GGXRD-R2/Johnny

From Dustloop Wiki

Overview

Overview

A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny saunters onto the battlefield as high-damage neutral-focused character.

Johnny is an iaido-style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). When Johnny presses these specials, he sheathes his sword and goes into an Iaido stance. Upon releasing the button, Johnny will swipe his blade in one of three different directions- diagonally above, in front, or diagonally down. Learning to use Mist Finer well gives Johnny fantastic range in neutral, allowing him to poke and counterzone with the best of them. His long reaching pokes further compliment this playstyle.

Johnny can also cancel Mist Finer to make almost all of his normals plus or safe on block, opening the door to a fluid and dynamic pressure game. His ability to reset pressure, tick throw, or stepdash throw make him very frightening to defend against. Best of all, Johnny is known for his excellent damage potential when given proper setup, meaning he can take any hit he gets and instantly maximize the return. His ability to set up unblockables with Bacchus SighGGXRD Johnny BaccusSigh.pngGuardStartup17RecoveryTotal: 56Advantage- only adds to the mayhem.

The only real limitations to Johnny are his steep execution requirements and his unorthodox movement. While Johnny is a very strong character in the right hands, many of his conversions require strict execution and excellent timing. Johnny also lacks a traditional grounded dash, which can make his movement on the ground very committal. However, all of these problems can be overcome with time and effort put into learning Johnny. In return, he'll grant you the ability to play one of the strongest characters in the game.

Also, Johnny also wears sunglasses, a hat, AND is voiced by Norio Wakamoto, which clearly makes him the coolest character in the game.
Johnny
GGXRD Johnny Portrait.png
Defense
x1.00
Guts Rating
3
Weight
[98] Slightly Heavy
Stun Resistance
70
Prejump
4F
Backdash
11F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
Step Dash (No Run)
Zweihander
Fastest Attack
5P (5F), 2P (5F)
Reversals
2363214H (4+4F)

 Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance.

Pros
Cons
  • Top Tier Damage: Johnny has the best meterless conversion potential in the game thanks to Level 3 Mist Finer. Due to Mist Finer launching opponents away from him, many of his combos are burst safe.
  • Mist Finer: A giant, disjointed sword slash that destroys projectiles and can be feinted, forcing opponents to live in fear. Half the reason why Johnny's so good is because of how oppressive this move is in neutral, combos or pressure.
  • Excellent Neutral: Johnny has numerous excellent pokes, Mist Finer to punch through enemy zoning, and high reward if he lands a hit. His large health pool allows him to make more mistakes than usual in neutral.
  • Frightening Okizeme: With his coins and lengthy pokes, Johnny can set up safe Meaty Attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. okizeme that is hard to stop. Johnny also has access to a number of scary unblockable setups utilizing his Bacchus Sigh.
  • Snowball Potential: Johnny is able to pick up momentum well by ending combos with level 3 Mist Finer prepared which allows him to more easily win the next interaction.
  • Meter Burn: Treasure Hunt is a flexible super that extends and stabilizes combos, and Johnny can use Zweihander YRC to leap across the screen and force a high/low/airdash mixup.
  • Incredible Defense: Johnny's backdash is incredibly good, while his Dead Angle Attack and reversal super That's My Name are difficult or impossible for many characters to punish.
  • Dancer's Legs: Johnny's forward dash is invulnerable from the knees down starting on frame 1, allowing him to avoid and potentially punish many low pokes and meaty attacks.
  • Demanding Awareness: Johnny's difficulty is often overstated, but he is genuinely one of the hardest characters, and has a lot of character-specific combos and set-ups. Doing all of them isn't strictly necessary, but they are a big reason why he's so strong and can change drastically depending on resources and screen position.


Coins
GGXRD-R2 Johnny Coins.png

Johnny has a unique resource: coins. Johnny's coins are displayed above his tension meter.

Johnny starts every round with 8 coins and does not get more unless he lands his Treasure HuntGGXRD Johnny TreasureHunt1.pngGuardMidStartup8+3~81
[4+3~85]
Recovery66Advantage-49
super. Every time Johnny uses his Glitter Is GoldGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8 special, he throws one coin - if he has none, he can't use it. Johnny's coin count is capped at 12, though this is very unlikely to be a problem in real gameplay.

Johnny's Mist Finer specials starts at level 1, and hitting the opponent with a coin will level it up once, to a maximum of level 3. Higher levels increase the speed and combo properties of Mist Finer, giving Johnny new combo and pressure options. When Johnny uses the Mist Finer attack, his stance returns to level 1, after which he can level it up again.

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 6 5 12 -5

Great all around poke with excellent hitbox, speed, and recovery.

Johnny's most all-purpose and well rounded normal. 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. One of his best normals for delay gatling, usually into 5H or 2S as a frame trap. While the attack is narrow enough to lose to upper body invulnerability moves or low profiles, it also shrinks his lower hurtbox considerably and can be used as a counterattack against other lows on occasion.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 6 3 8 +3

Pressure tool, combo filler, and occasional anti air.

c.S is not often used by 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 accustomed to using. Be aware that c.S cannot be delay gatlinged. Thanks to its great hitbox, speed, and low recovery, it is also Johnny's strongest throw OS optionInput a throw attempt with 6S+H to hit the opponent with c.S should they take a throw invulnerable option.

Gatling Options: 6P, 2K, 5H, 2H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 8 3 23 -9

Narrow, but strong ranged poke in neutral and burst safe combo filler.

f.S is a top class long range poke in terms of range and speed. While it's strong on hit and block, the long recovery makes it dangerous on whiff, particularly against very mobile ground characters like Millia or Jam, so use with caution. f.S also has a blind spot low to the ground, and will lose to most low profile / upper body invincible moves, such as Elphelt's 2H, Ky's Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15, and many sweeps. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needing to maintain frame advantage.

  • Combos into 6H on crouchers or counterhit
  • Combos into 2H on grounded or airborne hit, but will fall out of an airborne hit at higher proration

Gatling Options: 2S, 2H, 6H, 5D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 11 4 29 -14

Great poke in tandem with mist cancel pressure and useful for frametraps.

As a poke, 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 space much lower to the ground, making it an option to cover some low profile movesFor example: 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).

Gatling Options: 5D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 11 6 13 -5 1-4F Upper Body
5-16F Above Knees

Johnny's primary anti air and occasional counterpoke.

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 poke. If timed properly, it can even beat moves like Elphelt's Bridal ExpressGGXRD-R Elphelt GroundBridalExpress.pngGuardAllStartup14Recovery12Advantage-7 and Faust's scalpel pullGGXRD Faust Rerere.pngGuardMidStartup21Recovery18Advantage-11. You can also use it to avoid projectiles, such as Ky's Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10, and Venom's H Stinger AimGgxrd venom stingeraim.pngGuardAllStartup9~20RecoveryTotal 44~55Advantage-9.

  • Launches on hit, jump cancellable.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 16 4 11 -1 7-13F Upper Body

An advancing attack to close distance and chase the opponent, with occasional use as an advancing anti air.

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 plus on block 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.

  • Launches on hit
  • Untechable on counterhit
  • Not special cancelable
  • 6K YRC can be a strong movement option to close distance more quickly than Johnny's dashes allow

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52 Mid 18 2 33 -16 14-17F Upper Body

An advancing move that covers a large amount of horizontal space used as a poke and pressure tool.

6H is great in blockstrings and yields tons of advantage on mist cancel. It hits lower to the ground than f.S, making it a good way to punish characters trying to low profile your options (though it still loses to extreme low profile moves like Sol's Grand Viper).

While it has some low profile frames like 6K, they don't last as long.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 5 3 6 +1

A fast normal used primarily for abare An attack during the opponent's pressure, intended to interrupt it. and close range pressure.

Johnny's 2P is a useful defensive option, as it's fast and does not whiff crouchers like 5P and hits much lower than 5K. It can also be a good way to start pressure, since it is much more flexible to confirm hit/block with, is plus on block for stagger pressure, and has a large variety of gatling options. Its self-chain capability also makes it a good option for stuffing corner backdashes and option selecting in some situations.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Low 8 4 4 +2

A fast low used for pressure, frametrapping, and as an occasional low neutral poke.

At +2 and also delay cancellable, 2K is an excellent way to frame trap and fish for counterhits. Its fast recovery makes it have some use at neutral, and can let you safely option select against some reversals. As a meaty option, it is 100% safe against any 9F reversal, and if you time it late, you can beat up to 6F reversals. At 8F startup however, it's the slowest 2K in the game, so it can be somewhat situational when used as a poke in neutral.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 6 17 -9

A long-reaching low poke used to control space in neutral and as a punish tool.

2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits the floor, making it great for punishing opponents attempting to low profile or use upper body invuln to beat Johnny's other strong poke options. Since it can only gatling into 2H, it's important to be able to reliably hit confirm 2S into either Mist Finer or RC if you want to combo off of it. Because it hits low, it can be great for catching opponents who like to jump out of your pressure, since they can't crouch while inputting jump.

Gatling Options: 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 Mid / Air 15 3 14 + 6 After Landing -4 7F Onwards Foot
9F Onwards Lower Body

Johnny's 2H is an advancing airborne pressure and frame trap tool that is highly advantageous on mist finer cancel. It is also a critical combo tool as it's Johnny's best way to transition into Air Mist Finer routes.

Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though Johnny 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 cancelled. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it combos into j.P, but Johnny cannot airdash. At LV2/3, it's comboable into j.K or j.D, and he can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach.

  • Jump cancelable
  • In recovery until landing
  • Forces standing on hit

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 20 Low 10 2(3)3 22 -8

A situational multi hitting low that leads to high reward on hit, mostly used as a punish option. While it has high recovery, it's very advantageous on mist cancel.

While it has less reach and more recovery than 2S, 2D has a much higher reward on hit if you are only at LV1, as you can combo 2D > CoinGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8 to raise your mist finer level. At LV1, you can combo a close 2D(1) > Coin > 5P > LV2 High, making it an excellent hard punish. At LV2, you can also combo 2D(1) > Mist Cancel > 2P/c.S/5K > LV2 High, for a great coin-conservative confirm. Dash 2D is also a very good way to followup a very faraway LV2 Low hit.

j.P

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High/Air 10 2 17

Strong air to air option with great horizontal reach.

j.S is Johnny's most reliable way to fight air to air. Though not very fast, it has incredible reach, and can be used to chase down characters who try and use air movement to escape Johnny. It is difficult to antiair j.S if spaced correctly, making it a useful way to approach at times. Avoid using this move in airdash strings unless you know they are blocking, as it has a tendency to whiff against crouch. For similar reasons, it's suggested to avoid using j.S as a general jump in unless spaced correctly.

When using j.S in combos, Johnny can account for bursts by inputting 6+SH, giving j.S on hit, while throwing the opponent if they burst.

Gatling Options: j.P, j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High/Air 13 5 21

A great air-to-ground attack used for scoring knockdowns on low air hits and jumpins, as well as being an air combo ender.

j.H has a very strong downward hitbox, making it difficult to antiair. When using it as a jump in, be careful of your horizontal positioning, as it has absolutely no backwards hitbox. If it hits an airborne opponent, it will often be a hard knockdown, making it a very useful air combo ender. j.H also combos into Air LV1 Mist Finer Low, which can also give you a knockdown. In pressure situations, be careful of using j.H too high up on block - you'll need to gatling into j.D, or use an air mist cancel to keep yourself safe or continue pressure.

  • Staggers on ground counterhit
  • Knockdown can generally be followed up with dash 2K/2S Coin OTG

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High/Air 8 7 14 + 5 After Landing

Combo filler, ender, blockstring tool, tech chase option and occasional air to air.

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 time, 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 Johnny's 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 or outright get punished. j.D as a tech chase option is fairly strong when the opponent is teching high in the air.

  • Wall bounces on hit
  • Launches grounded opponents

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 40 Ground Throw: 63000 1 1 +17

Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner as 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. It's recommended to almost always option select with c.S when forward throwing.

  • Tied with Baiken, Chipp, and, Jack-O for shortest normal throw range.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz 50 Mid (15-48)+13 3 20 -2
[Blitz] 50 Mid 50+13 3 20 +5

Standard Blitz Attack when used defensively. On offense, Johnny doesn't see much use from it other than draining the opponent's burst or as a massive punish starter (such as against a stunned opponent).

  • 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.
  • Crumple caused by partial charge counter hit, still has proration.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Initial: 55% 1
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Glitter is Gold

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 6 31 Total: 17 +8

Johnny's unique mechanic, also known as simply "Coin". Glitter is Gold an excellent all-purpose 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 specialsstarting at level 1 up to level 3, drastically increasing his combo potential and offensive power. Because of this, when at Mist Finer Level 1, landing a Coin or comboing 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 thanks to its great travel arc, speed, and active frames. In offense, it can be used to frametrap during pressure, cover Johnny's forward approach in neutral, and as an Okizeme option that covers the majority of wake-up options safely. It can even be used as a defensive counterpoke or low risk anti-air as it persists even if Johnny gets hit, though it will still lose to low profile moves that can slide under the arc.

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 HuntGGXRD Johnny TreasureHunt2.pngGuardMidStartup8+3~81
[4+3~85]
Recovery66Advantage-49
super replenishes two coins on hit - use Treasure Hunt proactively when you feel you need more coins to finish the round.

  • Johnny starts each round with eight Coins.
  • Depletes one Coin when used.
  • Temporarily increases Tension gain if a coin hits the opponent.

Bacchus Sigh

41236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17 Total: 56

AKA "Mist", Bacchus Sigh is an Okizeme tool used to create Johnny's infamous unblockable setups.

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.

Because of Bacchus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. j.H, 2D and ZweihanderGGXRD Johnny Zweihander.pngGuardAllStartup1RecoveryUntil Landing + 10Advantage- 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 with Mist. Even after all of the above conditions are met, due to the slow travel speed of Baccus Sigh, Johnny generally must force the opponent to block 1-2 attacks before the mist can make contact with the opponent. Because opponents often look to escape unblockable setups with DP's or supers, it can be advisable to meaty with a coin before starting your blockstring into Mist Finer.

  • Disappears when a Mist Finer makes contact with the opponent (does not disappear if Johnny whiffs 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.

  • After opponent touches Bacchus Sigh, blocked Mist Finer staggers opponent.
  • Max Stagger duration for Mist Finer High: 53F/75F/71F, stagger Frame Adv: +6 to +33/+8 to +46/+12 to +48
  • Max Stagger duration for Mist Finer Mid: 69F/67F/75F, stagger Frame Adv: +6 to +41/+8 to +42/+12 to +50
  • Max Stagger duration for Mist Finer Low: 73F/65F/67F, stagger Frame Adv: +6 to +43/+8 to +41/+12 to +46
  • Max Stagger duration for Air Mist Finer: 55F/59F/67F
  • Staggering an opponent with this has Initial Prorate: 60%
  • Bacchus Sigh lasts for about 8 seconds or until opponent is hit by Mist Finer

Mist Stance

214[P]/[K]/[S] (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Mist Stance Lv1: 9, Lv2: 6, Lv3: 4
Air Mist Stance Lv1: 8, Lv2: 6, Lv3: 4
Mist Step Forward Total: 14
Mist Step Backward Total: 13
Air Mist Step Total: 16

Johnny's signature iaido-style stance. Hold P, K, or S to remain in stance, and release a button to attack with the corresponding Mist Finer angle.

Johnny can use Mist Stance and immediately Mist Stance Cancel (AKA Mist Cancel) by pressing H 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 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.

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 begins each round at Mist Finer level 1
  • Mist Finer increases by one level when Glitter Is Gold hits an opponent, up to Level 3.
  • When Mist Finer is performed, it resets Johnny's Mist Finer level back to 1.
  • All Mist Finers destroy one hit of projectiles.
  • Considered unblockable if opponents have Bacchus Sigh attached to them (causes forced stagger on ground block, unblockable entirely on air block)
  • Removes any Bacchus Sigh presence when Mist Finer connects with an opponent (Block or Hit)
  • Counts as a physical reject if Blitz Shielded, regardless of distance.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Mist Stance
Air Mist Stance
Mist Step Forward
Mist Step Backward
Air Mist Step

214P/K/S:

  • Hold button to maintain Mist Stance, release button to attack
  • Press left/right to walk in direction during Stance

j.214P/K/S:

  • Hold button to maintain Mist Stance, release button to attack
  • Max Air Mist Stance duration 38F

Ground Stance 66:

  • Can cancel into Mist Finer from 10F onwards
  • Can cancel into Treasure Hunt from 1F onwards

Ground Stance 44:

  • Can cancel into Mist Finer from 10F onwards
  • Can cancel into Treasure Hunt from 1F onwards

Air Stance 66/44:

  • Can cancel into Mist Finer from 9F onwards

High Mist Finer

214]P[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
High Mist Finer Lv 1 30 Mid 9+4 4 17 -4
High Mist Finer Lv 2 40 Mid 6+4 4 26 -11
High Mist Finer Lv 3 60 Mid 4+4 4 20 -5

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. Note that High Mist Finer must be FD'd to be blocked in the air.


Level 1

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

Level 2 has even better speed and range, and blows the opponent diagonally back then wall bounces back towards Johnny, making it an extremely practical anti-air for sniping jump-happy opponents, even if they are not necessarily trying to attack you. It is also a useful combo tool after either f.S or CoinGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8.


Level 3

Level 3 is the same as Level 2, but extends even farther, and is a guaranteed knockdown.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
High Mist Finer Lv 1 Forced: 80% 3 14 12
High Mist Finer Lv 2 Initial: 85% 4 20 10
High Mist Finer Lv 3 4 20 6

214P Level 1:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Untechable for 38F, guaranteed knockdown on CH

214P Level 2:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Wall bounces opponent, untechable for 60F, guaranteed knockdown on CH

214P Level 3:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Wall bounces opponent, guaranteed knockdown

Mid Mist Finer

214]K[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Mid Mist Finer Lv 1 32 All 9+6 3 26 -12
Mid Mist Finer Lv 2 40 All 6+4 3 23 -7
Mid Mist Finer Lv 3 60 All 4+4 3 29 -7

Great grounded poke, whiff punish, anti-projectile attack, and essential combo tool.


Level 1

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. Note that it does not combo from 2S.


Level 2

Level 2 is 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 their fireball regardless.


Level 3

Level 3 is an extremely far reaching horizontal slash, causing wall stick on hit. On Counter hit you will have 3 seconds of wall stick, allowing you to buy a drink and come back without dropping your combo.

Its wall stick allows one to go for a more damaging route, such as 5D6 after, or you can do a crouching only combo.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Mid Mist Finer Lv 1 Initial: 85% 3 14 6
Mid Mist Finer Lv 2 Initial: 85% 4 20 10
Mid Mist Finer Lv 3 4 20 6

214K Level 1:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Untechable for 26F, guaranteed knockdown on CH

214K Level 2:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Ground slides opponent, untechable for 80F, can recover during slide. Opponent slides for 60F + knockdown on CH

214K Level 3:

  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Ground slides and wall sticks opponent, untechable for 90F, 180F on CH
  • See ※2

Low Mist Finer

214]S[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Low Mist Finer Lv 1 29 Low/Air 9+11 2 29 -14
Low Mist Finer Lv 2 40 Low/Air 6+5 2 29 -6
Low Mist Finer Lv 3 60 Low/Air 4+5 2 20 -3

Essential combo filler midscreen used converting off far pokes, or as a surprise low in neutral.


Level 1

Level 1 is a very situational low with very little reward, occasionally used to catch an opponent off guard. Only use for an surprising attack.


Level 2

Level 2 is Johnny's main method 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. Also, Level 2 has faster startup than Level 1, so it can sometimes be used to catch an opponent stand blocking from far away or to quickly beat out low profile attempts.


Level 3

Level 3 is Similar to Level 2, but reaches slightly farther and vacuums opponents towards Johnny slightly. Still, its usage is essentially the same as Level 2.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Low Mist Finer Lv 1 Initial: 85% 3 14 6
Low Mist Finer Lv 2 Initial: 85% 4 14 6
Low Mist Finer Lv 3 Initial: 90% 4 20 6

214S Level 1:

  • Startups show time to get into Mist Stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Knocks down opponent

214S Level 2:

  • Startups show time to get into Mist Stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Floats and pulls in opponent opponent, guranteed knockdown

214S Level 3:

  • Startups show time to get into Mist Stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Floats and pulls in opponent opponent, guranteed knockdown

Air High Mist Finer

j.214]P[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air High Mist Finer Lv 1 30 All 8+5 4 26
Air High Mist Finer Lv 2 40 All 6+5 4 17
Air High Mist Finer Lv 3 55 All 4+5 4 16

Combo filler and occasional air to air against opponents high in the air.


Level 1

Level 1 is a way to end air combos when other options are unavailable. It will safely reset you back to neutral, though with no extra reward.


Level 2 and Level 3

Level 2 and 3 are key components in Johnny's combo theory, especially in his corner combos. 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. Level 3 is also a guaranteed knockdown.


Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Air High Mist Finer Lv 1 Initial: 85% 3 14 6
Air High Mist Finer Lv 2 Initial: 85% 3 14 10
Air High Mist Finer Lv 3 4 20 6

j.214P Level 1:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Untechable for 40F, guaranteed knockdon on CH

j.214P Level 2:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Wall bounces opponent, untechable for 70F, guaranteed knockdon on CH

j.214P Level 3:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Wall bounces opponent, guaranteed knockdown

Air Mid Mist Finer

j.214]K[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Mid Mist Finer Lv 1 32 All 8+6 3 33
Air Mid Mist Finer Lv 2 40 All 6+6 3 17
Air Mid Mist Finer Lv 3 55 All 4+6 3 16

Mostly combo filler but can be used as an air poke against far opponents in tandem with Air Mist Stance's momentum stall.

The most situational Mist finer. Level 1 is used at the end of air combos where the opponent is far away horizontally. Level 2/3 are used during some corner combos to bring the opponent back down for a re-launch.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Air Mid Mist Finer Lv 1 Initial: 85% 3 14 6
Air Mid Mist Finer Lv 2 Initial: 85% 3 14 10
Air Mid Mist Finer Lv 3 3 14 6

j.214K Level 1:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Ground hit guaranteed knockdown
  • Air hit untechable for 32F, 64F on CH

j.214K Level 2:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Ground hit ground slides opponent for 40F + knockdown
  • Air hit ground slides, untechable for 80F, can recover during slide. Opponent slides for 60F + guaranteed knockdown on CH
  • See ※2

j.214K Level 3:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Wall sticks opponent, untechable for 80F

Air Low Mist Finer

j.214]S[

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Low Mist Finer Lv 1 29 High/Air 8+10 3 36 -14
Air Low Mist Finer Lv 2 40 High/Air 6+10 3 20 -4
Air Low Mist Finer Lv 3 55 High/Air 4+10 3 20 -4

Primarily used as a mixup option, combo starter and ender, as well as an anti anti-air.

Air Low Mist Finer hits overhead on all versions. When TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d, it 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.

  • 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 but with better properties and a larger hitbox.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Air Low Mist Finer Lv 1 Initial: 85% 3 14 6
Air Low Mist Finer Lv 2 Initial: 85% 4 20 10
Air Low Mist Finer Lv 3 Initial: 90% 4 20 10

j.214S Level 1:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Frame Advantage Listed is for lowest possible Air Low Mist Finer
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Automatically attacks after 47F
  • Ground hit knocks down opponent
  • Air hit plummets opponent, untechable for 36F, guaranteed knockdown on CH

j.214S Level 2:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Frame Advantage Listed is for lowest possible Air Low Mist Finer
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Automatically attacks after 45F
  • Ground hit blows away opponent, guaranteed knockdown
  • Air hit blows away opponent, untechable for 60F, guaranteed knockdown on CH

j.214S Level 3:

  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Frame Advantage Listed is for lowest possible Air Low Mist Finer
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Automatically attacks after 43F
  • Ground hit blows away opponent, guaranteed knockdown
  • Air hit blows away opponent, untechable for 60F, guaranteed knockdown on CH

Zweihander

623K > K or j.623K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623K 30 + 7 after landing 4-6 Throw
623K > K 35, 55 All 1 1(4)10 Until Landing + 10
j.623K Kick: 35
Fire: 40
All 15 1(4)10 Until Landing + 5 After
Transport Zweihander (623K)

Movement tool generally used in conjunction with YRC to approach opponents, force mixups from nearly anywhere on the screen, or to extend pressure.

If upwards momentum is cancelled, Johnny 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. The first hit (the kick) is an untechable knockdown. The followup fire slash (which is also considered a projectile) is air techable, but causes an untechable float on ground hit. The projectile also travels downward and gets slightly thinner over its 10 active frames, though this usually only matters for the air version.

Using Zwei YRC as a mixup option can be challenging to execute. See the Strategy Section for more details.

  • If YRC'd early enough after inputting K, will remove Johnny's upward momentum.

Air Zweihander (j.623K)

Air Zweihander is Johnny's best anti anti-air and a strong air combo ender.

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 secure knockdowns. 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 compared to the ground version, so j.D is generally necessary to use to combo into it.

  • Shares the hitboxes and on-hit properties of ground Zwei.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
623K
623K > K 200%, Initial: 90% 4, 2 -6,-7/+20,+2
j.623K None
Initial: 90%
Kick: 4
Fire: 2
-6,-7/+20,+2

623K:

  • 8F onwards can cancel into Zweihander
  • 7F onwards airborne

623K > K:

  • On air hit, Kick blows opponent away and guranteed knockdown
  • Fire floats opponent on hit

j.623K:

  • On air hit, Kick blows opponent away and guranteed knockdown
  • Fire floats opponent on hit

Overdrives

That's My Name

2363214H or 2363214D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 65×2
[25,81×2]
Mid 4+4 3 22 -6 1-10F All
11-17F Throw

One of Johnny's only defensive options and his only frame 1 invulnerable move. Often used as a combo ender, especially to kill

At only -6, it's difficult for opponents to punish on block. While it's fast and hard to punish, it can be be stuffed by many low profile or upper body invulnerable attacks, such as Slayer's 6P or I-no's Stroke The Big Tree due to its high hitbox.

  • Johnny can followup a successful That's My Name with OTG 2K > Coin anywhere against FA, KU, PO, SL.
  • AX, BE, CH, EL, IN, MI, RV, SI require the corner for the followup OTG 2K.
  • As an input shortcut, you can use 2624H/D.

Treasure Hunt

632146S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 [70] Mid 8+3~81
[4+3~85]
2 66 -49 9-12 All
[5-8 All]
  • Values in [ ] are when performed during Mist Stance Step.

Used to restore coins in a pinch and to extend combos, especially in the corner.

Johnny rushes forward and replenishes two coins on hitThe coin icons are, instead of Johnny's normal coins, different with each character struck by Treasure Hunt. They still function the same way as normal coins.. Normal version is useful to act as a combo ender when your distance is far or you are in urgency of coins. It is possible to OTG the opponent after a normal Treasure Hunt knockdown if cornered and it connects on a grounded opponent. If it connects grounded against Slayer or Leo, will put Johnny into the corner afterwards.

Thanks to Johnny moving forward during the super flash and the move having a large hitbox, it can also cross up when used as far as round start range.


Mist Stance Dash Treasure Hunt

Treasure Hunt also can be used during Mist Stance and its properties change further when used during Mist Stance Dash; if performed during Mist Stance Dash, it launches airborne opponents upwards on hit and becomes untechable, which is critical in some combos. For detailed explanation of how to input and combo into Mist Stance Dash Treasure Hunt, refer to the Combo Theory section of his Combo page.

  • Both versions can be charged by holding S. If fully charged, is unblockable, and replenishes one extra coin (three total).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
4 20 6
  • Values in [ ] are when performed during Mist Stance Step
  • If performed during Mist Stance Step, damage becomes 70 and floats opponent on hit with guaranteed knockdown
  • Becomes unblockable when max charged
  • Gains 2 coins on hit, 3 if max charged
  • Minimum Damage: 20%
  • Hitstop 0F
  • Crumples opponent on ground hit
  • Knocks down opponent on air hit

Instant Kill

Joker Trick

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY 9+25
[5+25]
4 30 -17 9-37F All
[5-33F All]

This IK is very good. Seriously, very good. Although due to its slow startup (25F), it does not connect after raw dust. However, it uses the animation of his 5H, which has a huge range that can cover half of the screen!

Johnny can combo into IK without Roman Cancels after Lv2 ground Mid Mist Finer hits, or Lv3 Mid Mist Finer. By using Roman cancels, IK can be comboed into via any Lv2 or Lv3 Mist Finer.

  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

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To edit frame data, edit values in GGXRD-R2/Johnny/Data.
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