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: Iaidō.
Johnny is 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. If you can get a handle on Johnny's movelist, then you'll gain access to some incredible offensive capabilities.
The operative word there is "if", though. Johnny is one of the more difficult characters to play in +R thanks to high execution and few quirks. Many of Johnny's optimal combos are highly character specific and require a good amount of height management to perform, meaning players may need to grind more than usual on finding combos that work for him. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward, meaning Johnny must often play patiently and considerately to win neutral.
If you're willing to commit to getting used to these issues and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
Johnny Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options, requiring a form of precision to effectively cut down his foes at the slightest of exposed gaps.
- 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 appropriate spacings.
- High Damage Potential: Can find multiple conversions into complicated-yet-extensively rewarding combos. Leads to making his strike/throw game being far more threatening.
- Very Strong Air Options: Divine Blade, Ensenga, Unchou's Iai, Killer Joker, and Johnny's air normals are all excellent tools for neutral and combos.
- Unblockables: Using level 2 Mist Finer, Enkasu, and Bacchus Sigh, Johnny can set up unblockables during okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
- Strike/Throw Mixups: Johnny's step dash and up-coin help him create throw mixups that are hard to avoid, and lead to decent reward.
- Good Mobility: Despite not having a run, Johnny's step dash can be applied in creative ways to bolster his offense. Furthermore, his jump and superjump pair well with his strong air attacks to make it difficult for opponents to contest his air options from the ground.
- Susceptible 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.
- Committal Pokes: In spite of his threatening tools, mishandling of any of them leads to much of his own gaps being easily exposed.
- Stability: Johnny can have difficulty securing hard knockdowns without level 2 Mist Finer, and even then will sometimes have to choose between knockdown and damage. This problem is exacerbated by the difficulty of performing his good combo routes which can lead to the character having stability issues in competitive play.
- Struggles with Zoning: Johnny's movement options, although great for offense, are flawed in terms of avoiding zoning tools. Furthermore, Johnny can struggle when the opponent has better normals than him in a given situation.
Damage Received Mod | |
×1 | |
Guts Rating | |
4/5 | |
Gravity Mod | |
×0.98 | |
Stun Resistance | |
70 | |
Prejump | |
4F | |
Backdash | |
11F (1~7F Strike Invuln) | |
Forwards Dash | |
22F | |
Wakeup Timing | |
25F (Face Up)/ 24F (Face Down) | |
Number of Jumps: | |
2 | |
Number of Air Dashes: | |
1 | |
Unique Movement Options | |
Step Dash Divine Blade Killer Joker | |
Fastest Attack | |
Reversals | |
Mist Cancel Advantage | ||||
---|---|---|---|---|
Normal | Raw | Level 1 | Level 2 | Level 3 |
5P | 0 | -2 | +1 | +3 |
5K | -2 | 0 | +3 | +5 |
c.S | +3 | +2 | +5 | +7 |
f.S | -7 | +5 | +8 | +10 |
5H | -16 | +7 | +10 | +12 |
5D | 0 | N/A | ||
6P | -2 | +2 | +5 | +7 |
6K | -3 | +5 | +8 | +10 |
6H | -15 | +7 | +10 | +12 |
3H | -14 | +7 | +10 | +12 |
2P | +1 | -2 | +1 | +3 |
2K | +2 | -2 | +1 | +3 |
2S | -4 | +2 | +5 | +7 |
2H | -15 | N/A | ||
2D | -8 | +5 | +8 | +10 |
Although not explicitly a mechanic, Mist Canceling is an important part of Johnny's character identity. By special canceling a normal into Mist Finer StanceGuardStartupRecoverySee notesAdvantage-, and then exiting Mist Finer Stance by pressing the H button, Johnny can get the effects of a special cancel without committing fully to a special move. This, in practice, allows the player to modify Johnny's frame advantage on block and on hit substantially. Some moves that are substantially minus on block can become plus on block through Mist Canceling.
For example: 5HGuardMidStartup11Recovery33Advantage-16/+7/+10/+12 is normally -16 on block. When Mist Canceled it becomes +7 — turning the move from punishable to advantaged.
The frame advantage from Mist Canceling becomes better as the level for Mist Finer increases. This is because the startup for Mist Finer Stance becomes faster as the level of the move goes up.
Normal Moves
Values for On-Block for ground normals have 4 values separated by "/":
- First value is the normals standard frame data without performing a Mist Cancel
- Second-Fourth values are for Level 1/2/3 Mist Cancel
NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.
5P
- Sparkles. Whiffs over most crouchers.
- A decent anti-air, though lacking the invincibility of 6P, it has faster startup and less scaling and proration.
- On air counter-hit, can jump-cancel for an air combo. Otherwise chain to c.S, or cancel to Coin. Has similar animation to Coin.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
- All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game.
- How to get around your 5K, should be the thought that permeates your opponent's mind.
- Does not prorate, making it a good hit-confirm for combos.
- On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
c.S
- 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.
- A great move to use as your throw option select.
Gatling Options: 6P, 2K, 5H, 2H, 5D, 2D
f.S
- 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.
Gatling Options: 2S, 2H, 6H, 3H, 5D
5H
- Big reach. Controls a lot of space, ground-wise and air-wise.
- Extends your hitbox forward, be mindful of this and it's startup.
- Easily backdashed, and horrible if whiffed. Can be low profiled.
- Great for stopping jump-outs and as a pressure tool.
Gatling Options: 5D
Additional Frame Data: Attack is fully extended on 12F.
5D
- Very slow overhead. Johnny's only true standing overhead.
- On block, neutral at worst, +7 at best.
- Deceptive reach.
6P
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.
Gatling Options: 5D
Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Initial prorate 80%.
6K
- 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.
- Goes over most mid pokes and with FRC is good for tick throws.
Additional Frame Data: FRC timing 12~13F. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F).
6H
- Hit box moves back slightly at startup.
- Long range poke, controls a lot of ground space.
- The highest damage you can get in a single hit. Also your slowest poke.
- Jump cancellable.
3H
Johnny's classic 2H from GGX originally exclusive to his EX Mode in all XX iterations, now added back as an addition to his base version moveset.
- 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.
Gatling Options: 5H, 6H
2P
- Like a close range version of your 5K.
- Is all around faster than 5K, but has a little bit of proration.
- Tends to beat and lose to the same moves as 5K.
- Natural frame advantage on block.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 90%.
2K
- Hits low. Compliments your 5K.
- Good frame advantage on block, and has a long cancel window.
- Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking in neutral.
- Properly meatied, 2K is reversal safe against many reversals.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 3H, 5D, 2D
Additional Frame Data: Initial prorate 75%.
2S
- What 2K is to 5K, 2S is to f.S.
- Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff.
- Prorates a lot.
- Proper use of 2S is essential to many matchups.
Gatling Options: 5H, 2H
Additional Frame Data: Initial prorate 75%.
2H
- Very fast and lots of reach, both horizontally and a little bit vertically.
- Moves you backwards.
- Atrocious on whiff.
- Punishable on normal hit.
- Staggers on CH.
Gatling Options: 5D
Additional Frame Data: Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F.
2D
- 2 hits, both low. Second hit knocks down.
- Good to Mist Cancel off of.
- Good blockstring filler, to train them in to the habit of blocking low.
- Mixup which hit you Mist Cancel, to keep them wary.
- Has a little bit more reach than 2S and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff.
- 2D(1)>Coin will connect on most of the cast at most ranges.
j.P
- Your fastest air normal.
- Self-cancel.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
- Crossup. Decent air-to-ground.
Gatling Options: j.P, j.S, j.D
j.S
- Crossup. Whiffs on crouching hit boxes.
- Good air-to-air. Also good air-to-ground when spaced.
- Can be used to zone out a lot of space.
- Fast recovery allows for additional movements or attacks afterwards.
Gatling Options: j.H, j.D
j.H
- Excellent air-to-ground. When spaced such that it hits at the tip, it is very hard to anti-air.
Gatling Options: j.D
Additional Frame Data: Staggers opponent on ground CH (max 39F). Slams down opponent on air hit.
j.D
Best air-to-air for hitting opponents above you. Crosses up.
Additional Frame Data: Wallbounces opponent on hit (untechable for 24F).
Universal Mechanics
Ground Throw
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.
Air Throw
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
Dead Angle Attack
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
Specials
Mist Finer Stance
236[P] or 236[K] or 236[S]
- 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 Data: Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F).
Mist Finer: Upper
236]P[
Level 1
- 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.
- Removes one point of durability from projectiles, but loses hit potential.
Additional Frame Data: Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f.
Level 2
- Causes a wallbounce on hit, vital combo tool.
- Good anti-air and combo starter.
- Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
Additional Frame Data: Wallbounces opponent on hit (untechable for 70F, fully untechable on CH). FRC timing 19~20F. Hitstop 0f.
Level 3
- A swift barrage of high and mid slashes.
- Causes a long float state on hit.
- Excellent anti-air. Eats about 20% meter when air blocked, and many opponents will let go of FD too early and get hit.
- Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
Mist Finer: Middle
236]K[
Level 1
- Knocks down on hit.
- Useful as a poke in some match-ups.
- Removes one point of durability from projectiles, but loses hit potential.
Additional Frame Data: Initial prorate 85%. Floats opponent on hit (untechable for 39F).
Level 2
- Causes a groundslide on hit, enabling follow-ups in the corner.
- Important conversion tool in the corner.
- Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
Additional Frame Data: Forced prorate 90%. Blows opponent away and slides opponent on hit (untechable for 70F, slides for 40F). FRC timing 19~20F. Hitstop 0f.
Level 3
- A swift barrage of mid and low slashes.
- The final hit causes a stagger state, but an FRC will usually be required to follow up if the opponent wiggles out.
- Because of its range and ridiculous active time, it is useful as a sure-fire counter to virtually any sort of abare An attack during the opponent's pressure, intended to interrupt it..
- Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
- FRC: Throughout the active frames, but must be done after the final hit to cause the stagger state.
Mist Finer: Lower
236]S[
Level 1
- Sends the opponent flying towards you on hit, but they can tech quite early.
- Removes one point of durability from projectiles, but loses hit potential.
- Upcoin can be linked on normal hit.
Additional Frame Data: Initial prorate 70%. Floats and pulls in opponent on hit (untechable for 40 frames, fully untechable on CH). Hitstop 0f.
Level 2
- Causes the same behavior on hit as at level 1, but with greater untech time, higher float and less recovery.
- Vital conversion tool at midscreen and when cornered.
- Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
Additional Frame Data: Initial prorate 70%. Floats and pulls in opponent on hit (untechable for 50F, fully untechable on CH. FRC timing 19~20F). Hitstop 0f.
Level 3
- A swift barrage of low slashes.
- Knocks down on hit
- Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
Glitter Is Gold
236H or 214H
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).
- Has its uses as a zoning tool, with the 214H version as a recent addition to +R being a good way to call-out aerial approaches or to prevent liberal occurrences of them.
- For the most part, in combos, the coins often serve more to extend them into repeated Level 2 Mist Finers in the hands of dexterous players, given the benefits of the said Level 2 versions as combo tools on their own.
- Even then, trying to throw coins randomly may exhaust your options, but the best reward is always finding a way to stick them into a combo of any sort.
Bacchus Sigh
214P
Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent cannot block Mist Finer attacks for as long as Bacchus Sigh is attached.
- Projectile moves rather slowly, but has some slight tracking. Even then, trying to rely on this to land on your foe in the open isn't going to do any wonders.
- Will attach to downed opponents, thus it's a prime oki tool should Johnny score a valuable knockdown with time to act.
- FRC: 41f~46f - Use this to land a meaty when your knockdown is not advantegous enough.
Ensenga
j.41236H
Overhead. Not a projectile. Connecting with only the first hit gives an advantageous knockdown. This is called an Enkasu.
- Can be tiger-kneed for a quick overhead. Leads to damaging combos when RCd.
- First hit scores knockdown at most heights against the entire cast.
- Second hit causes a 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.
- Halts and/or slightly carries some of Johnny's aerial momentum in the air; the latter case is often so whenever this move is TK'd.
Divine Blade
623S > S
Invincible from frames 5 to 17, goes away if you use Divine Blade.
- Automatically jump-installs. Has some potential as a mix-up tool when the attack is FRCd.
- FRC: Both on the transport itself and the attack. The trajectory of the transport is retained.
- The FRC on the transport must be inputted with P+K+H, as S will instead perform the attack.
Air Divine Blade
j.236S
One of your primary anti-anti airs, as it stalls your momentum when performed. Also used in shorter air combos to land an easier knockdown than performing an enkasu. Ground bounces on counter hit, allowing for a followup combo afterwards.
- FRC: 15f~16f - Cancels out projectiles.
Killer Joker
421S > S
An excellent combo tool when the attack is FRC'd. Has use as a pressure reset and commital neutral tool.
- FRC: Both on the transport itself and the attack. The trajectory of the transport is retained.
- The FRC on the transport must be inputted with P+K+H, as S will instead perform the attack.
Air Killer Joker
j.214S
Important air combo tool when used with FRC. Also good for baiting out anti-airs.
- FRC: 12f~14f - On FRC, restores air movement. Can only be done once while in the air.
Force Breaks
Jackhound
214D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invuln | Level |
---|---|---|---|---|---|---|---|---|
Normal 214D |
50 | Mid | 13 | 2 | 35 | -20 | 13~15F Strike | 4 |
Stance Jackhound MF Stance > 214D |
50 | Mid | 6 | 2 | 35 | -20 | 6~8F Strike | 4 |
Stance Step Jackhound MF Stance Step > 214D |
50 | Mid | 3 | 2 | 35 | -20 | 3~5F Strike | 4 |
A mid-ranged call-out that's excellent for cutting through single-hit projectiles or just punishing someone for pressing a button. Consumes 25% Tension.
- Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
- Despite its speed, it can be easily mishandled into exposing Johnny for a punish; trying to use it as a form of cross-ups is rather ill-advised.
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration.
(During Mist Stance Dash) - Staggers on ground hit (65F max). 47F float on air hit. 80% initial proration.
Return Jack
Jackhound -> 236D
The extra addition to Jackhound added in since AC, where it helps Johnny score solid knockdowns and to help build his Mist Finer levels should he run out of coins (or wants to either conserve or combine them for a huge damage setup). Consumes 25% Tension.
- On hit, increases Mist Level by one.
Overdrives
That's My Name
632146H
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 just to line the slash trails up properly as a J.
- The explosion is just for show. Only the slashes deal damage.
Uncho's Iai
j.236236H
A new addition in +R previously only available to his EX mode, Unchou is a unique air super. On hit it resets both Johnny and the opponent to a static vertical position (although horizontal distance is the same as when it connects) allowing you to stabilize air combos to either continue the combo, end in a level up, or further extend your damage.
Instant Kill
Joker Trick
During IK Mode: 236236H
Counts as a projectile. Whiffs on crouchers and characters with small hurtboxes. Does not hit dizzied: JA, DI, AB, SO, BA, HO, KL, AX, CH
Colors
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.
External References