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|guts=3 | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Slightly Heavy | |||
|jumpStartup=4F | |jumpStartup=4F | ||
|backdashTime=11F | |backdashTime=11F | ||
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==Overview== | ==Overview== | ||
A | A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny Sfondi 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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*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 | ||
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<br clear=all/> | <br clear=all/> | ||
<br clear=all/> | <br clear=all/> | ||
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|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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|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. }} | ||
}} | }} | ||
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*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. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *70% initial proration | ||
*Fast recovery | *Fast recovery | ||
*Hits low | *Hits low | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=10 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=17 | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|inv= | |inv= | ||
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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. | ||
}} | }} | ||
}} | }} | ||
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*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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|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 | ||
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|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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|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 | ||
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*Can be used as okizeme to cover most wake-up options. | *Can be used as okizeme to cover most wake-up options. | ||
Glitter | 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. | ||
}} | }} | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+4 | ||
|active=4 | |active=4 | ||
|recovery14 | |recovery14 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+5 | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=3 | |active=3 | ||
|recovery=18 | |recovery=18 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+6 | ||
|active=3 | |active=3 | ||
|recovery=33 | |recovery=33 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+6 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+10 | ||
|active=3 | |active=3 | ||
|recovery=36 | |recovery=36 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+10 | ||
|active=3 | |active=3 | ||
|recovery=20 | |recovery=20 | ||
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|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 |
Revision as of 19:37, 19 February 2017
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
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Overview
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny Sfondi 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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