- Johnny is considered airborne when performing this move
- Jump cancelable
- In recovery until he lands
- Can low crush
- Forces standing on hit
- 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.
There is currently a glitch that occurs both in Training Mode and in VS Mode for Revelator, as of the PS4 Demo version: The first time you do 2H, if you are at Level 2, you will be unable to airdash. The reasoning is currently unknown. Resetting in training mode will re-apply this glitch. Jumping or being launched in the air by any means will negate this glitch, as well as whiffing a 2H, for obvious reasons. If you are in this situation, your best bet is to just go into falling j.P or j.K instead. Note that this only occurs at LV2. Level 3 will work perfectly fine. Please be aware of this glitch when practicing, as it may not be your fault you are missing this input. Know that it's still most likely a 1 or 2f link even without the glitch, however.