GGST/Johnny/Strategy

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Revision as of 19:08, 28 March 2024 by Uwabami (talk | contribs) (→‎Jump-Ins: Added more descriptions)



  • WIP*

General Overview

Johnny is a character with a strong focus on controlling neutral with his Mist Finer specials. Given the "Zoner" designation by the game, Johnny's ideal playstyle is to train the opponent down with his long pokes. Once he's established himself, Johnny can move into a more reactive style of play by using Mist Finer to punch opponent approaches back. If opponents choose to respect Mist Finer, Johnny can then approach and begin his own excellent pressure.

The biggest problem with Johnny's gameplan is his need for precision and strong decision making. Johnny has few moves that pull double-duty for anything, and a large number of his moves are highly committal. For example, P Mist Finer covers a very specific angle despite the speed and range, allowing opponents to sneak under if it they make a read. While you can easily succeed if you're good at making the right call, Johnny can certainly overbet on his options if you play too deliberately.

Glossary

Move Notation

As Mist Finer stance is used in a number of unique ways in combos and pressure sequences, there are a number of shorthand notations used for different actions revolving around actions in stance.

Notation Full name Meaning
PMF P Mist Finer Mist Finer : UpwardsGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15
KMF K Mist Finer Mist Finer : HorizontalGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15
SMF S Mist Finer Mist Finer : DownwardsGGST Johnny 214S.pngGuardLowStartup7+5Recovery30Advantage-15
6XMF Forwards Mist Finer The notated Mist Finer includes a forwards Mist Finer Dash before releasing the button.
4XMF Backwards Mist Finer The notated Mist Finer includes a backwards Mist Finer Dash before releasing the button.
MFC Mist Finer Cancel Indicates that Johnny enters Mist Finer stance and immediately leaves it as a type of cancel.
MS Mist Step Johnny enters Mist Finer stance, dashes forwards, and exits the stance.
DJk Dash-Jump Kara Cancel Johnny kara cancels the startup of a dash-jump into a special or Overdrive.
MFk Mist Finer Kara Cancel Johnny kara cancels Mist Finer Cancel into an Overdrive.

Neutral

Pokes


Johnny excels in the midrange, utilizing fast pokes with long range to keep the opponent out. It should be noted, however, that many of Johnny's pokes sport long recoveries, making them risky in situations where they are likely to whiff.

Neutral Pokes

Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliable whiff punish opponents from a long range. f.S is fast and has enough range to pose a serious threat to opponents with poor spacing. Being able to hitconfirm into a hard knockdown with S Mist Finer to set up card 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. is very important. It's also equally important to recognize the ranges in which f.S > SMF will whiff, which means you'll have to confirm into KMF instead. 5H plays a similar role to f.S, though it has longer range, better reward on hit, and is significantly safer on block at the cost of a much long startup. This is the button you use to punish whiffed DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and YRCs, if you're not able to get a c.S punish in time. 2S fills a similar role to f.S, although it can catch low profile moves like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17. When the opponent gets too close, 5K is a useful check thanks to its low crush properties and fast frame data. It (alongside 2K) gatlings into 2D, giving it a fantastic risk to reward ratio in the form of okizeme.

K Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 has incredible range and a quick startup, allowing it to whiff punish options that f.S or 5H cannot reach. It's disjointed nature also makes it less vulnerable to reversals or 6Ps. Unfortunately, Johnny gets less reward than with his normal pokes, and can find himself in trouble as this move is -15 on block.

Anti-Airs


Most of Johnny's grounded pokes are easy to punish on read with a jump-in, making representing anti-air options a core part of Johnny's neutral gameplan.

Anti-Airs

As Johnny's grounded pokes have long recoveries, he is particularly susceptible to jump-ins in neutral. With good reactions, both 6P and 5P can reliably anti-air most approach options. While 6P gives middling reward on normal hit, scoring a counter hit can net significantly more damage and corner carry. In general, 5P offers higher reward on hit than 6P, as it very consistently juggles into c.S for better damage and corner carry. However, a lack of any disjoint or hurtbox retraction means it's risker to use, relying on pure speed to check jump-ins. A general rule of thumb is that for any air normal that beats Johnny's 6P, such as  Testament's IAD jHGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD), Johnny's 5P will win instead. And for any air normal that beats Johnny's 5P, such as a high hitting jump-ins like  Baiken's IAD jSGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD), Johnny's 6P will win instead.

c.S is Johnny's preferred anti-air tool, as it gives massive reward on both normal and counter hit. However due to its proximity requirements, it can't be used all the time, such as when the opponent is too far away. In general, you won't be able to use it to stop IAD approaches, but it can act as a sunroof to shield you from any approaches on top of your head.

EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 and 6K both have their share of niche uses with exceptional CH reward, with Ensenga being better for punishing forwards advancing neutral tools like  Potemkin's MegafistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6. 6K is mainly used in situations where the opponent goes airborne while retreating, such as  Faust's LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-.

While P Mist FinerGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15 may look like a great anti-air, it's not. With longer than average startup for an anti-air, lack of hurtbox retraction, unreliable and generally low reward on hit, using P Mist FinerGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15 will more often than not hurt you rather than help you.

Jump-Ins


Though Johnny is at his strongest on the ground, he can jump in using IAD or his excellent dash-jump to mix things up.

Jump-Ins

Johnny gets a lot of value off of safe jumps in neutral, with many common situations leading to safejumps utilizing IAD j.H.

j.S is an interesting jump-in as it whiffs on the entire roster standing after an IAD except for  Faust and  Potemkin, potentially allowing for whiff setups into throws against opponents expecting j.H.

j.K is notable for its long downwards reach, allowing for F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups. It also hits behind Johnny, allowing for it to be used as a cross-up tool. After an IAD and on block, j.K can be followed up with Aerial DealGGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage- to land and allow for a mixup opportunity. Be careful though, as this can be thrown both during and after the Aerial DealGGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage-, as you are not plus enough to jail a c.S. It's recommended to not use j.K after an IAD, and instead to do IAD FDC "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together. j.K, which can snipe the startup of 6Ps if the opponent reacted too late, as well as naturally comboing into cS.

It should be noted that all of Johnny's aerials feature a gatling into j.D, allowing for double overhead setups or the ability to make jump-ins safer on block. Unfortunately, j.D's use cases are fairly limited outside of that, as it has massive blowback on hit and will whiff on crouching opponents.

Aerial S Mist FinerGGST Johnny j.214S.pngGuardHighStartup7+5RecoveryUntil Landing+12Advantage- is an interesting neutral tool, as it can out-range many traditional anti-air options. This, paired with the slight air stall Mist Finer Stance provides, can give it niche usage as an anti-anti air. However, this option is very unsafe on block, and should only be used as a mixup to more conventional air options.

Approaches

c.S starts pressure, 2K is a low and 6K moves forward. Mist finer dash can result in long-range pressure. Mist finer dash into anti-approach PMF is strong. j.P, j.S and j.H control airspace.

Fullscreen Zoning

Heavy conditioning Keep opponents afraid of Mist Finer and use Deal up wherever you can sneak it in. P Deal for approaches, K Deal for your own approach. j.236H~H with 50 meter is extremely threatening.

Resource Use

Johnny loves Wild Assault and can easily convert off of it. 50 meter as usual is super good for confirms. 236236S absolutely wrecks zoners and anyone attempting to poke Johnny down.

Offense

Deal Up

Deal up is Johnny’s goal in pressure as it is a strong guard crush. plus frames and mixup conditioner supreme He can get it off of grabs (P Deal), combos (usually K deal) or in the corner (throw > deal, combo ender > deal)

Okizeme and Pressure

Without card, use c.S and 5K to strike throw people.

  • 2K > 2D > SMF works and leads to card, throw gets either a safejump with 44 > IAD j.H or a card.
  • With MF cancelling, 5H can work as a okizeme tool, as can 6H.
  • Ensenga ends pressure safely and throw baits for full combo
  • Goal is generally to set a card somehow and at worst, Deal > RC can work to get one out.

With a card, your goal is to set up a 50/50.

  • Johnny’s easiest one is card > c.S >2147S/214S for a high/low which converts with Deal.
  • Opponents who are scared of card may be vulnerable to MF dash > throw or even card > stepdash > throw.
  • Alternatively, card can be used to pressure reset by cashing it out.
  • Card can scare people into forgetting about 2S, which can result in 2S > 5H > KMF.
  • Card basically makes all spacing traps real and lead to full combos, such as ensenga > 214S.
  • Wild assault allows Johnny to convert at max range if necessary.

Mist Cancel

Johnny's moves have lots of recovery, which can make some pressure normals like 5H unappealing to use. However, cancelling into Mist Finer stance and then leaving it immediately can reduce the recovery of each move by a considerable amount. Here's how to do it:

  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.
   Example: 5H>214[P/K/S]~H

The button you choose to use for Mist Cancelling can be , K, or S, but you should ideally choose the version you hold based on hitconfirm situations. For example, mist cancelling ground strings with K is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. Near the corner, using P in order to go into a delayed Mist Finer High after blocking is also very viable.

Mist Cancel Frame Advantage Chart

Shows the frame advantage for each attack level assuming fastest possible mist cancel. The fastest recovery of Mist Finer Cancel is 7+15=22.

  • Hits are assumed to hit at the first active frame.
Attack Level Normals On-Block MFC On-Block
Level 2 f.S -11 -9
Level 4 2H, 5H, 6H -14, -15, -19 -4

Notable Knockdowns

2K > 2D

Throw

KMF tumble

SMF HKD

Resource Use

Wild Assault converts everything. 236H~H is a pressure reset with 50 meter. Card > PRC is expensive, but it helps stabilize corner pressure. opponents jumping out? j.S > RC or j.S > j.KMF > RC > c.S > combo

Defense

Abare and Reversal

Legally mandated 2P 5f mash ... that's kinda it. Reversal super in 623146H, good hitbox and speed. Johnny defense isn’t particularly special, but can work fine.

Defensive Buttons

6P is really good. 2S halts all ground approaches and can convert if they don't get the message.

Resource Use

236236S snipes all zoning attempts. RC off of any mist finer to convert and push a corner situation. Deflect Shield is really good on Johnny as it allows him to space opponent pressure and then 5H them for a counterhit into big damage. FD is as always king

Advanced Techniques

Kara Cancels

Johnny has two special types of kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. that are unique to him. The first of these is the Dash-Jump Kara (or DJk), which allows him to cancel the startup of his dash-jump into specials and Overdrives. The second is the Mist Finer Dash Kara (or MFk), which allows him to cancel Mist Finer Cancel into Overdrives.

Dash-Jump Kara Cancel

Though all of Johnny's specials and Overdrives can utilize the Dash-Jump Kara, few are actually practical. This Kara is inputted by buffering 214 or 236, dashing, and then inputting 8 and the attack button corresponding to the desired special simultaneously. This input can be simplified considerably by using a dash macro.

DJk P DealSpacing at the cost of execution.

P DealGGST Johnny 236PKS.pngGuardStartupRecoveryTotal 32Advantage- is a common setplay tool for Johnny's okizeme, though oftentimes the opponent is knocked too far away for the card to be placed in an optimal position. To solve this, Johnny can use DJk to position himself closer to the opponent without sacrificing too many frames.

  • Delaying the DJk can allow Johnny to slide further, making this a useful way to fine tune card placement.
  • This is by far the most practical use case for DJk.


DJk S Mist FinerA niche punish tool with some neutral applications.

Johnny can use DJk to give S Mist FinerGGST Johnny 214S.pngGuardLowStartup7+5Recovery30Advantage-15 a bit more range. SMF is a useful hard knockdown tool, and is a preferable whiff punish to KMF where applicable. DJk can give this move a bit more range to help it compete with similar pokes like 2S, though the situation on block still leaves this move lacking in neutral.

A better use case for DJk SMF is as an okizeme tool, since it allows Johnny to represent SMF from further away. This is especially useful if a card is already on the ground, but slightly out of reach.


DJk EnsengaExceptionally niche option for very specific situations.

DJk EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 is uniquely able to reach opponents at round start distance without requiring an extended hurtbox, though delaying the move further into the dash itself can give it some niche usage for catching distant airborne opponents.

  • This option is a lot worse than it probably appears.
  • Using this at round start is unlikely to win any interactions that regular Ensenga would not.

Mist Finer Dash Kara

Mist Finer Dash Kara is a surprisingly useful input technique both for neutral and combo applications. This Kara can be inputted by either inputting 632146H or 236236SH while in Mist Finer stance or by inputting 632146H/236236S while exiting a Mist Finer dash.

MFk That's My NameViable combo ender and risky RPS tool.

MFk That's My NameGGST Johnny 632146H 2.pngGuardAllStartup9+2Recovery60Advantage-44 is a useful tool for Johnny's combo structure, as That's My Name does more damage than Joker TrickGGST Johnny 236236S 2.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16 and Johnny often sticks opponents to the wall just out of range for That's My Name to normally land.

MFk That's My Name also has uses in neutral, where it can act as a hard call out for opponents conditioned to mash against Mist Step resets in neutral.


MFk Joker TrickMetered alternative to 4KMF.

It is not uncommon for opponents to attempt to punish Johnny for entering Mist Finer stance. Due to Joker TrickGGST Johnny 236236S 2.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16's fast startup and high projectile priority, it is possible for Johnny to cancel Mist Finer stance into Joker Trick on read to projectiles like  Asuka's High Compression Submicron Particle SphereGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] that would otherwise catch him out of all other options.

Johnny can also pair Joker Trick with a backwards Mist Finer dash, acting as a damaging alternative to 4KMF that gives better okizeme on hit.

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