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||{{CharData-GGXRD-R | ||{{CharData-GGXRD-R | ||
|defense=x1.00 | |defense=x1.00 | ||
|guts= | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Slightly Heavy | |||
|jumpStartup=4F | |jumpStartup=4F | ||
|backdashTime=11F | |backdashTime=11F | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator. Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses and a hat, which clearly makes him the coolest character in the game. | |||
===Strengths=== | ===Strengths=== | ||
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*Good range | *Good range | ||
*High damage potential | *High damage potential | ||
* | *Good reward off of throw | ||
*Great pressure game thanks to Mist Cancelling | *Great pressure game thanks to Mist Cancelling | ||
*Excellent meter options | *Excellent meter options | ||
*Often awkward to combo | |||
*Unblockable setups | |||
===Weaknesses=== | ===Weaknesses=== | ||
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*Limited movement options | *Limited movement options | ||
*Extremely limited high/low mixups | *Extremely limited high/low mixups | ||
*Huge recovery on most pokes | *Huge recovery on most pokes if not cancelled | ||
*Many deadzones in his pokes | *Many deadzones in his pokes | ||
*Dependant on his limited resource: Coin | *Dependant on his limited resource: Coin | ||
If you are learning Johnny for the first time, please refer to the [[GGXRD-R/Johnny/Strategy#Learning_Johnny|Learning Johnny]] section for a basic guidelines on learning him. | |||
<br clear=all/> | |||
<br clear=all/> | <br clear=all/> | ||
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|prorate= | |prorate= | ||
|level=1 | |level=1 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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|prorate= | |prorate= | ||
|level=1 | |level=1 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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*His best throw option select. Input with 6S+HS | *His best throw option select. Input with 6S+HS | ||
*One of Johnny's few normals that's advantageous on block even without mist cancelling | *One of Johnny's few normals that's advantageous on block even without mist cancelling | ||
*[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 6P, 5H, 2H, 5D, 2D | *[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 6P, 2K, 5H, 2H, 5D, 2D | ||
c.S is not often used itself as a poke, but it is a great pressure tool, and a good intermediate normal to use in your strings. 2K > c.S is a very common string you should be accustom to using. Be aware that c.S cannot be delay chained. | c.S is not often used itself as a poke, but it is a great pressure tool, and a good intermediate normal to use in your strings. 2K > c.S is a very common string you should be accustom to using. Be aware that c.S cannot be delay chained. | ||
}} | }} | ||
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|prorate= | |prorate= | ||
|level=3 | |level=3 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=38 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level=4 | |level=4 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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*Great for mist cancel pressure | *Great for mist cancel pressure | ||
*Useful for frame traps | *Useful for frame traps | ||
*[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] | *[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 5D | ||
5H has less horizontal range and is much slower than f.S, but is more advantageous on block when mist cancelled. It does reach slightly higher than f.S, making it situationally useful against jump outs from far away. It also covers much lower to the ground, making it an option to cover some low profile moves (It beats Elphelt 2H, but still loses to Sol's Ground Viper). It's worth noting that a 5H counterhit leads to great reward, as you can mist cancel, dash forward, and link many standing normals (Possible at LV1, and extremely practical at LV2). | 5H has less horizontal range and is much slower than f.S, but is more advantageous on block when mist cancelled. It does reach slightly higher than f.S, making it situationally useful against jump outs from far away. It also covers much lower to the ground, making it an option to cover some low profile moves (It beats Elphelt 2H, but still loses to Sol's Ground Viper). It's worth noting that a 5H counterhit leads to great reward, as you can mist cancel, dash forward, and link many standing normals (Possible at LV1, and extremely practical at LV2). | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5D</font>====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5D | |name=5D | ||
|image=GGXRD_Johnny_5D.png | |image=GGXRD_Johnny_5D.png | ||
|caption= | |caption= FLY AWAY | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=High | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 218: | Line 227: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6P</font>====== | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
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|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup=11 | |startup=11 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=-5 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Main anti-air | *Main anti-air | ||
*Launches on hit, jump cancellable. | |||
*Goes from upper body to above knee invincibility towards the later portion of startup | *Goes from upper body to above knee invincibility towards the later portion of startup | ||
Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim. | Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim. }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6K</font>====== | ======<font style="visibility:hidden" size="0">6K</font>====== | ||
{{MoveData | {{MoveData | ||
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|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= | |level=2 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 262: | Line 273: | ||
|active=4 | |active=4 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv= | |frameAdv=-1 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Line 270: | Line 281: | ||
*Launches on hit | *Launches on hit | ||
*Untechable on counterhit | *Untechable on counterhit | ||
6K has a lot of great uses for keeping your opponents on their toes | 6K has a lot of great uses for keeping your opponents on their toes. At neutral, because of how far it moves, it can catch opponents off guard. It's also useful as a tech chase option, and becomes + if FD'd. The upper body invincibility also makes 6K much harder to counterpoke against, but be aware that low hitting pokes, as well as any low profile moves can stuff it completely. While great against scared or complacent opponents, being predictable with your 6K usage is easily capitalized on. Against opponents who are reading your 6K, 6H and 2S are good alternatives to punish counter pokes. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=52 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level=4 | |level=4 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 299: | Line 311: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
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|prorate= | |prorate= | ||
|level=0 | |level=0 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 327: | Line 340: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2K</font>====== | ======<font style="visibility:hidden" size="0">2K</font>====== | ||
{{MoveData | {{MoveData | ||
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|prorate= | |prorate= | ||
|level=0 | |level=0 | ||
|guard= | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 348: | Line 362: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *70% initial proration | ||
*Fast recovery | *Fast recovery | ||
*Hits low | *Hits low | ||
Line 355: | Line 369: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2S</font>====== | ======<font style="visibility:hidden" size="0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 367: | Line 382: | ||
|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=10 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=17 | ||
|frameAdv=- | |frameAdv=-10 | ||
|inv= | |inv= | ||
|description= | |description= | ||
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*Great reach | *Great reach | ||
*[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | *[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | ||
2S is one of Johnny's main pokes. It's | 2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents who try and low profile or upper body inv through Johny's other options. Since it can only gatling to 2H, it's important to be able to confirm 1 hit 2S into either Mist Finer or RC, if you want to combo off of it. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=42 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level=4 | |level=4 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 410: | Line 426: | ||
*Forces standing on hit | *Forces standing on hit | ||
*Can be combo'd from f.S on airhit | *Can be combo'd from f.S on airhit | ||
New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's comboable into j.K, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route | New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them besides f.S can combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's now comboable into j.K or j.D, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=30, 20 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level=3 | |level=3 | ||
|guard= | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 443: | Line 457: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.P</font>====== | ======<font style="visibility:hidden" size="0">j.P</font>====== | ||
{{MoveData | {{MoveData | ||
Line 455: | Line 470: | ||
|prorate= | |prorate= | ||
|level=0 | |level=0 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 470: | Line 485: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.K</font>====== | ======<font style="visibility:hidden" size="0">j.K</font>====== | ||
{{MoveData | {{MoveData | ||
Line 482: | Line 498: | ||
|prorate= | |prorate= | ||
|level=1 | |level=1 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 498: | Line 514: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.S</font>====== | ======<font style="visibility:hidden" size="0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 510: | Line 527: | ||
|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 527: | Line 544: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.H</font>====== | ======<font style="visibility:hidden" size="0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 539: | Line 557: | ||
|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 557: | Line 575: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
Line 564: | Line 583: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=36 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level=2 | |level=2 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 578: | Line 597: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Wall | *Wall bounces on hit | ||
*Launches grounded opponents | *Launches grounded opponents | ||
Primarily used as a combo filler due to its wall | *Johnny's highest hitting air normal | ||
*Great air to air when opponents are high above you | |||
Primarily used as a combo filler due to its wall bounce property. Also can be used as an air combo ender due to its high untech, allowing you to land and tech chase. Can be used in air(dash) blockstrings, as it can lead to high reward on hit. Since j.D is the only air normal that hits above him, j.D can be very effective to deal with opponents who are high above him, especially when combined with Johnny's top class superjump. Be aware, however, that j.D has a lot of recovery. If you miss the air to air attempt, you will often lose your priority at neutral. j.D as a tech chase option is fairly strong when the opponent is teching high in the air. | |||
}} | }} | ||
}} | }} | ||
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|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD_Johnny_GroundThrow.png | |image=GGXRD_Johnny_GroundThrow.png | ||
|caption= | |caption= Launches upwards for combos | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 607: | Line 629: | ||
|description= | |description= | ||
*Floats opponent on hit (untechable for ??F) | *Floats opponent on hit (untechable for ??F) | ||
*Forced prorate | *Forced prorate 50% | ||
Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. | Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. His throw allows for easy coins and follow up combos. However, because it prorates heavily, you will not be getting the bulk of your damage from this. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
|image= | |image=GGXRD_Johnny_6P.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 657: | Line 679: | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|inv= | |inv= | ||
|description=* | |description=*One of Johnny's only defensive options. | ||
* | *Can be low profiled under | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>====== | ======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Blitz | |name=Blitz Attack | ||
|image=GGXRD-R_Johnny_BlitzAttack.png | |image=GGXRD-R_Johnny_BlitzAttack.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |version=Uncharged | ||
|tension=- | |damage=50 | ||
|risc= | |tension= | ||
|prorate= | |risc= | ||
|level= | |prorate=Initial: 55% | ||
|level=1 | |||
|guard=Mid | |||
|cancel= | |||
|roman=R | |||
|startup=(15-48)+13 | |||
|active=3 | |||
|recovery=Hit: 11<br/>Whiff: 20 | |||
|frameAdv=-2 | |||
|inv= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Max Charge | |||
|damage=50 | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level=4 | |||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=R | |roman=R | ||
|startup= | |startup=50+13 | ||
|active= | |active=3 | ||
|recovery= | |recovery=Hit: 11<br/>Whiff: 20 | ||
|frameAdv= | |frameAdv=-+5 | ||
|inv=? | |inv=? | ||
|description= | |description= | ||
* | *Partial charge version causes horizontal blowback on hit, wall sticks in corner. | ||
* | *Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | |||
*Proration: 55% (partial charge only) | |||
}} | }} | ||
}} | }} | ||
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|input=236H | |input=236H | ||
|image=GGXRD_Johnny_GlitterIsGold.png | |image=GGXRD_Johnny_GlitterIsGold.png | ||
|caption= | |caption= Where it all starts | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 712: | Line 752: | ||
|frameAdv=+8 | |frameAdv=+8 | ||
|inv= | |inv= | ||
|description=* | |description= | ||
*Levels up next Johnny's Mist Finer | |||
*Depletes one Coin when used, starts each round with eight. | |||
*Useful on offense to maintain pressure as well as a useful frame trap | |||
*Good neutral option allowing you to push forward | |||
*Can be used on defense as a counter poke due to persisting even if Johnny is hit after performing Glitter is Gold. | |||
*Low risk anti-air option | |||
*Loses to most low profile moves, especially forward moving ones, such as Elphelt's 2H, or Ky's Stun Dipper | |||
*Can be used as okizeme to cover most wake-up options. | |||
Glitter is Gold, AKA Coin, is an all around excellent move at almost any point in the game, and also serves as an essential combo piece. Landing a coin powers up Johnny's Mist Finer, drastically increasing his combo potential and offensive power. Because of this, when at Mist Finer Level 1, landing a Coin or combo'ing into a Coin is extremely crucial. Coin is an extremely powerful tool outside of combos, and often allows Johnny an easy way out of many difficult situations. However, because Coins are limited, knowing how to plan ahead and pace your coin usage properly is key to mastering Johnny. Having no coins left severely limits Johnny's combo potential - even with a significant life lead, being stuck with no coins puts Johnny in a severely disadvantageous position. On the other hand, one should avoid being overly conservative with Coins - losing a round with tons of coins left is generally considered a waste. Johnny's Treasure Hunt super replenishes two coins on hit - use Treasure Hunt proactively when you feel you need more coins to finish the round. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Baccus Sigh</font>====== | ======<font style="visibility:hidden" size="0">Baccus Sigh</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Baccus Sigh | |name=Baccus Sigh | ||
|input= | |input=41236P | ||
|image=GGXRD_Johnny_BaccusSigh.png | |image=GGXRD_Johnny_BaccusSigh.png | ||
|caption= | |caption= | ||
Line 738: | Line 788: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=* | |description= | ||
Creates a mist at Johnny's location that slowly travels forward for a few seconds | |||
*If the mist gets close enough to the opponent, it attaches to the opponent for ~7 seconds. Mist Finer causes Stagger if a grounded opponent blocks it, and is entirely unblockable against airborne opponents. | |||
*Disappears when a Mist Finer makes contact with the opponent (does not disappear if you whiff a Mist Finer) | |||
*Disappears if Johnny is hit (persists while Johnny is blocking) | |||
*If Mist Finer hits as an unblockable, applies 60% initial proration. Only applies if the opponent is blocking. | |||
*Unblockable Mist Finers are still susceptible to Blitz Shield. | |||
Baccus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. Because of Baccus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. j.H, 2D and Zweihander are the main tools for getting a hard knockdown. Even with a knockdown, using YRC is generally required in order to properly meaty an opponent. Even when applying Baccus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Baccus Sigh can apply properly. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Mist Stance</font>====== | ======<font style="visibility:hidden" size="0">Mist Stance</font>====== | ||
{{MoveData | {{MoveData | ||
Line 748: | Line 805: | ||
|input=214[P]/[K]/[S] (Air OK) | |input=214[P]/[K]/[S] (Air OK) | ||
|image=GGXRD_Johnny_MistStance.png | |image=GGXRD_Johnny_MistStance.png | ||
| | |image2=GGXRD_Johnny_AirMistStance.png | ||
|caption2=Hold button to stay in Mist Stance, release button to attack | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 761: | Line 819: | ||
|cancel= | |cancel= | ||
|roman=Y | |roman=Y | ||
|startup= | |startup= 9 / 6 / 4 | ||
|active= | |active= | ||
|recovery=4 | |recovery=4 | ||
Line 784: | Line 842: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=* | |description= | ||
* | *All Mist Finers destroy one hit of projectiles. | ||
*Mist Finer levels increase when Glitter Is Gold hits an opponent, up to Level 3. | |||
*When Mist Finer is performed, resets the current Mist Finer level back to 1. | |||
*Considered unblockable if opponents have Baccus Sigh attached to them (causes forced stagger on ground block, unblockable entirely on air block) | |||
*Removes any Baccus Sigh presence when Mist Finer connects with an opponent (Block or Hit) | |||
*Counts as a physical reject if Blitz Shield'd regardless of distance. | |||
*Air Mist Stance suspends Johnny's air momentum, allowing him to slow his fall and change his jump trajectory. Often used to avoid anti airs and shorten Johnny's airdash. | |||
Johnny can use Mist Stance and immediate Mist Stance Cancel (AKA Mist Cancel) in order to drastically reduce the recovery of his normals. This often leaves Johnny at frame advantage, and is essential to Johnny's offensive game. Refer to [[GGXRD-R/Johnny/Strategy#Mist_Cancel|Mist Cancel]] section for details. Entering Mist Stance at neutral can also be a useful tactic, combined with using Mist Step, in order to punish an opponent's reckless approach, especially against characters that Johnny wants to keep away. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">High Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">High Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 798: | Line 863: | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Level 1 | |version=Level 1 | ||
|damage= | |damage=30 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 806: | Line 871: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+4 | ||
|active=4 | |active=4 | ||
|recovery14 | |recovery14 | ||
Line 823: | Line 888: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
Line 845: | Line 910: | ||
|frameAdv=-5 | |frameAdv=-5 | ||
|inv= | |inv= | ||
|description=* | |description= | ||
*Level 1: Blows opponent diagonally back. Air techable. Untechable on Counter Hit. | |||
*Level 2: Blows opponent diagonally back then wall bounces back towards Johnny. Reaches farther than Level 1. | |||
*Level 3: Same as Level 2, but extends even farther, and much more untechable. | |||
High Mist Finer is one of Johnny's primary midscreen combo tools at Level 2/3, helping him corner carry and set up air combos. Level 1 can be freely used as a preemptive anti-air and also stop opponents who try to jump out of pressure. Though much less rewarding than Johnny's 6P, when used preemptively, it is difficult to challenge. Level 2 and 3 have even better range, as well as giving great reward on hit. High Mist Finer must be FD'd in the air, making the very fast Level 2 and 3 extremely practical for sniping jump-happy opponents, even if they are not necessarily trying to attack you. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Mid Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">Mid Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 885: | Line 954: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 908: | Line 977: | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|inv= | |inv= | ||
|description=* | |description= | ||
*Level 1: Horizontal slash that knocks opponent away on hit. Air techable. Does not combo from 2S. | |||
*Level 2: Farther reaching horizontal slash. Causes tumble on hit. | |||
*Level 3: Extremely far reaching horizontal slash. Causes wall stick on hit. | |||
Mid Mist Finer can be used as a ground poke, and even at Level 1, reaches farther than most of Johnny's traditional pokes. When combined with Mist Step, Level 1 can be used to disrupt your opponent's ground game and whiff punish. Level 2 and 3 are essential for Johnny's corner combos. Because of Mist Finer's projectile cancel property, Mid Mist Finer is extremely useful when anticipating many fireballs, as you will cancel out the fireball and also hit the opponent. Be aware that this will not completely go through multi-hitting projectiles, but hitting an opponent in range will cancel out the fireball regardless. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Low Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">Low Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 930: | Line 1,002: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 948: | Line 1,020: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 971: | Line 1,043: | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|inv= | |inv= | ||
|description=* | |description= | ||
*All Versions: Hits low | |||
*Level 1: Downward slash that knocks the opponent down on hit. | |||
*Level 2: Downward slash that bounces an opponent directly upwards on hit. Generally untechable. | |||
*Level 3: Similar to Level 2, but reaches slightly farther and bounces opponents towards Johnny slightly. | |||
Level 1 is a very situational low with very little reward, occasionally used to catch an opponent off guard. Level 2 and 3 are Johnny's main ways of converting from his far pokes midscreen. Confirm into these to begin most of his important midscreen combos. Due to the angle, Low Mist Finer is used primarily in combos, as Mid Mist Finer covers ground much better. Level 2 and 3 are good startup, however, and can sometimes be used to catch an opponent stand blocking from far away. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air High Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">Air High Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 993: | Line 1,070: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+5 | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
Line 1,010: | Line 1,087: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=3 | |active=3 | ||
|recovery=18 | |recovery=18 | ||
Line 1,032: | Line 1,109: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=* | |description= | ||
* | *Level 1: Knocks opponent diagonally away on hit. Similar to Ground version | ||
*Level 2: Knocks opponent diagonally away then wall bounces back towards Johnny, similar to the Ground Version. Opponents do not wall bounce back towards Johnny as much as the Ground version. | |||
*Level 3: Similar to Level 2. | |||
Level 1 is an important way to end air combos when other options are unavailable. Level 2 and 3 are key components in Johnny's combo theory. Compared to the ground version, the opponent bounces back farther away from Johnny, making it easier for him to combo off and improving corner carry potential. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Mid Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">Air Mid Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,054: | Line 1,135: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+6 | ||
|active=3 | |active=3 | ||
|recovery=33 | |recovery=33 | ||
Line 1,072: | Line 1,153: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+6 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
Line 1,095: | Line 1,176: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=* | |description= | ||
* | *Level 1: Same as Ground version. Situational air to air. | ||
*Level 2: Similar to Ground version. Tumbles opponent on hit. Fixed tumble duration that begins from initial contact, meaning that the ground tumble duration is dependent on height of initial contact | |||
*Level 3: Blows opponent back horizontally. If opponent reaches a wall, causes wall stick until opponent reaches the floor. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Low Mist Finer</font>====== | ======<font style="visibility:hidden" size="0">Air Low Mist Finer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,117: | Line 1,200: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+10 | ||
|active=3 | |active=3 | ||
|recovery=36 | |recovery=36 | ||
Line 1,135: | Line 1,218: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+10 | ||
|active=3 | |active=3 | ||
|recovery=20 | |recovery=20 | ||
Line 1,158: | Line 1,241: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=* | |description= | ||
* | *All Versions: Hits overhead | ||
*Level 1: Like Ground version. Knocks down on hit. | |||
*Level 2: Like the Ground version, but opponents bounce away from Johnny and hits overhead | |||
*Level 3: Similar to Level 2. | |||
Air Low Mist Finer hits overhead on all versions. When TK'd, becomes one of Johnny's few high/low mixup options, and can be followed up with a full combo from Level 2/3. Level 1 also allows you to end some air combos in a knockdown. When using Air Mist Stance to stall or alter your fall trajectory, Air Low Mist Finer becomes an extremely useful way to punish an opponent's anti-air, or to cover your landing. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Zweihander</font>====== | ======<font style="visibility:hidden" size="0">Zweihander</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Zweihander | |name=Zweihander | ||
|input=623K > K | |input=623K > K | ||
|image=GGXRD_Johnny_Zweihander.png | |image=GGXRD_Johnny_ZweihanderTransport.png | ||
|image2=GGXRD_Johnny_Zweihander.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 1,206: | Line 1,295: | ||
|description= | |description= | ||
*First hit (the kick) is an untechable knockdown | *First hit (the kick) is an untechable knockdown | ||
*The fire is air techable | *The fire is air techable, but floats opponent on ground hit (untechable) | ||
*If YRC'd early enough after inputting K, will remove Johnny's upward momentum. | |||
Generally used in conjunction with YRC to approach opponents or to extend pressure. If upwards momentum is cancelled, can continue on block with airdash or land low for a safe high/low mixup. Can also be used during an opponents wake-up to cover many options and safely pressure. | |||
}} | }} | ||
}} | }} | ||
Line 1,234: | Line 1,323: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*First hit (the kick) is an untechable knockdown | *First hit (the kick) is an untechable knockdown. | ||
*The fire is air techable | *The fire is air techable, but floats opponent on ground hit (untechable) | ||
*If YRC'd early enough after inputting K, will remove Johnny's upward momentum. | |||
Air Zweihander is Johnny's best anti-anti-air. When YRC'd, allows Johnny to combo afterwards. Good use of Air Zweihander forces opponents to think twice about how to deal with an airborne Johnny. Air Zweihander is also an effective way to cover an opponents wake-up options while avoiding most attacks. The first hit of Zweihander gives a hard knockdown, and is used as one of Johnny's primary air combo enders in order to get a hard knockdown. The hitbox for the second hit of Zweihander occurs around Johnny's midsection and downward. Connecting the Zweihander when the opponent is slightly above Johnny is a good guideline (but not too high, or Zweihander 1st hit will whiff). Air Zweihander has significant startup, so j.D is generally necessary to use to combo into it. | |||
}} | }} | ||
}} | }} | ||
Line 1,245: | Line 1,334: | ||
{{MoveData | {{MoveData | ||
|name=That's My Name | |name=That's My Name | ||
|input= | |input=2363214H/D | ||
|image= | |image=GGXRD_Johnny_ThatsMyName1.png | ||
|image2=GGXRD_Johnny_ThatsMyName2.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle= | |subtitle=2363214H | ||
|damage=20, 65*2 | |damage=20, 65*2 | ||
|tension= | |tension= | ||
Line 1,269: | Line 1,359: | ||
|header=no | |header=no | ||
|version=Burst | |version=Burst | ||
|subtitle= | |subtitle=2363214D | ||
|damage=25,81*2 | |damage=25,81*2 | ||
|tension= | |tension= | ||
Line 1,283: | Line 1,373: | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|inv=1-10F All<br/>11-17F Throw | |inv=1-10F All<br/>11-17F Throw | ||
|description=* | |description= | ||
* | *One of Johnny's only defensive options | ||
*Difficult for opponents to punish on block | |||
*Can be stuffed by many low profile attack / upper body inv attacks, such as Slayer's 6P or I-no's Stroke The Big Tree | |||
*Can also be stuffed on rare occasion by moves that push the opponent towards Johnny, regardless of low profile | |||
*Often used as a combo ender, especially to kill | |||
*Can followup with OTG 2K > Coin anywhere: FA, KU, PO, SL. Corner only: AX, BE, CH, EL, IN, MI, RV, SI. | |||
As an input shortcut, you can use 243214H. | |||
}} | }} | ||
}} | }} | ||
Line 1,292: | Line 1,387: | ||
{{MoveData | {{MoveData | ||
|name=Treasure Hunt | |name=Treasure Hunt | ||
|input= | |input=632146S | ||
|image= | |image=GGXRD_Johnny_TreasureHunt1.png | ||
|image2=GGXRD_Johnny_TreasureHunt2.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 1,311: | Line 1,407: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Replenishes two coins | *Replenishes two coins (icons are instead different with each character) | ||
*Can be performed while in Mist Stance | *Can be performed while in Mist Stance | ||
*Can be performed during Mist Stance Dash | *Can be performed during Mist Stance Dash | ||
Line 1,327: | Line 1,423: | ||
|name=Joker Trick | |name=Joker Trick | ||
|input=During IK Mode: 236236H | |input=During IK Mode: 236236H | ||
|image= | |image=GGXRD_Johnny_JokerTrick1.png | ||
|caption= | |caption= | ||
|image2= | |image2=GGXRD_Johnny_JokerTrick2.png | ||
|caption2= | |caption2= | ||
|image3=GGXRD_Johnny_JokerTrick3.png | |||
|caption3= | |||
|image4=GGXRD_Johnny_JokerTrick4.png | |||
|caption4= | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,348: | Line 1,448: | ||
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*IK Mode Activation: 84F [5F+5F] | *IK Mode Activation: 84F [5F+5F] | ||
*Uses the animation of his 5H, which has good range. | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Line 1,361: | Line 1,462: | ||
}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Johnny]] | ||
Latest revision as of 04:46, 25 December 2023
Johnny |
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Defense Modifier: x1.00 Guts Rating: 3 Weight: Slightly Heavy Stun Resistance: 70 Jump Startup: 4F Backdash Time 11F / Invul: 1-7F
|
Overview
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator. Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses and a hat, which clearly makes him the coolest character in the game.
Strengths
- Great pokes
- Good range
- High damage potential
- Good reward off of throw
- Great pressure game thanks to Mist Cancelling
- Excellent meter options
- Often awkward to combo
- Unblockable setups
Weaknesses
- Few defensive options
- Limited movement options
- Extremely limited high/low mixups
- Huge recovery on most pokes if not cancelled
- Many deadzones in his pokes
- Dependant on his limited resource: Coin
If you are learning Johnny for the first time, please refer to the Learning Johnny section for a basic guidelines on learning him.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Glitter is Gold
Glitter is Gold 236H |
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Baccus Sigh
Baccus Sigh 41236P |
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Mist Stance
Mist Stance 214[P]/[K]/[S] (Air OK) |
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High Mist Finer
High Mist Finer 214P |
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Mid Mist Finer
Mid Mist Finer 214K |
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Low Mist Finer
Low Mist Finer 214S |
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Air High Mist Finer
Air High Mist Finer j.214P |
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Air Mid Mist Finer
Air Mid Mist Finer j.214K |
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Air Low Mist Finer
Air Low Mist Finer j.214S |
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Zweihander
Zweihander 623K > K |
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Air Zweihander
Air Zweihander j.623K |
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Overdrives
That's My Name
That's My Name 2363214H/D |
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Treasure Hunt
Treasure Hunt 632146S |
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Instant Kill
Joker Trick During IK Mode: 236236H |
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