explanation of how to combo into j.H, though converting from something like j.K > j.S > dj > j.K also can work. It's important to note that the position of the opponent after the Air Super is based on where the opponent is relative to Johnny when the super initially connects. The farther away the opponent is when it connects, the farther it will be after the super hits.
<br>
<br>Some example air super followups:
* Air Super > Coin > (5H >) MF Lvl 2 High > Loop
* Air Super > Coin > Jackhound > Mist or Continuation
* Air Super > 6K > Up Coin > Enkasu
* Air Super > 6K > MC > Coin > (5H >) MF Lvl 2 High > Loop
<br>If you are already at Level 2, you can connect air super into  5H or 6H > MF Lvl 2 High for damage / loop continuation, 6K for Level 3 Enkasu, or Jackhound for raw mist KD.
 
----
----



Revision as of 02:05, 28 June 2015

Johnny
GGAC Johnny Portrait.png

Defense Modifier: x 1.00
Guts Rating: 4
Stun Resistance: 70
Prejump:
Backdash Time: 11
Backdash Invincibility: 7
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport and Divine Blade Transport
Full Frame Data
GGACR/Johnny/Frame Data

Overview

Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.

Strengths
Great pokes. Good Range. High damage potential. Mist Finer Canceling. Coins. Very high tension gain.
Weaknesses
Subpar high/low mixup. Higher damage costs coins, meter, or both. Large hurtbox. Most moves are horrible on whiff; every poke is a dedicated decision.


Move List

Normals

5P
GGAC Johnny 5P.png
*Snap*
12 HLF 5 4 6 0 -
5K
GGAC Johnny 5K.png
16 HLF 6 5 9 -2 -
c.S
GGAC Johnny cS.png
26 HLF 6 3 8 +3 -
f.S
GGAC Johnny fS.png
34 HLF 8 3 21 -7 -
5H
GGAC Johnny 5H.png
42 HLF 11 2 33 -16 -
6P
GGAC Johnny 6P.png
25 HLF 11 6 10 -2 -
6K
GGAC Johnny 6K.png
30 HLF 16 4 16 -3 -
6H
GGAC Johnny 6H.png
64 HLF 18 2 32 -15 -
5D
GGAC Johnny 5D.png
FLY AWAY
22 HF 30 8 6 0 -
Dead Angle Attack
GGAC Johnny 6P.png
25 All 14 10 10 -6 -
2P
GGAC Johnny 2P.png
10 HLF 5 3 6 +1 -
2K
GGAC Johnny 2K.png
12 L 8 4 4 +2 -
2S
GGAC Johnny 2S.png
30 LF 9 6 12 -4 -
2H
GGAC Johnny 2H.png
48 HLF 5 6 29 -16 -
2D
GGAC Johnny 2D.png
25x2 LF 9 2(3)3 22 -8 -
3H
GGAC Johnny 3H.png
28x2 HLF 11 8(2)2 31 -14 -
j.P
GGAC Johnny jP.png
12 HA 6 5 9 - -
j.K
GGAC Johnny jK.png
20 HA 8 6 8 - -
j.S
GGAC Johnny jS.png
32 HA 10 2 23 - -
j.H
GGAC Johnny jH.png
40 HA 13 5 21 - -
j.D
GGAC Johnny jD.png
44 HA 8 7 14+5 after landing - -


Throws

Ground Throw
GGAC Johnny throw.png
40 45 pixel - - - - -
Air Throw
GGAC Johnny airThrow.png
60 88 pixel - - - - -


Specials

TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA

Mist Finer Stance
236P/K/S
GGAC Johnny MistStance.png
- - - - see notes - - - - - - 14 - - - - - - 14 - - - - - - 3 - -
Mist Finer: Upper
236P
GGAC Johnny 236P.png
35 HLF 9+4 4 17 -4 -

Template:AttackDataNoHeader-GGACR Template:AttackDataNoHeader-GGACR

Mist Finer: Middle
236K
GGAC Johnny 236K.png
32 All 9+6 3 33 -19 -

Template:AttackDataNoHeader-GGACR Template:AttackDataNoHeader-GGACR

Mist Finer: Lower
236S
GGAC Johnny 236S.png
29 LF 9+11 2 29 -14 -

Template:AttackDataNoHeader-GGACR Template:AttackDataNoHeader-GGACR

Glitter Is Gold
236H or 214H
GGACR Johnny Glitter.png
10 All 5 33 20 Total +4 - 10 All 5 65 20 +4 -
Bacchus Sigh
214P
GGAC Johnny 214P.png
- - 9 100 53 - -
Ensenga
j.41236H
GGAC Johnny j41236H.png
6, 62 HA 9 2(2)3 16 after landing -25 -
Divine Blade
623S -> S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
- - - - 35+5 after landing - -

Template:AttackDataNoHeader-GGACR

Air Divine Blade
j.236S
GGAC Johnny 623SS.png
50 All 13 10 13 after landing -7 -
Killer Joker
214S -> S
- - - - 34+5 after landing - -

Template:AttackDataNoHeader-GGACR

Air Killer Joker
j.214S
32 All 9 3 13 after landing - -


Force Breaks

Jackhound
214D
GGAC Johnny 214D.png
50 HLF 13 2 35 -20 -

Template:AttackDataNoHeader-GGACR Template:AttackDataNoHeader-GGACR

Return Jack
Jackhoud -> 236D
GGAC Johnny 236D.png
60 HLF 12+1 2 65 -48 -


Overdrives

That's My Name
632146H
GGAC Johnny 632146H.png
Don't Forget It.
20, 65x2 HLF 4+4 3 22 -6 -
Uncho's Iai
j.236236H
GGACR Johnny j236236H.png
BUURRRRRRAVO DAZE
50x2 HA 5+3 3 24 - -


Instant Kill

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Fatal HLF 7+10 - - +4 -


Tactics

Now updated for +R! Most +R changes have a [+R] marked next to them.

General Strategy

The Quick and Dirty:

How do I hit them?: Use your long range to either out-poke characters with inferior range, or to chase down and pressure zoning characters. Use mist cancels in combination with strong pokes to hit opponents who attempt to escape your pressure. Use throws and TK Ensenga to compliment your counter-poke game, and use coins to either continue pressure or give you more close range mixup/poke opportunities.

What do I do once I hit them?: Combo into coins to improve your mist finer level for future damage output, spend tension to improve damage, combo into 1 hit ensenga for mist setups or re-coins, or end in knockdown for setups / oki.

Offense

Most of what Johnny does is +, so while you may not have amazing mixup potential, you excel at punishing players for attempting to escape or counterattack improperly. Walk forward after mist cancels, and continue harassing them with properly placed normals if they attempt to mash you out. Sneak in dash-ins if they respect your pokes too much, for extra pressure. Use coins or Killer Joker FRC to maintain air-tight or semi-airtight pressure. Punish jumping with Mist Finer high, 5H, coins, or 6K.

Move breakdown

6K: Low profile and moves you forward and + if mist cancelled. Stagger / cancel into Coin gives you good frame traps and combos on hit. Great for punishing lots of desperate backdashes, jumps, or pokes. A good move to use to get back in but very vulnerable to sweeps and other low profile moves. If FD'd, this move doesn't put you very close to them, so be aware of that.

5K: Jump cancellable on block and -2 on block, but has great range for its speed! Generally gatling this into 2S, c.S/f.S, 5H, or 2D to continue pressure. Mainly used as pressure starter.

f.S: One of your primary pokes, f.S has amazing range. Be careful that it doesn't whiff over their crouching hitbox, and it will also go over many character's forward dashes / low profile moves. Use this move to punish attempted counterattacks while walking forward, as many characters do not have strong equivalent's to this moves range/speed. If blocked, you can gatling into 6H, or mist cancel.

5H: Huge hitbox, use this move to catch people jumping, or similarly to f.S, to mist cancel and maintain advantage. Better +frame than f.S, it also racks more guard bar than f.S as well, though much worse on block. It has less of a deadzone than f.S as well, though it will still lose to moves like Grand Viper.

2S: Slower, less +, and less range than f.S, 2S is primarily used as one of the few ways to stuff out low profile moves that throw a wrench into Johnny's plan, such as Testament 2H, I-no's Stroke the Big Tree, etc. It also functions as one of your primary lows, with longer range than 2K. Use this to keep them honest / punish people for blocking high / holding up back. It also functions as a good meaty.

3H: Similar to 2S, this move is great for beating out low profile attacks, as well as for safely dealing with DP's from a distance, but is much slower. Racks up a TON of guard bar, but puts you far from the opponent. It has as much frame advantage as 5H, making it very nice if you are able to get them blocking it close enough. Just be aware of how much pushback it has as well as it's vulnerability to FD due to its multihit nature.

6H: Similar to 5H, but with farther reach and slower startup. Due to it's range, 6H is often used as your only attack option if you're out of f.S range, and can be used to compliment dash-in f.S. It's also jump cancellable! Can also be used as a strong way to punish counterattacks if used properly. Just don't whiff this move.

Killer Joker Transport -> Killer Joker: One of the best ways to punish players who mash backdash / jump after 5H or other strings, KJ is also one of your main tools for forcing re-pressure, as it is often airtight. Use j.K > j.D or j.H > j.D afterwards to continue on block. Be aware that if they do not block high, your air moves may whiff their crouching hitbox. Delay your jump in normal and punish them in this case.

Coin: Cancelling into Coin will usually allow you a free dash in, giving you an extra chance at tick throws or more pressure games. Common strings are 5H > Coin, f.S > Coin, 2D > Coin, 6K > Coin

[+R] Up Coin: Really good in the corner especially for stopping them from jumping, as well as great for stuffing certain air techs. Works really great for your (tick) throw game as well, and will cause a lot of players to twitch when you throw it. Because of the ambiguity of it, situations like [Corner] 5H > Up Coin > 2S (hit them trying something) > Coin hits > etc, tend to occur, leading to nice confirms.

Divine Blade: Best used as a way to punish throws, or continue pressure with an FRC.

Neutral

Johnny's neutral game is very dependent on his limited movement. It's important to vary the way you move, as your movement dictates your spacing, which dictates what poke range you're at. Focus on using wavedashing, jumpcancelling your dash, and varying backdashes / other movement to be sure your opponents cannot freely anticipate when you are going to be standing still.

Another fundamental issue with Johnny's neutral game is learning how to deal with your dead zones. Moves like f.S, 5K, and even 5H/6H can whiff against a variety of low profile moves, and f.S will whiff over many crouchers / forward runs. Preventing yourself from whiffing normals is one of the primary goals of mastering Johnny's spacing game. Learn the pros and cons of each normal and understand them. Be especially wary of opponents who use FD dash or other means of abruptly changing their movement.

5K: Primary close range poke.

6P: Your primary anti air. Punish people for jumping / iad'ing recklessly at you. It's also useful as a counterpoke due to its upper body inv, allowing you to deal with moves like Ky or Faust f.S, or Slayer's Mappa. Also can be used to go through Stunedge.

f.S: One of your primary pokes due to your range. Just make sure it doesn't whiff. Great after backdashing to punish.

2S: Will not be beaten by low profile, making it a very useful tool against characters who can simply run under f.S, such as Sol.

j.S: Due to it's amazing range, j.S can be an incredible tool for getting an opponent to block at neutral as it's hard to anti-air if spaced correctly. Strong as an anti-air as well, this move is very good for chasing people with, or protecting your air retreat.

6H: A great way to punish an opponent for whiffing or incorrectly spacing their pokes.

Coin: Generally good for you on trade, coin stays out a while and covers a good amount of ground, usually resulting in forcing the opponent to block. Coin can be a very useful way to force your way in, but at the cost of spending coins. Has lots of character specific usages for beating pokes / moves.

[+R] Up Coin: Like normal Coin, Up Coin is good for temporarily gaining a lot of spacial advantage, but due to its delayed nature, makes it a lot harder for opponents to attack into. Especially effective for characters who try and approach or contain you from the air.

Divine Blade: One of your primary anti-anti-airs, this move is great for forcing opponents to block (if you can FRC it), or for punishing opponents for mindlessly 6P'ing you.

Killer Joker: Like divine blade, a strong anti-anti-air, though it can clash rather than win, unlike Divine Blade. However, the reward off of it if FRC'd is great. It's also much faster, giving you a good way to deal with anti airs such as rising j.P/K, or airthrow. It's also a good way to alter your trajectory, giving you an extra air option, which can help you get in against zoners or protect vulnerable air movement.

Airthrow: Johnny's superjump is very good due to how high he jumps, so Airthrowing is a very effective option even if they are quite high up. A very reliable anti-air if timed, airthrowing is an essential tool to utilize. Leads to knockdown, and mist / combos / coin in the corner.

Defense

2H: At 5f startup, it's as fast as your 5P or 2P, but with much better range. On Counterhit, you can combo for free if they don't shake - otherwise RC to followup. It's -16 on block, but gatlings to 5D. Won't combo, but gatling'ing to 5D can make it slightly safer. Use this move to beat out opponents who stagger or re-dash at you. Just be careful of getting baited, as it's CH the entire time, and horrible on whiff, making it extremely easy to punish.

5P: Can be used as a fast anti-air for opponents who like to airdash over you a lot.

5K: Johnny lift's his foot up, allowing him to go over some pokes such as Slayer 2K, Axl 2K/2D, etc, giving 5K some character specific use when defending.

Coin: Useful for its ability to at least trade even in disadvantagous positions, the angle of coin is good for covering an opponent who's attempting to re-dash at you or stagger. In addition, its trajectory gives it some use as an anti air as well, particularly against air dashes. Just be sure they don't run under it.

Super: One of his only defensive options, Johnny's super is great if it works, not so great if it doesn't. Loses to a lot of low profile moves such as various sweeps, as well as various upper body inv moves like misc 6P's. It's hitbox also does not extend behind him, allowing some characters to simply move forward if they're right in front of you with certain moves, like Jam's 6H. Be aware of super's weakness, and use it if you feel it necessary. However at 50% tension, it's a big gamble.

Mist Cancel

Essential Johnny technique.

Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage!

How to Mist Cancel

  1. Do a move that is special cancelable.
  2. Special cancel in to a Mist Finer.
  3. Hold button to stay in Mist Stance.
  4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.)
   Example: 5H>236[PKS]~HS

Mist Cancel Frame Advantage Chart

Shows the frame advantage for each attack level assuming fastest possible mist cancel by level.

Mist Cancel total frames: LV1: 11(8F+3F). LV2: 8(5F+3F). LV3: 6(3F+3F)

Attack Level Normals MC Level 1 MC Level 2 MC Level 3
Level 1 2P, 5P, 2K -2 +1 +3
Level 2 5K +0 +3 +5
Level 3 c.S, 2S, 6P +2 +5 +7
Level 4 f.S, 2D, 6K +5 +8 +10
Level 5 5H, 3H, 6H +7 +10 +12

FD Dash

FD Dash, also called Wave Dashing by some, refers to Johnny's ability to cancel his dash recovery into FD in order to chain successive dashes together faster than normal. On the 11th frame of Johnny's forward dash, he can cancel the recovery of his dash into anything, except additional ground movement or a SB.


An example of a single dash into a FD-cancel: 66[PK]4

Punch and Kick are not need for the FD. You can use any combination of buttons that will produce a FD.


A FD-dash into a dash (double hop): 66[PK]4646

N FD-dashes: 66[PK]{4646}xN

there's an extra '4', inbetween each additional dash past the first, that you don't need. But for most, it acts like a mental-metronome and helps keep a steady tempo.

Coin into a double hop: Stuff > 236[H~P], 664646

MistCancel into a double hop: Stuff >236[P]~[H], 664646

Combos

Abbreviations

MF Lvl X Low/Mid/High - Mist Finer Lvl X Low (236S), Mid (236K), or High (236P)
Enkasu - One Hit Ensenga
Mist Jackhound - Jackhound while in Mist Stance
Dash Jackhound - Jackhound during Mist Stand Dash
KJ - Killer Joker
KJT - Killer Joker Transport
DB - Divine Blade
DBT - Divine Blade Transport
Air Combo - See the Air Combo Explanation section for details


Air Combo Explanation

Johnny's standard air combo is a variation of: j.K > j.S > j.K > j.S > j.D > Ensenga. Vary by replacing the section before the double jump with j.P > j.K > j.S or j.K > j.P > j.S for character specific adjusting. Note that j.P > j.S does not link after 13 hits.

The optimized route is j.K > j.S > j.S > j.H > j.D > Ensenga. This also leads to the most optimized Killer Joker route.

Killer Joker FRC followup is j.S > j.S > j.H > j.D > Ensenga, if done after j.H > KJ FRC. Depending on the character you may need to do j.S > dj > j.K > j.S > j.D > Ensenga if you are not at the right height for j.SSHDE

Air combos can be ended in j.H > Divine Blade, which generally lead to untechable knockdown if positioned correctly. This is often at the end of an optimized combo instead of j.D > Ensenga, or as such: j.H > KJ FRC > j.H > Divine Blade. As you can see, is it usually critical that j.H be combo’d into in order to use a Divine Blade ender, so understanding the optimized air combo route is crucial for utilizing this ender.

[+R] You can also any any air combo with your Air Super, which can lead to some very ideal routes. Air super is generally comboed from j.H, so see the above explanation of how to combo into j.H, though converting from something like j.K > j.S > dj > j.K also can work. It's important to note that the position of the opponent after the Air Super is based on where the opponent is relative to Johnny when the super initially connects. The farther away the opponent is when it connects, the farther it will be after the super hits.

Some example air super followups:

  • Air Super > Coin > (5H >) MF Lvl 2 High > Loop
  • Air Super > Coin > Jackhound > Mist or Continuation
  • Air Super > 6K > Up Coin > Enkasu
  • Air Super > 6K > MC > Coin > (5H >) MF Lvl 2 High > Loop


If you are already at Level 2, you can connect air super into 5H or 6H > MF Lvl 2 High for damage / loop continuation, 6K for Level 3 Enkasu, or Jackhound for raw mist KD.


MF Lvl 2 Air Combo / Loop Theory

If a combo leads into, or starts from MF Lvl 2 high, one can choose to do one of the following:

  • Air Combo Variations
  • -standard j.KSKSDE variant or optimized j.S > j.S > j.H route
  • -Extended damage air combo using Killer Joker
  • 25% Airdash Enkasu - j.KSK > KJ FRC > airdash j.KSDE(1) or similar variant
  • Air Combo with Divine Blade ender (see above section)
  • iad j.H > kj FRC > aircombo - good against lights / they are too far for j.K
  • iad j.H > KJ FRC > j.H > j.D > Enkasu* - Char specific enkasu setup
  • Coin > ([dash 5H > MF Lvl 2 High > Coin] x N) > ... - Number of times to loop depends on distance / height needed for the desired ender. Remember that each coin has forced 80% proration
  • ... > Jackhound > mist - Leads to knockdown into Mist / Oki setups.
  • ... > (dash) iad Enkasu - Better corner carry than above and meterless, but only leads to mist setup if you're near the corner. Air string and timing is character specific for Enkasu. On some characters, superjump is suggested. Default string is dash iad j.PKD Enkasu.
  • ... > Air Combo - Does less damage than a normal air combo due to coin proration, but lets you keep level 2.
  • ... > iad j.H - for the hard knockdown. Good for when you dont want to spend meter. Generally very universal and easy, unlike the Enkasu ender. Replaces the old DBT > DB loop ender since +R made DBT travel less far, making it often impractical out of the corner.
  • Up Coin
  • ... > dash Mist - Up Coin will hit them OTG as you mist them, letting them tech but misted. If they don't tech, just do a meaty and unblockable etc. If they backtech without realizing the situation, you are still far enough to throw out a mid or low mistfiner level 2 for another combo. Note that they can backdash this attempt if they're wary. If they're wary or decide to tech differently and you're not sure about the outcombo, you can opt to wait and see, as you're still in a strong position at lvl 2 with a mist on them. Note that the coin will not OTG in time if the combo is heavily prorated, and tends to drop if they are too low when being juggled (lower = hits ground faster)
  • ... > 3H > (up coin hits) > 6H > MF Lvl 2 High > etc - Good damage extension and continuation of the loop, but very screen position / spacing specific. This is commonly done off the first MF high you do near the corner. Can replace with 2S > 5H for less damage but much easier execution.
  • Air Super - See the Air Super section under Air Combo Theory for details.
  • ... > Coin > dash Air Combo or iad j.H
  • ... > Up Coin > 5K > Aerial string > Air Super



Wall Juggle

A common way to convert meter into damage near the corner is to perform a sort of re-land loop using Killer Joker Transport. An extremely basic one looks like:

  • [Corner]Stuff > KJT > KJ FRC > DB FRC > j.K > j.D > land > rising j.K > KJ FRC > j.H > j.D > land > rising j.K > KJ FRC > j.H > j.D > etc etc.

The idea is generally to end with a very low j.D near the ground, go into an air combo, and recreate the situation using killer joker FRC.

Here are some basic variations:

  • Falling j.D low to the ground > land >
  • ... > Rising j.K > KJ FRC > j.H / j.K > j.D > land etc
  • ... > 6H > forward TK KJ FRC > j.H / j.K > j.D > land etc
  • ... > TK KJ FRC > etc

using 6H or c.S on a low airborne opponent can allow you to go into this route from anything in the corner. A common example is

  • Stuff > MF Lvl 2 Mid > 6H > forward TK KJ FRC > j.K / j.H > j.D > land > etc

OR

  • Stuff > MF Lvl 2 Mid > 6H > (Mist) Jackhound > c.S > forward TK KJ FRC > j.H > j.D > land > etc

While this route isn't necessarily crucial to playing Johnny, as it's more of a situational advanced route, it's very useful for pushing out damage in the corner when you have extra meter - ESPECIALLY if you are at level 1, as this basic loop can be done without any levels.



Midscreen Combos

Level 1

  • Stuff > 2D > Mist
Any level. Standard meterless mist setup. 2S is meaty, 3H meaty requires FRC
  • Stuff > 2D > Coin
Any level. Basic meterless ground combo for levels. You can follow up with various OTGs such as dash 5K/2P, 6K, f.S, 6H, dash coin, immediately coin again. Followups are character specific and can lead to different pursuit options. Additional coins for an extra level.
  • 6P > j.K > j.S > j.K > j.S > j.D > Ensenga
Any level. Basic anti-air combo. See Air Combo explanations for further details on air combo variations / enders.
  • TK Ensenga > RC > airdash j.S > Ensenga
Any level. Basic midscreen TK Ensenga combo
  • 5K > 8 (ji) > 5H > KJT KJ > FRC > Air Combo
Any level. Basic midscreen damage with no levels. See Enkasu section for Midscreen Enkasu explanation.
  • 5K > 8 (ji) > 5H > KJT KJ > FRC > j.H > delayed j.D > land > 6K > sj. Aircombo
Any level. Advanced midscreen damage with no levels. Somewhat character specific.
  • [+R] 6P > Up Coin > 5K / f.S / etc > (coin hits) > MF Lvl 2 High > Air Combo
6P must be relatively close, also character specific. Great if confirmed
  • Throw > Air Combo or Coin
You generally chose to go for damage or coin when you land a throw. Can extend air combo for enkasu / extra damage etc. On some characters you can do Throw > Coin > Dash jump or Super jump into an air combo. Throw > 6P > Coin can also be an interesting route in terms of affecting where they tech from, giving you different options for tech chasing.
  • j.H > KJ FRC > j.SSHDE / j.SKSDE / etc
Any level. Easy solid damage using meter, anywhere.
  • Throw > 5H > DBT > Divine Blade
Hard knockdown, works on most non-lightweights. Does not give you much time to set any oki up, but is extremely easy and consistent. If possible, the below combo is preferred.
  • Throw > dashing dl j.P > j.S > j.H > Divine Blade
Any level. Advanced midscreen knockdown off throw. Spends zero resources - great for when you're already at level 2 and just want more momentum and hard KD. Also great for building meter etc. Works on almost every character, though timing is often character specific. You want them as low as possible so delay your jump and j.P as much as you can. +R's extra untech on throw makes this universal rather than character specific like in AC.

Level 2

  • 5K > 5H > MF Lvl 2 Low > Air Combo
Level 2. Basic midscreen meterless damage combo
  • 5K> 5H > KJT KT > FRC > j.H > j.D > 5H > MF Lvl 2 High > Air Combo
Level 2. Advanced damage combo with at least 25% meter. j.D may need to be delayed depending on character. j.H must come out as soon as possible after the FRC or it will whiff, so you must slide to H as you FRC by doing FRC with PKS then press H immediately after. You can also choose to omit j.H for the simpler combo below.
  • 5K > 5H > KJT KT > FRC > delayed j.D > Side swap > MF Lvl 2 High > Air Combo
Level 2. Easier but less damaging version of above combo, with the added effect of swapping sides. This can be beneficial if you are cornered. It is recommended to learn the above combo instead, because it can be extended greatly in the corner, whereas this one cannot.
  • Anything > MF Lvl 2 Low > (opponent goes past you) > Coin > MF Lvl 2 High > Air Loop
Level 2. Works if you're close to them when you MF low - you need enough space so the coin connects a bit late. Very useful for side swapping and converting to Enkasu etc.

Level 3

  • [+R] Stuff > MF Lvl 3 Mid > (FRC) > 6K > Coin / Air Combo
Depending on distance, may need to FRC to followup
  • [+R] Stuff > MF Lvl 3 Mid > FRC > Stuff > Jackhound
Basic damage extension, though it's more optimal to confirm into other routes instead of going into Lvl 3 first, but if you went ahead and combo'd into Lvl 3 but want to extend damage after the fact (changed your mind or messed your confirm up etc), this is probably the best way to do it.
  • Sweep > Lvl 3 Mid > Loop Theory Ender (see section)
Works on most characters, good if you want to go into a loop easily without meter.

Jackhound Combos

Jackhound combos are essential for converting your long ranged pokes into optimal damage (f.S, 2S, 5H, 6H, etc). They're one of your primary ways of spending meter, and you can choose to use levels or not in conjunction, which gives you different enders etc.

  • Stuff > Dash Jackhound > ...
Typical starters are 5K > 5H, f.S, 2S > 5H, etc
  • ... > 2D > (Mist)
For confirming far pokes into oki or mist.
  • ... > 2D > Mist Jackhound (> Mist)
If you want a better spaced mist due to hitting 2D from very far away, with better meaty timing. In addition, Jackhound knockdown gives more advantage than 2D > mist cancel, leading to better oki options.
  • ... > 2D > mistcancel > 5K/2P > 5H > MF Lvl 2 High > Air Combo
Level 2. Advanced low meter damage midscreen jackhound confirm combo - mistcancel followup is a link - can be difficult executionally / character specific. Hit(s) after 2D Mist Cancel are character/spacing specific.
  • ... > (5K) > 5H > MF Lvl 2 Low > Air Combo
Simple damage combo route from Jackhound. Can use f.S > 6H on crouchers if close enough, or 3H > f.S > 6H if spaced correctly.
  • ... > 5H > KJT > KJ FRC > Air Combo
Basic extra meter damage combo, can be done with no coins.
  • ... > 5H > KJT > KJ FRC > j.H > j.D > (5H) > MF Lvl 2 High > Loop Ender
Advanced optimal jackhound combo. This ends up being your main bnb.
  • ... > (5K) > 5H > Dash Jackhound > see above options
Good for spending meter to increase damage before committing to a route. Also can correct self-cornering etc. May be too far for 5K depending on spacing, and 5K may be omitted depending on desired spacing. On crouchers, f.S > (3H) > 6H > Jackhound.

Corner Combos

Level 1

  • [+R] Throw > Up Coin
For when a normal coin will whiff in the corner, do Up Coin instead. The position where they tech is different, so be aware.
  • 5K > 5H > KJT KJ FRC > Air Combo
Basic corner bnb using meter for extra damage
  • 5K > 5H > KJT KJ FRC > j.K > j.D > Enkasu
Basic corner enkasu setup - can omit j.K on some characters (and even j.D?)
  • 5K > 5H > KJT KJ FRC > j.H > j.D > land > Air Combo
Advanced corner damage combo
  • 5K > 5H > KJT KJ FRC > DB FRC > j.K / j.H > j.D > land > Air Combo
Any level. Intermediate corner damage combo - does less than the above combo, but is much easier. KJT KJ FRC > DB > FRC > j.H is a very safe / good string on block, so this route is extremely beneficial if you are trying to safely confirm from a potential KJT KJ hit.
  • TK Ensenga > RC > airdash j.K > j.D > land > aircombo
Any level. Basic TK Ensenga corner combo. Can replace with j.H > j.D against PO, RO, and HO. Use rising j.K for aircombo starter. use c.S or j.P if they are too low for j.K

Level 2

  • 5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > Up Coin > 5K > (Coin hits) > (sj) iad j.PKD Enkasu [144 dmg]
Level 2. Basic meterless corner Enkasu combo. Spacing and character dependent. On characters that float too high, superjump is often required, though in general if you time the 5K late enough, you can get a normal iad, which is preferred as it gives you more frame advantage on knockdown. If the character's air hurtbox is big, you need to be more conscious about the exact spacing - fat characters will get hit by the upcoin if spaced incorrectly (compare doing this on Slayer as opposed to Eddie, for example). If you start this combo from too far away, instead of up coin > 5K, you can do a basic Coin > iad Enkasu ender. From farther away, can try similar variants to get into the first MF Lvl 2 High portion: MF Lvl 2 Mid > Dash 6H or 5H or 3H > Coin > MF Lvl 2 High > etc. Generally works from a farther away.
  • 5K > 5H > MF Lvl 2 Mid > Coin > dash 5K > 5H > MF Lvl 2 High > Up Coin > 3H > 6H > MF Lvl 2 High > Coin > iad j.PKD Enkasu / other Loop options
Level 2. Longer extension above combo. Spends more coins for more damage. Spacing dependent. The upcoin will hit too early or whiff depending on where you start the combo from, so depending on spacing you may need to omit 5K or add extra hits. In addition, the iad enkasu is only possible on certain characters. It's recommended to add extra reps if going for Enkasu on certain characters, or to go for other enders.
  • 5K > 5H > MF Lvl 2 Mid > dash 6H > (Mist) Jackhound > c.S > MF Lvl 1 High > j.S > Ensenga
Level 2. Basic damage combo with 25%. Here the MF Lvl 1 High air combo ends up being more optimal than basic j.K > j.S variants. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details.
  • 5K > 5H > MF lvl 2 Mid > dash 6H > forward tk KJ FRC > j.H / j.K > j.D > land > c.S > MF Lvl 1 High > j.S > Ensenga
Advanced damage combo. Recommended inputting as 9 214 to get forward TK, due to 6H hitstop. Somewhat character / distance specific. More stable the closer to the corner you are. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details.
  • 5K > 5H > MF Lvl 2 Mid > Coin > (dash) iad j.K > j.S > j.D > Enkasu / Land > Continue
Level 2. Standard meterless Enkasu setup. Difficult, but important. character specific, can replace with j.PKSD, j.PSD, j.KPSD, etc depending on char / distance / preference. See Enkasu explanation for details. Can opt to land and go for an air combo instead of enkasu, good for extra damage and sometimes easier to get Enkasu's off of the air combo portion, though generally not optimal for damage.
  • 5K > 5H > MF lvl 2 mid > coin > ( dash 5H ) > mist stance Jackhound > Mist
Basic jackhound mist setup
  • 5K > 5H > MF lvl 2 mid > coin > dash 5K / c.S / f.S / 5H > mf lvl 2 mid > coin > dash c.S / 5H > mist stance jackhound > 2D > Mist
Level 2. Advanced jackhound mist ender - good timing is needed to correctly hit with 2D for solid knockdown. Leads to much better spaced post-mist meaty than previous combo. Character weight is crucial to landing the 2D properly - more hits may be needed so the opponent falls into 2D correctly.
  • 5K > 5H > MF Lvl 2 Mid > Coin > Coin > MF Lvl 3 High > [...]
Extremely coin heavy route that gives you a lot of route options. Not damage optimal but good if you have a particular route you want to force. Common followups after MF Lvl 3 High are Coin > Coin > iad Enkasu, Coin > Jackhound, Coin > MF Lvl 2 Mid, Coin > 5H > MF Lvl 2 High, etc etc.
  • Stuff > MF Lvl 2 Mid > Coin > 6K/Dash 6K (mist cancel) > iad j.K > j.D > Enkasu
Combo into knockdown against ZA, AX, and AN. Doesn't give much damage, but good if you want a guaranteed knockdown. I recommend taking other routes against other characters, but against ZA and AN this is most beneficial due to how challenging it is to Enkasu them.

Level 3

  • Stuff > MF Lvl 3 Mid > (FRC) > 6K > Up Coin > Air Combo
Advanced character / spacing dependent combo, can lead to enkasu or whatever air ender you want.
  • Stuff > MF lvl 3 High > whatever you want
You can basically do whatever route you want from here. See the final Lvl 2 combo for common route starters.

Enkasu Explanation and Combos

What is an Enkasu?

Enkasu another name for a One-Hit Ensenga, which refers to connecting with only the 1st hit of Ensenga.

The first strike occurs when Johnny breaks his bottle, creating a small hitbox near him. The second hit is the easily recognizable fire, which has a much larger hitbox. While the second hit is easily air techable, the first hit is generally untechable, allowing Johnny to land and perform Mist, go for okizeme, or OTG recoin while the opponent is knocked down.

There are generally three ways to achieve a successful Enkasu.

1. Hitbox

Much like Testament's own One-Hit Badlands, the two parts of Ensenga have slightly different hitboxes. By causing the 2nd hit to whiff, you can get an Enkasu even if the second part comes out. The most common area for this to occur is right above Johnny. The closer to Johnny's backside the opponent is, the easier it is to get the Enkasu. You can even land an Enkasu if you manage to hit them from behind with Ensenga, but this is much rarer. Due to the hitboxes, the Enkasu is generally preceeded by j.D due to the untech time j.D has, allowing you to delay Ensenga more while they float more towards the desireable location. In practice, you want to delay the Ensenga as late as possible. Because this technique relies on forcing the 2nd hit to whiff, this method is usually character / height / spacing specific.

2. Landing Cancelling

Rather than causing the 2nd hit of Ensenga to whiff, you can perform Ensenga right before you touch the ground, and you'll land before the 2nd hit can come out, effectively cancelling it. This can only be done near the floor, and is executionally more difficult in many cases than the first technique. However, unlike the above. this techinque isnt character specific since it doesn't involve hitboxes. The combos preceeding the technique often are character specific, however. Generally, like the above, the Ensenga is preceeded by j.D, as it's long tech time allows Johnny to delay Ensenga and fall closer to the floor.

3. Forcibly Cancelling

You can prevent the 2nd hit from occuring by Roman Cancelling the 1st hit of Ensenga. This method is foolproof and extremely easy executionally, compared with the other two techniques, but costs 50 meter. It's generally suggested to avoid this technique if possible, due to the amount of meter required. It does, however, lead to much faster recovery because Ensenga normally has landing recovery, so this setup can lead to faster mists, preventing the need for FRC'ing in some cases.

Momentum Preservation

When not fully cornered, there is a particular mechanic that helps make Enkasus easier from certain situations, called Momentum Preservation. It works like such: When a jump cancelable air normal connects with an opponent, during hitstop of that attack, if you attempt to jump cancel AND gatling both within the duration of the previous attack's hitstop, you'll get a forward jump cancel into the new attack, but you will preserve extra momentum that you had prior to the jump cancel.

For Johnny, the most common one is j.K > j.P. The easiest way to input this is j.K > (during j.K hitstop) 9+j.P.

While performing this trick in conjunction with a dash jump can give you some extra momentum, it's extremely effective AND noticeable when combined with the momentum from Killer Joker Transport.

As such, the most applicable usage of this mechanic, one that you should know and practice, is the following:

5K > (JI) > 5H > KJT > KJ > FRC > j.K > dj+j.P > j.K > j.S > j.D > Enkasu

The actual jump normals after j.P can be changed, and it's generally suggested just to adlib based on character / height / etc. The combo itself can get you an enkasu from practically anywhere on the screen. And while this is most effective midscreen, this technique can still help "push" you further into the corner to make Enkasu's easier even if you're near the wall.

Enkasu Combos

Corner Throw Combos

  • Throw > j.K > j.S > j.D > Enkasu
The most basic version of the corner throw Enkasu setup, and one of the least character specific. Works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE.
  • Throw > j.P > j.S > j.D > Enkasu
Works on: BA, BR, IN, JA, RO, TE, CH, SL and possibly others. Pushes back less, making it easier than the above combo due to being more "under" them. Often used as the VS females variant.
  • Throw > j.K > j.P > j.S > j.D > Enkasu
Works on: FA, PO, TE, ZA. Important for FA, PO.
  • Throw > j.P > j.P > j.S > j.D > Enkasu
Easy combo for TE, ZA
  • Throw > dash j.K > j.P > j.S > j.D > Enkasu
Works on: JO, PO(?), possibly other heavys. Extremely important for JO
  • [+R]Throw > 6K (mist cancel) > iad j.D > Enkasu
Enkasu combo vs AN, AB, SO, CH, ZA
  • [+R]Throw > 6K (mist cancel) > sj iad j.D > Enkasu
Works on ED, OR, CH
  • [+R]Throw > 6K > delayed Up Coin > rising j.D > Enkasu
Works on AB, JU, MA, CH, AX, OR, ZA(works, but it is very hard), AX, CH, SL, ED (sj.something enkasu),
  • [+R]Throw > 6K > delayed Up Coin > Enkasu
Works on AX
  • [+R]Throw > 6K > delayed Up Coin > rising j.H > KJ FRC > j.K > j.D > Enkasu
Works on VE
  • [+R]Throw > 6K > Up Coin > sj.K > j.S > j.D > Ensenga
Extremely amazing combo VS FA
  • [+R]Throw > Up Coin > dash j.P > j.P > j.S > j.D > Enkasu (Can also change to j.P > j.P > j.K > j.S > j.D > Enkasu if you're very close)
Works on PO, solid for saving meter to land a coin + knockdown
  • [+R]Throw > Up Coin > sj.P > j.K > j.P > j.K > j.D > Enkasu
Works on I-No, Slayer
  • [+R]Throw > Delayed Up Coin (Around when the body is falling vertically) > j.P > j.P > j.S > j.D > Enkasu
Works on Zappa (easier than the 6k > up coin > j.D combo)
  • Throw > MF lvl 1 high > TK Ensenga
Works on JA, possibly other lights - extremely situational since you need to be at level 1 for this combo, but it's incredibly easy, to the point where its pretty much 100% reliable.
  • Throw > j.K > KJ FRC > j.D > Enkasu
Unconfirmed
  • Throw > Coin > sj.P
Unconfirmed

Corner Throw FRC Combos

  • Throw > FRC > Up Coin > j.D > Enkasu
Works on SL, BA, MA, ?TE? (might be really hard)
  • Throw > FRC > Up Coin > neutral superjump j.D > KJ frc (whiff) > j.K (must plink from FRC) > dj > j.K > j.D > Enkasu
Works on lights (confirmed on DI)
  • Throw > FRC > Up Coin > foward sj.D > KJ frc > j.K > j.D > Enkasu
Forgot who this works on orz
  • Throw > FRC > Up Coin > sj.D > KJ frc > j.K > j.D > Enkasu
Works on VE
  • Throw > FRC > Up Coin > j.K > j.S > j.D > Enkasu
Works on Potemkin
  • Throw > FRC > Walk Back Up Coin > sj.K > j.S > j.H > KJ frc > j.K > j.D > Enkasu
Works on IN, JA, KY, JU
  • Throw > FRC > Walk Back Up Coin > j.P > j.S > j.D > Enkasu
Works on AB
  • Throw > FRC > Walk Back Up Coin > sj.P > j.K > KJ frc > j.K > j.D > Enkasu
Works on RO
  • Throw > FRC > Walk Back (significantly) Up coin > sj.P > j.K > j.S > KJ frc > j.D > Enkasu
Works on BR
  • Throw > FRC > Walk Back (slight) Up coin > j.K > j.P > j.D > Enkasu
Works on ZA
  • Throw > FRC > Walk Back Up coin > sj.P > j.K > j.S > KJ frc > j.K > j.K > j.D > Enkasu
Works on CH
  • Throw > FRC > Up Coin > j.d > Ensenga > RC
For when you just want the Enkasu no matter what - RO / SO / KY / TE / JU / HO / VE

Corner Mist Finer Lvl 2 Mid Combos

  • Stuff > MF Lvl 2 Mid > Coin > dash iad j.K > j.P > j.D > Enkasu [111 dmg from 5K > c.S]
Works on most characters, add or subtract hits based on character. Example useful ones: iad j.PKD / PSD / KSD / PKSD / PPPD / PPSD
  • Stuff > MF lvl 2 Mid > dash 6K > Up Coin > dash jump j.S > j.K > j.S > j.D > Enkasu
Corner Enkasu combo against Venom, many other routes often drop, especially at far range
  • Stuff > MF lvl 2 mid > Coin > iad j.K > j.S > j.D > land > j.S / j.K > dj > j.K > j.S > j.D > Enkasu
Corner Enkasu combo against Ky, important because normal coin iad enkasu is difficult vs KY

Midscreen Throw

  • Throw > Coin > MF Lvl 2 High > (slight delay) Coin > dash iad j.P > j.K > j.D > Enkasu
Works on JA, AB, ZA. KF, OR, FA, JO, BR, CH, ED, IN, RO (iad j.KSDE), DI (hard). Works but haven't confirmed iad enkasu on: KY, AN, SO(impossible probably). Works but you need to throw FRC and walk backwards: TE, JU, MA, AX, SL, MI, PO.

Great corner carry, amazing reward off of throw, though char specific. The general timing for the post-mistfiner coin is as they start to bounce back towards you from the wall. Note that you can go into different routes after MF Lvl 2 High, see the loop explanation section for details. In this case, add extra reps of Coin > dash 5H > MF lvl 2 high for corner carry / adjustment, or do Coin > Jackhound for the easier knockdown at the cost of meter. Up coin dash mist is also okay if you're not confident in your enkasu ability - the combo does terrible damage anyways.