Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport and Divine Blade Transport
Default P
Default K
Default S
Default H
Default D
EX P
EX K
EX S
EX H
EX D
Slash P
Slash K
Slash S
Slash H
Slash D1
Reload P
Reload K
Reload S
Reload H
Reload D1
Gold2
Shadow2
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
Only selectable on the Arcade and PC-Rollback versions of the game.
Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
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.
In terms of playstyle, Johnny a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
JohnnyJohnny is defined by a multitude of large, safe attacks and tricky movement and cancel options.
Pros
Cons
Long horizontal range: Johnny has strong options for controlling horizontal space such as f.S, Mist Finer, and more.
Good anti-airs: 6P, 5P, and Mist Finer are potent anti-airs when used at the oppropriate spacings.
High damage potential
Great Strike/Throw mixups
Very Strong Air Options: Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
Susceptable to low profile: Some of Johnny's best pokes, such as f.S, can be low profiled due to their thin hitboxes.
Damage requires resources: Johnny's high damage combos will often require coins, meter, or both.
Subpar High/Low mixups
No Meterless Reversal
Note: Johnny is a character with a significant execution barrier. In order to utilize the depth of the character a player must commit to practicing their ability to input difficult techniques consistently.
Unique Mechanics
Coin
Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.
Sort of an intermediary between 2P and 5K. One frame slower than 2P and less range than 5K, but more frame advantage on block, and a larger hitbox, vertically.
Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. *Risky to use, but has excellent reach for its speed.
Chains to 6H, but only combos on counter-hit or crouch-hit.
Your 'go to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. *Floats on ground hit.
Additional Frame DataUpper body invincible 1~4F. Above knees invincible 5~16F. Floats opponent on ground hit (untechable for 28F). Initial prorate: 80%
Has some upper body invincibility in the middle of its startup.
More of an ground to air poke than an anti-air.
Wallsticks on counter-hit. Floats on ground hit.
Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash.
Good for pressure and chasing opponents, but easily called out by low hitting pokes.
FRC Point at 12~13f
Goes over most mid pokes and it's good for tick throws.
Additional Frame Data7~13F upper body invincible. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
2 hits. First hit hits around the feet, where 5H doesn't. Also has a lot of active frames.
Second hit is like a 5H. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do.
If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup.
Can special cancel at any time, as long as the first hit has made contact.
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it.
Specials
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Additional Frame DataCan input Mist Stance Cancel from 2F onwards. Startup: LV1: 8F; LV2: 5F; LV3: 3F. Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F; LV2: 7F; LV3: 5F
Step Forward MF Stance -> 66
Additional Frame DataCan cancel into another Step Forward from 2~9F. Can cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards.
Step Backward MF Stance -> 44
Additional Frame DataCan cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards
Stance Cancel MF Stance -> H
Johnny's most important tool. It's an 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.)
Additional Frame DataFastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F)
Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P.
Scores knockdown on air CH, recoin possible when near corner.
Additional Frame DataInitial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f. Will cancel out projectiles, but loses hit potential.
Level 2
FRC Point at 19f~20f for getting a combo that ends in coin or making it safe if whiffed.
Additional Frame DataReduces Mist Level to 1. Cancels out projectiles. Wallbounces opponent on hit (untechable for 70F). Hitstop 0f.
Level 3
Most damaging Mist Finer variation
Works as a very powerful anti air, but it is a very hard call-out
Additional Frame DataReduces Mist Level to 1. Cancels out projectiles. Floats opponent and fully untechable on hit. Active frames are: {4(3)}x3,{3(4)4(3)}x2,3(4)4. Forward/Backwards movement possible during attack, Hitstop 0f
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's 2D or Grand Viper).
FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.
Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62, causes Blowback effect, which can score knockdown at low heights. Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second.
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny.
It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell.
Overall, as bad as any IK.
To edit frame data, edit values in GGACR/Johnny/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.