GGXRD-R2/Johnny: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Johnny|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/349-johnny/|videos={{HoribunaXRDLink|JO}}}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview/navigation|okizeme=true}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4|height=1
{{FP Box
|header=Overview
|header=Overview
|content=A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator.
|content=  
Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|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, a hat AND is voiced by Norio Wakamoto, which clearly makes him the coolest character in the game.  
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny saunters onto the battlefield as '''high-damage''' neutral-focused character.  


{{StrengthsAndWeaknesses
Johnny is an iaido-style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|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.
| intro = {{Character Label|GGXRD-R2|Johnny|24px}} is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance.
| pros =
* '''High Damage Meterless Conversions''': Johnny has the best meterless conversion potential in the game thanks to [[GGXRD-R2/Johnny/Strategy#Mist_Stance|Mist Finer]].
* '''Great Pokes''': Johnny's pokes, such as {{clr|3|f.S}}, {{clr|2|5K}}, {{clr|3|2S}}, and Mist Finer are some of the best pokes in the game, and the normals can be made safer thanks to [[GGXRD-R2/Johnny/Strategy#Mist_Cancel|Mist Finer Cancel]] or Levels.
* '''Counter Zoning''': Johnny is able to beat many projectiles thanks to Mist Finer's ability to hit through projectiles.
* '''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.
* '''Burst Safe on Most Combos''': Thanks to Mist Finer Cancel, Johnny is frequently able to make his combos burst safe.
* '''Great uses of Meter''': Johnny has a great [[GGXRD-R2/Johnny#Dead Angle Attack|Dead Angle Attack]], [[GGXRD-R2/Johnny/Strategy#Zweihander_YRC|Zweihander YRC]], and excellent supers such as [[GGXRD-R2/Johnny#That's My Name|That's My Name]].
* '''High Effective Health'''
* '''Unblockable Setups'''
| cons =
* '''Limited Mobility''': Johnny has a step rather than a run, and a slow airdash velocity which means that his mobility is more limited than most characters. Additionally, Johnny's step dash is not immediately cancelable into FD or normals which makes it a commitment.
* '''Long Whiff Recovery''': Many of Johnny's Normals have long recovery times when whiffed.


Johnny can also [[GGXRD-R2/Johnny/Strategy#Mist_Cancel|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  {{MiniMoveCard|input=41236P|label= Bacchus Sigh}} 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.
}}
}}
Note: Johnny is a character with a meaningful execution barrier. In order to utilize the full depth of the character a player must commit to practicing their ability to input difficult techniques consistently.
{{GGXRD-R2/Infobox
| subheader1=Coin
| fastestAttack = [[#5P|5P]] (5F), [[#2P|2P]] (5F)
| content2=Johnny has a unique resource in the form of coins.
| reversal = [[#That's My Name|2363214H]] (4+4F)
The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round, or until he successfully hits the enemy with Treasure Hunt. Every time Johnny uses his Glitter Is Gold special, he throws one coin,  which is subtracted from his remaining coin total. When Johnny has 0 coins remaining, he is unable to use Glitter Is Gold. When a coin hits the enemy, Johnny's Mist Finer special will level up to a maximum of Level 3, from a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{ProsAndCons
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
|intro= is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance.
{{FP TOC}}
|pros=
{{FP Box
* '''Top Tier Damage''': Johnny has the best meterless conversion potential in the game thanks to Level 3 [[GGXRD-R2/Johnny/Strategy#Mist_Stance|Mist Finer]]. Due to Mist Finer launching opponents away from him, many of his combos are burst safe.
| padding=no
* '''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.
| content={{CharaInfo
* '''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.
| game=GGXRD-R2
* '''Frightening Okizeme:''' With his [[GGXRD-R2/Johnny#Glitter is Gold|coins]] and lengthy pokes, Johnny can set up safe {{keyword|Meaty Attack}} okizeme that is hard to stop. Johnny also has access to a number of scary unblockable setups utilizing his [[GGXRD-R2/Johnny#Bacchus Sigh|Bacchus Sigh]].
| fullname=Johnny
* '''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.
| defense = {{#lst:{{PAGENAME}}/Data|defense}}
* '''Meter Burn''': [[GGXRD-R2/Johnny#Treasure Hunt|Treasure Hunt]] is a flexible super that extends and stabilizes combos, and Johnny can use [[GGXRD-R2/Johnny/Strategy#Zweihander_YRC|Zweihander YRC]] to leap across the screen and force a high/low/airdash mixup.
| guts = {{#lst:{{PAGENAME}}/Data|guts}}
* '''Incredible Defense''': Johnny's backdash is incredibly good, while his [[GGXRD-R2/Johnny#Dead Angle Attack|Dead Angle Attack]] and reversal super  [[GGXRD-R2/Johnny#That's My Name|That's My Name]] are difficult or impossible for many characters to punish.
| weight = {{#lst:{{PAGENAME}}/Data|weight}}
* '''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.
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}}
|cons=
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
*'''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.
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
| forwarddash = {{#lst:{{PAGENAME}}/Data|forwarddash}}
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}}
| movement = {{#lst:{{PAGENAME}}/Data|movement}}
}}
}}
</div>
{{card|width=4
|header=Coins
|content=<center>[[File:GGXRD-R2_Johnny_Coins.png]]</center>
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 {{MMC|input=632146S|label=Treasure Hunt}} super. Every time Johnny uses his {{MMC|input=236H|label=Glitter Is Gold}} 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.
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
|name={{clr|1|5P}}
|image=GGXRD_Johnny_5P.png |caption=With a snap of my finger.
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5P}}
{{!}}-
{{Description|6|text=*Situational anti-air, good in scramble situations and against crossups / airdashes
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
Whiffs over most crouchers. Though lacking the invincibility of {{clr|1|6P}}, it has faster startup and less scaling and proration. On air hit, combos to {{clr|1|j.P}} for an air combo. Otherwise chain to {{clr|3|c.S}}/{{clr|4|5H}}, or cancel to Coin > {{clr|1|5P}}.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|1|5P}}</big>===
GGXRD-R2 Johnny 5P-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=5P
}}
|frameChart=auto
|description=
Situational anti-air, good in scramble situations and against crossups / airdashes
 
Whiffs over most crouching characters. Though lacking the invincibility of {{clr|1|6P}}, it has faster startup and less scaling and proration. On air hit, combos to {{clr|1|j.P}} for an air combo. Otherwise gatling to {{clr|3|c.S}}/{{clr|4|5H}}, or cancel to {{MMC|input=236H|label=Coin}} > {{clr|1|5P}}.
 
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
}}
======<span style="visibility:hidden;font-size:0">5K</span>======
{{MoveData
|name={{clr|2|5K}}
|image=GGXRD_Johnny_5K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5K}}
{{!}}-
{{Description|6|text=*Great all around poke (Excellent hitbox, speed, and recovery)
*Shrinks his lower hurtbox (lifts his foot up)
*Can be low profile / upper body inv'd
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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 chaining, usually into {{clr|4|5H}} or {{clr|3|2S}} as a frame trap.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|2|5K}}</big>===
GGXRD-R2 Johnny 5K-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=5K
}}
|frameChart=auto
|description=
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 {{clr|4|5H}} or {{clr|3|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.
 
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
======<span style="visibility:hidden;font-size:0">c.S</span>======
{{MoveData
|name={{clr|3|c.S}}
|image=GGXRD_Johnny_c.S.png |caption= Pressure tool and combo set up
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|c.S}}
{{!}}-
{{Description|6|text=*His best throw option select. Input with {{clr|3|6S}}+HS
*One of Johnny's few normals that's advantageous on block even without mist cancelling
*Can antiair
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|2K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clr|3|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. {{clr|2|2K}} > {{clr|3|c.S}} is a very common string you should be accustom to using. Be aware that {{clr|3|c.S}} cannot be delay chained.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|3|c.S}}</big>===
GGXRD-R2 Johnny c.S-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=c.S
|frameChart=auto
|description=
Pressure tool, combo filler, and occasional anti air.
 
{{clr|3|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. {{clr|2|2K}} > {{clr|3|c.S}} is a very common string you should be accustomed to using. Be aware that {{clr|3|c.S}} cannot be delay gatlinged. Thanks to its great hitbox, speed, and low recovery, it is also Johnny's strongest {{tt|throw OS option|Input a throw attempt with 6{{clr|S|S}}+{{clr|H|H}} to hit the opponent with {{clr|S|c.S}} should they take a throw invulnerable option}}.
 
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|2K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
===<big>{{clr|3|f.S}}</big>===
{{GGXRD-R2_Move_Card
|input=f.S
|frameChart=auto
|description=
Narrow, but strong ranged poke in neutral and burst safe combo filler.
{{clr|3|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. {{clr|3|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 {{clr|4|2H}}, Ky's {{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}}, and many sweeps. Because of {{clr|3|f.S}}'s limited gatling options, it is very important to be consistent with mist cancelling {{clr|3|f.S}} when needing to maintain frame advantage.
*Combos into {{clr|4|6H}} on crouchers or counterhit
*Combos into {{clr|4|2H}} on grounded or airborne hit, but will fall out of an airborne hit at higher proration
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}
}}
}}


======<span style="visibility:hidden;font-size:0">f.S</span>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|3|f.S}}
|input=5H
|image=GGXRD_Johnny_f.S.png |caption=That Michael Jackson T-Pose.
|frameChart=auto
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
Great poke in tandem with mist cancel pressure and useful for frametraps.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|f.S}}
As a poke, {{clr|4|5H}} has less horizontal range and is much slower than {{clr|3|f.S}}, but is more advantageous on block when mist cancelled. It does reach slightly higher than {{clr|3|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 {{tt|some low profile moves|For example: beats Elphelt {{clr|4|2H}}, but still loses to Sol's Ground Viper}}. It's worth noting that a {{clr|4|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).
{{!}}-
{{Description|6|text=*Strong far ranged poke
*Long recovery
*Whiffs crouching Faust
*Combos to {{clr|4|6H}} on crouchers / counterhit
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}
*Great for burst-safe combo routes
{{clr|3|f.S}} is a top class long range poke in terms of range and speed. It has poor recovery, so avoid whiffing it when poking if you can, as you can easily be whiffed punished for it. Particularly against very mobile ground characters like Millia or Jam, avoid falling for FD stop attempts to bait this move. {{clr|3|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 {{clr|4|2H}}, Ky's Stun Dipper, and many sweeps. Because of {{clr|3|f.S}}'s limited gatling options, it is very important to be consistent with mist cancelling {{clr|3|f.S}} when needed.  


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|5D}}
GGXRD-R2 Johnny f.S-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">5H</span>======
{{MoveData
|name={{clr|4|5H}}
|image=GGXRD_Johnny_5H.png |caption=Such a good pose
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|6|text=*Great for mist cancel pressure
*Useful for frame traps
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|5D}}
{{clr|4|5H}} has less horizontal range and is much slower than {{clr|3|f.S}}, but is more advantageous on block when mist cancelled. It does reach slightly higher than {{clr|3|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 {{clr|4|2H}}, but still loses to Sol's Ground Viper). It's worth noting that a {{clr|4|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).


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|5|5D}}</big>===
GGXRD-R2 Johnny 5H-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=5D
}}
|frameChart=auto
|description=
Johnny's only standing overhead.
 
{{clr|5|5D}} has slow startup and relatively low reward on midscreen hit. You will want to save it for corner pressure and during wakeup situations; due to its lengthy active frames, it can be timed meaty to leave Johnny plus on block.
}}
}}
======<span style="visibility:hidden;font-size:0">5D</span>======
{{MoveData
|name={{clr|5|5D}}
|image=GGXRD_Johnny_5D.png |caption= FLY AWAY
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
{{Description|6|text=*Johnny's only standing overhead
*Due to its massive active frames, it can be timed meaty to leave you +.
*80% Initial proration.
Johnny's {{clr|5|5D}} has slow startup and relatively low reward midscreen. You will want to save it for corner pressure and during wakeup situations. 


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|1|6P}}</big>===
GGXRD-R2 Johnny 5D-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=6P
}}
|frameChart=auto
|description=
Johnny's primary anti air and occasional counterpoke.
 
Because of its above knee invuln, not only is Johnny's {{clr|1|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 {{MMC|chara=Elphelt Valentine|input=214K|label=Bridal Express}} and Faust's {{MMC|input=41236K|chara=Faust|label=scalpel pull}}. You can also use it to avoid projectiles, such as Ky's {{MMC|input=236S|chara=Ky Kiske|label=Stun Edge}}, and Venom's {{clr|H|H}} {{MMC|input=[4]6H Level 0|chara=Venom|label=Stinger Aim}}.
 
*Launches on hit, jump cancellable.
}}
}}
======<span style="visibility:hidden;font-size:0">6P</span>======
{{MoveData
|name={{clr|1|6P}}
|image=GGXRD_Johnny_6P.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
{{Description|6|text=*Main anti-air
*Launches on hit, jump cancellable.
*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 {{clr|1|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.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|2|6K}}</big>===
GGXRD-R2 Johnny 6P Frame 1-Hitbox.png|Frame 1
{{GGXRD-R2_Move_Card
GGXRD-R2 Johnny 6P-Hitbox.png|First active frame
|input=6K
</gallery>
|frameChart=auto
}}
|description=
}}
An advancing attack to close distance and chase the opponent, with occasional use as an advancing anti air.
======<span style="visibility:hidden;font-size:0">6K</span>======
 
{{MoveData
{{clr|2|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 {{clr|2|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 {{clr|2|6K}} usage is easily capitalized on. Against opponents who are reading your {{clr|2|6K}}, {{clr|4|6H}} and {{clr|3|2S}} are good alternatives to punish counter pokes.
|name={{clr|2|6K}}
 
|image=GGXRD_Johnny_6K.png |caption= *Tag*
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6K}}
{{!}}-
{{Description|6|text=*Moves forward
*Great for closing distances and chasing
*Has some upper body invincibility on startup
*Launches on hit
*Launches on hit
*Untechable on counterhit
*Untechable on counterhit
{{clr|2|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 {{clr|2|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 {{clr|2|6K}} usage is easily capitalized on. Against opponents who are reading your {{clr|2|6K}}, {{clr|4|6H}} and {{clr|3|2S}} are good alternatives to punish counter pokes.
*Not special cancelable
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*{{clr|2|6K}} YRC can be a strong movement option to close distance more quickly than Johnny's dashes allow
GGXRD-R2 Johnny 6K Frame 1-Hitbox.png|Frame 1
GGXRD-R2 Johnny 6K Frame 12-Hitbox.png|Frame 12 - Lowest point
GGXRD-R2 Johnny 6K-Hitbox.png|First active frame
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">6H</span>======
 
{{MoveData
===<big>{{clr|4|6H}}</big>===
|name={{clr|4|6H}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_6H.png |caption=Giving Faust f.S a run for its money
|input=6H
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
An advancing move that covers a large amount of horizontal space used as a poke and pressure tool.
{{#lst:{{PAGENAME}}/Data|6H}}
 
{{!}}-
{{clr|4|6H}} is great in blockstrings and yields tons of advantage on mist cancel. It hits lower to the ground than {{clr|3|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).
{{Description|6|text=*Moves forward
 
*Covers massive horizontal space  
While it has some low profile frames like {{clr|K|6K}}, they don't last as long.
{{clr|4|6H}} is an excellent pressure tool that also yields tons of advantage on mist cancel. It hits lower to the ground than {{clr|3|f.S}}, making it a good way to hard punish characters trying to low profile your options (Still loses to moves like Sol's Ground Viper). A great overall poke and pressure tool.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 6H Frame 15-Hitbox.png|Frame 15 - Lowest point
GGXRD-R2 Johnny 6H-Hitbox.png|Watch out for that hurtbox extension
</gallery>
}}
}}
}}


======<span style="visibility:hidden;font-size:0">2P</span>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|1|2P}}
|input=2P
|image=GGXRD_Johnny_2P.png |caption=
|frameChart=auto
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
A fast normal used primarily for {{keyword|abare}} and close range pressure.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|2P}}
Johnny's {{clr|1|2P}} is a useful defensive option, as it's fast and does not whiff crouchers like {{clr|1|5P}} and hits much lower than {{clr|2|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.
{{!}}-
 
{{Description|6|text=*90% starting proration
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Tied with {{clr|1|5P}} as fastest normal
*Self-chainable
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
Johnny's {{clr|1|2P}} is a useful defensive option, as it has a 5F startup, and does not whiff crouchers like {{clr|1|5P}}. It also hits much lower than {{clr|2|5K}}. It can also be a good way to start pressure, since it is much more flexible to confirm hit/block with, and is decent at +1 on block. Its self-chain capability also makes it a good option for stuffing corner backdashes and option selecting in some situations.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 2P-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2K</span>======
 
{{MoveData
===<big>{{clr|2|2K}}</big>===
|name={{clr|2|2K}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_2K.png |caption=
|input=2K
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
A fast low used for pressure, frametrapping, and as an occasional low neutral poke.
{{#lst:{{PAGENAME}}/Data|2K}}
 
{{!}}-
At +2 and also delay cancellable, {{clr|2|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 {{clr|K|2K}} in the game, so it can be somewhat situational when used as a poke in neutral.
{{Description|6|text=*70% initial proration
 
*Fast recovery
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Hits low
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
At +2 and also delay cancellable, {{clr|2|2K}} is an excellent way to frame trap and fish for counterhits. Its fast recovery makes it have some use at neutral, can let you safely option select against some reversals. It is 100% safe against any 9F reversal, and if you time it to meaty late, you can beat up to 6F reversals. At 8F startup, it's a bit slow considering its range, however, so it's somewhat situational when used as a poke at neutral.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 2K-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2S</span>======
 
{{MoveData
===<big>{{clr|3|2S}}</big>===
|name={{clr|3|2S}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_2S.png |caption=This would be a great low profile move, if not for the hand.
|input=2S
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
A long-reaching low poke used to control space in neutral and as a punish tool.
{{#lst:{{PAGENAME}}/Data|2S}}
 
{{!}}-
{{clr|3|2S}} is one of Johnny's main pokes. It's 2F slower than {{clr|3|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 {{clr|4|2H}}, it's important to be able to reliably hit confirm {{clr|3|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.
{{Description|6|text=*75% initial proration
 
*Hits low
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|2H}}
*Great reach
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|2H}}
{{clr|3|2S}} is one of Johnny's main pokes. It's 2F slower than {{clr|3|f.S}}, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents attempting to low profile or utilise upper body invuln to beat Johnny's other options. Since it can only gatling into {{clr|4|2H}}, it's important to be able to confirm 1 hit {{clr|3|2S}} into either Mist Finer or RC, if you want to combo off of it.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 2S-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2H</span>======
 
{{MoveData
===<big>{{clr|4|2H}}</big>===
|name={{clr|4|2H}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_2H.png |caption= Beats Grand Viper
|input=2H
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
Johnny's {{clr|4|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.
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
Because Johnny is airborne during {{clr|4|2H}}, this move is Air Mist Cancelable. Though Johnny can gatling into {{clr|4|2H}} from almost any of his ground normals, none of them besides {{clr|3|f.S}} can combo into {{clr|4|2H}} unless they are counterhit. Luckily, this also means {{clr|4|2H}} can be used as a natural frame trap, especially from lower attack level normals or when delay cancelled. At all mist levels, {{clr|4|2H}} is comboable into Mist Finer Mid and Low. At LV1, it combos into {{clr|1|j.P}}, but Johnny cannot airdash. At LV2/3, it's comboable into {{clr|2|j.K}} or {{clr|5|j.D}}, and he can airdash afterwards for more pressure. Be aware that even at LV3, {{clr|1|6P}}s and fast normals can stuff the airdash approach.
{{Description|6|text=*Johnny is considered airborne when performing this move
 
*Jump cancelable
*Jump cancelable
*In recovery until he lands
*In recovery until landing
*Can low crush
*Forces standing on hit
*Forces standing on hit
*Can be combo'd from {{clr|3|f.S}} on airhit
New in GG Xrd, Johnny's {{clr|4|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 {{clr|4|2H}}, this move is Air Mist Cancelable. Though you can gatling into {{clr|4|2H}} from almost any of his ground normals, none of them besides {{clr|3|f.S}} can combo into {{clr|4|2H}} unless they are counterhit. Luckily, this also means {{clr|4|2H}} can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, {{clr|4|2H}} is comboable into Mist Finer Mid and Low. At LV1, it's comboable into {{clr|1|j.P}}, but you cannot airdash. At LV2/3, it's now comboable into {{clr|2|j.K}} or {{clr|5|j.D}}, and you can airdash afterwards for more pressure. Be aware that even at LV3, {{clr|1|6P}}s 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 {{clr|3|f.S}} > {{clr|4|2H}} route.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 2H-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2D</span>======
 
{{MoveData
===<big>{{clr|5|2D}}</big>===
|name={{clr|5|2D}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_2D.png |caption=
|input=2D
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
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.
{{#lst:{{PAGENAME}}/Data|2D}}
 
{{!}}-
While it has less reach and more recovery than {{clr|3|2S}}, {{clr|5|2D}} has a much higher reward on hit if you are only at LV1, as you can combo {{clr|5|2D}} > {{MMC|input=236H|label=Coin}} to raise your mist finer level. At LV1, you can combo a close {{clr|5|2D}}(1) > Coin > {{clr|1|5P}} > LV2 High, making it an excellent hard punish. At LV2, you can also combo {{clr|5|2D}}(1) > Mist Cancel > {{clr|1|2P}}/{{clr|3|c.S}}/{{clr|2|5K}} > LV2 High, for a great coin-conservative confirm. Dash {{clr|5|2D}} is also a very good way to followup a very faraway LV2 Low hit.
{{Description|6|text=*Decent low
*Hits twice
*Lots of combo utility
While it has less reach and more recovery than {{clr|3|2S}}, {{clr|5|2D}} has a much higher reward on hit if you are only at LV1, as you can combo {{clr|5|2D}} > Coin to raise your mist finer level. It is also significantly better on mist cancel than {{clr|3|2S}}. At LV1, you can combo a close {{clr|5|2D}}(1) > Coin > {{clr|1|5P}} > LV2 High, making it an excellent hard punish. At LV2, you can also combo {{clr|5|2D}}(1) > Mist Cancel > {{clr|1|2P}}/{{clr|3|c.S}}/{{clr|2|5K}} > LV2 High, for a great coin-conservative confirm. Dash {{clr|5|2D}} is also a very good way to followup a very faraway LV2 Low hit. {{clr|5|2D}} overall is a very situational normal, but extremely rewarding if used properly.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny 2D hit 1-Hitbox.png
GGXRD-R2 Johnny 2D hit 2-Hitbox.png|Hit 2 reaches a tiny bit farther
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.P</span>======
 
{{MoveData
===<big>{{clr|1|j.P}}</big>===
|name={{clr|1|j.P}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_j.P.png |caption=
|input=j.P
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
Johnny's fastest air normal. Decent air to air move that is often used to start airdash strings.
{{#lst:{{PAGENAME}}/Data|j.P}}
 
{{!}}-
Its speed and self-cancellable properties make this a go-to for most air scramble situations when the opponent is close. Useful as an airthrow option select when {{clr|4|j.H}} would be too slow.
{{Description|6|text=*Decent air to air hit
 
*Often used to start airdash strings
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
*Self chainable
*Useful as an airthrow option select when {{clr|4|j.H}} would be too slow.
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny j.P-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.K</span>======
 
{{MoveData
===<big>{{clr|2|j.K}}</big>===
|name={{clr|2|j.K}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_j.K.png |caption=
|input=j.K
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
A deep hitting air normal good for jump-ins with cross-up potential. Great when used via air dashes.
{{#lst:{{PAGENAME}}/Data|j.K}}
 
{{!}}-
While it doesn't have as good of a hitbox as {{clr|4|j.H}}, {{clr|2|j.K}} is still very useful as a jump-in, due to its ability to hit behind Johnny slightly. Airdash back {{clr|2|j.K}} can also hit opponents backwards, but must be immediate during the airdash. Low airdash {{clr|2|j.K}} is a very reliable way to hit crouching characters, as {{clr|1|j.P}} will generally whiff.
{{Description|6|text=*Can cross up
 
*Can be used as a jump in
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
*Hits very low, making it great for airdashes
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
While it doesn't have as good of a hitbox as {{clr|4|j.H}}, {{clr|2|j.K}} is still very useful as a jump-in, due to its ability to hit behind him somewhat. Airdash back {{clr|2|j.K}} can also hit opponents backwards, but must be immediate during the airdash. Low airdash {{clr|2|j.K}} is a very reliable way to hit crouchers, as {{clr|1|j.P}} will whiff more easily.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny j.K-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.S</span>======
 
{{MoveData
===<big>{{clr|3|j.S}}</big>===
|name={{clr|3|j.S}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_j.S.png |caption=
|input=j.S
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
Strong air to air option with great horizontal reach.
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
{{clr|3|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 {{clr|3|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 {{clr|3|j.S}} as a general jump in unless spaced correctly.
{{Description|6|text=*Long horizontal reach
 
*Great air to air
When using {{clr|3|j.S}} in combos, Johnny can account for bursts by inputting 6+{{clr|3|S}}{{clr|4|H}}, giving {{clr|3|j.S}} on hit, while throwing the opponent if they burst.  
*Good air to ground at long range
 
*Will often whiff crouchers (it can hit crouching, but only at very specific heights)
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{clr|3|j.S}} is Johnny's most reliable way to fight air to air. Though not 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 {{clr|3|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 crouchers. For similar reasons, it's suggested to avoid using {{clr|3|j.S}} as a jump in.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny j.S-Hitbox.png
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.H</span>======
 
{{MoveData
===<big>{{clr|4|j.H}}</big>===
|name={{clr|4|j.H}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_j.H.png |caption=
|input=j.H
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
A great air-to-ground attack used for scoring knockdowns on low air hits and jumpins, as well as being an air combo ender.
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
{{clr|4|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. {{clr|4|j.H}} also combos into Air LV1 Mist Finer Low, which can also give you a knockdown. In pressure situations, be careful of using {{clr|4|j.H}} too high up on block - you'll need to gatling into {{clr|5|j.D}}, or use an air mist cancel to keep yourself safe or continue pressure.
{{Description|6|text=*Great air to ground
 
*Plummets on hit
*Staggers on ground counterhit
*Staggers on ground counterhit
*Often leads to hard knockdown from low air to air heights.
*Knockdown can generally be followed up with dash {{clr|2|2K}}/{{clr|3|2S}} Coin OTG
*jH knockdown can generally be followed up with dash {{clr|2|2K}}/{{clr|3|2S}} Coin OTG
[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
{{clr|4|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. {{clr|4|j.H}} also combos into Air LV1 Mist Finer Low, which can also give you a knockdown. Be careful of using {{clr|4|j.H}} too high up on block - you'll need to gatling into {{clr|5|j.D}}, or use an air mist cancel to keep yourself safe / continue pressuring.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny j.H-Hitbox.png
</gallery>
}}
}}
}}
 
======<span style="visibility:hidden;font-size:0">j.D</span>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2_Move_Card
|name={{clr|5|j.D}}
|input=j.D
|image=GGXRD_Johnny_j.D.png |caption=
|frameChart=auto
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
Combo filler, ender, blockstring tool, tech chase option and occasional air to air.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|j.D}}
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 {{clr|5|j.D}} is Johnny's only air normal that hits above him, {{clr|5|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 {{clr|5|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. {{clr|5|j.D}} as a tech chase option is fairly strong when the opponent is teching high in the air.
{{!}}-
 
{{Description|6|text=*Wall bounces on hit
*Wall bounces on hit
*Launches grounded opponents
*Launches grounded opponents
*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 {{clr|5|j.D}} is the only air normal that hits above him, {{clr|5|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 {{clr|5|j.D}} has a lot of recovery. If you miss the air to air attempt, you will often lose your priority at neutral. {{clr|5|j.D}} as a tech chase option is fairly strong when the opponent is teching high in the air.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny j.D-Hitbox.png
</gallery>
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
 
{{MoveData
===<big>Ground Throw</big>===
|name=Ground Throw
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_GroundThrow.png |caption= Launches upwards for combos
|input=Ground Throw
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
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 {{clr|3|c.S}} when forward throwing.
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
 
{{!}}-
{{Description|6|text=*Floats opponent on hit (untechable for 47F)
*Forced prorate 50%
*Tied with Baiken, Chipp, and, Jack-O for shortest normal throw range.
*Tied with Baiken, Chipp, and, Jack-O for shortest normal throw range.
Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with {{clr|3|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.
}}
}}
}}
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
 
{{MoveData
===<big>Air Throw</big>===
|name=Air Throw
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_AirThrow.png |caption=
|input=Air Throw
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
Johnny throws the opponent the opposite of the direction you input airthrow in, meaning that if you want to throw them towards the direction you're currently facing, airthrow with 4+{{clr|H|H}}. Can combo afterwards with forward dash twice, OTG {{clr|2|2K}} > Coin, or forward dash > Coin > OTG {{clr|3|2S}} to raise your mist finer level.  
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{!}}-
{{Description|6|text=Johnny throws them the opposite of the direction you input airthrow in, meaning that if you want to throw them towards the direction you're currently facing, airthrow with 4+H. Can combo afterwards with forward dash twice, OTG {{clr|2|2K}} > Coin to raise your mist finer level.  
}}
}}
}}
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>======
 
{{MoveData
===<big>Dead Angle Attack</big>===
|name=Dead Angle Attack
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_6P.png |caption=
|input=DAA
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
*One of Johnny's only defensive options.  
{{#lst:{{PAGENAME}}/Data|DAA}}
{{!}}-
{{Description|6|text=*One of Johnny's only defensive options.  
*Can be low profiled under.
*Can be low profiled under.
*The frame advantage is the best among DAA's of the game with Johnny's only being -6.
*The frame advantage is almost the best in the game, with Johnny's only being -6.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Dead Angle Attack-Hitbox.png|Same as 6P. But no hurtbox or throwbox.
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>======
 
{{MoveData
===<big>Blitz Attack</big>===
|name=Blitz Attack
{{GGXRD-R2_Move_Card
|image=GGXRD-R_Johnny_BlitzAttack.png |caption=
|input=Blitz, [Blitz]|versioned=input
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2|version=yes}}
|description=
{{!}}-
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).
{{AttackVersion|name=Uncharged }}
 
{{#lst:{{PAGENAME}}/Data|Blitz Attack}}
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.  
{{!}}-
{{AttackVersion|name=Max Charge }}
{{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge}}
{{!}}-
{{Description|7|text=*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.
*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.
*Steals a small amount of Burst Gauge on hit.
*Proration: 55% (partial charge only)
*Crumple caused by partial charge counter hit, still has proration.
*Crumple caused by partial charge counter hit, still has proration.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Blitz Attack-Hitbox.png|Same for both partial and fully charged
</gallery>
}}
}}
}}


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Glitter is Gold</span>======
{{MoveData
|name=Glitter is Gold
|input={{clr|4|236H}}
|image=GGXRD_Johnny_GlitterIsGold.png |caption= Insert coin to start
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|6|text=*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 {{clr|4|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.  
===<big>Glitter is Gold</big>===
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{InputBadge|{{clr|4|236H}}}}
GGXRD-R2 Johnny Glitter Is Gold-Hitbox.png
{{GGXRD-R2_Move_Card
</gallery>
|input=236H
}}
|frameChart=auto
|description=
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 {{tt|powers up Johnny's Mist Finer specials|starting 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 {{MMC|input=632146S|label=Treasure Hunt|imageNumber=2}} 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.
}}
}}
======<span style="visibility:hidden;font-size:0">Bacchus Sigh</span>======
 
{{MoveData
===<big>Bacchus Sigh</big>===
|name=Bacchus Sigh
{{InputBadge|{{clr|1|41236P}}}}
|input={{clr|1|41236P}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_BaccusSigh.png |caption=
|input=41236P
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
AKA "Mist", Bacchus Sigh is an Okizeme tool used to create Johnny's infamous unblockable setups.
{{#lst:{{PAGENAME}}/Data|41236P}}
 
{{!}}-
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.
{{Description|6|text=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. {{clr|4|j.H}}, {{clr|5|2D}} and {{MMC|input=623K > K|label=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 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 you whiff a 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)  
*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.
*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.
*Unblockable Mist Finers are still susceptible to Blitz Shield.
Bacchus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. Because of Bacchus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. {{clr|4|j.H}}, {{clr|5|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 Bacchus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Bacchus Sigh can apply properly.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Bacchus Sigh-Hitbox.png|Showing start and end points
</gallery>
}}
}}
}}
======<span style="visibility:hidden;font-size:0">Mist Stance</span>======
 
{{MoveData
===<big>Mist Stance</big>===
|name=Mist Stance
{{InputBadge|{{clr|1|214[P]}}/{{clr|2|[K]}}/{{clr|3|[S]}} (Air OK)}}
|input=214[{{clr|1|P}}]/[{{clr|2|K}}]/[{{clr|3|S}}] (Air OK)
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_MistStance.png
|input=214P/K/S, j.214P/K/S, Ground Stance 66, Ground Stance 44, Air Stance 66/44
|image2=GGXRD_Johnny_AirMistStance.png |caption2=Hold button to stay in Mist Stance, release button to attack
|frameChart=
|data=
|versioned=name
{{AttackDataHeader-GGXRD-R2|version=yes}}
|description=
{{!}}-
Johnny's signature iaido-style stance. Hold {{clr|P|P}}, {{clr|K|K}}, or {{clr|S|S}} to remain in stance, and release a button to attack with the corresponding Mist Finer angle.
{{AttackVersion|name=Cancel|subtitle=Stance > {{clr|4|H}}}}
 
{{#lst:{{PAGENAME}}/Data|Stance H}}
Johnny can use Mist Stance and immediately Mist Stance Cancel (AKA Mist Cancel) by pressing {{clr|H|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 [[GGXRD-R2/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.
{{!}}-
 
{{AttackVersion|name=Ground Forward Mist Step|subtitle=Ground Stance > 66}}
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.
{{#lst:{{PAGENAME}}/Data|Ground Stance 66}}
 
{{!}}-
*Johnny begins each round at Mist Finer level 1
{{AttackVersion|name=Ground Back Mist Step|subtitle=Ground Stance > 44}}
*Mist Finer increases by one level when Glitter Is Gold hits an opponent, up to Level 3.
{{#lst:{{PAGENAME}}/Data|Ground Stance 44}}
*When Mist Finer is performed, it resets Johnny's Mist Finer level back to 1.
{{!}}-
*All Mist Finers destroy one hit of projectiles.  
{{AttackVersion|name=Air Mist Step|subtitle=Air Stance > 66/44}}
{{#lst:{{PAGENAME}}/Data|Air Stance 66/44}}
{{!}}-
{{Description|7|text=*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 Bacchus Sigh attached to them (causes forced stagger on ground block, unblockable entirely on air block)
*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)
*Removes any Bacchus Sigh presence when Mist Finer connects with an opponent (Block or Hit)
*Counts as a physical reject if Blitz Shield'd regardless of distance.
*Counts as a physical reject if Blitz Shielded, 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-R2/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.
}}
}}
}}
======<span style="visibility:hidden;font-size:0">High Mist Finer</span>======
{{MoveData
|name=High Mist Finer
|input={{clr|1|214P}}
|image=GGXRD_Johnny_HighMistFiner.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Level 1 }}
{{#lst:{{PAGENAME}}/Data|214P Level 1}}
{{!}}-
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|214P Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|214P Level 3}}
{{!}}-
{{Description|7|text=*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 is a guaranteed knockdown.


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 {{clr|1|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.  
===<big>High Mist Finer</big>===
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{InputBadge|{{clr|1|214]P[}}}}
GGXRD-R2 Johnny Mist Finer High Level 1.png|Level 1
{{GGXRD-R2_Move_Card
GGXRD-R2 Johnny Mist Finer High Level 2.png|Level 2
|input=214P Level 1, 214P Level 2, 214P Level 3
GGXRD-R2 Johnny Mist Finer High Level 3.png|Level 3 - Shing! Sparkle Sparkle.
|frameChart=auto
</gallery>
|versioned=name
|description=
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 {{clr|1|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 {{clr|S|f.S}} or {{MMC|input=236H|label=Coin}}.  
----
'''Level 3'''
 
Level 3 is the same as Level 2, but extends even farther, and is a guaranteed knockdown.
}}
}}
===<big>Mid Mist Finer</big>===
{{InputBadge|{{clr|2|214]K[}}}}
{{GGXRD-R2_Move_Card
|input=214K Level 1, 214K Level 2, 214K Level 3
|frameChart=auto
|versioned=name
|description=
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 {{clr|3|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.
}}
}}
======<span style="visibility:hidden;font-size:0">Mid Mist Finer</span>======
 
{{MoveData
===<big>Low Mist Finer</big>===
|name=Mid Mist Finer
{{InputBadge|{{clr|3|214]S[}}}}
|input={{clr|2|214K}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_MidMistFiner.png |caption=
|input=214S Level 1, 214S Level 2, 214S Level 3
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2|version=yes}}
|versioned=name
{{!}}-
|description=
{{AttackVersion|name=Level 1 }}
Essential combo filler midscreen used converting off far pokes, or as a surprise low in neutral.
{{#lst:{{PAGENAME}}/Data|214K Level 1}}
 
{{!}}-
----
{{AttackVersion|name=Level 2}}
'''Level 1'''
{{#lst:{{PAGENAME}}/Data|214K Level 2}}
 
{{!}}-
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.
{{AttackVersion|name=Level 3}}
----
{{#lst:{{PAGENAME}}/Data|214K Level 3}}
'''Level 2'''
{{!}}-
 
{{Description|7|text=*Level 1: Horizontal slash that knocks opponent away on hit. Air techable. Does not combo from {{clr|3|2S}}.  
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 2: Farther reaching horizontal slash. Causes tumble on hit.
----
*Level 3: Extremely far reaching horizontal slash. Causes wall stick on hit. (Up to 3 full seconds of wall stick on counter hit)
'''Level 3'''
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.  
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
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.
GGXRD-R2 Johnny Mist Finer Mid Level 1.png|Level 1
GGXRD-R2 Johnny Mist Finer Mid Level 2.png|Level 2
GGXRD-R2 Johnny Mist Finer Mid Level 3.png|Level 3 - A thing of beauty
</gallery>
}}
}}
===<big>Air High Mist Finer</big>===
{{InputBadge|{{clr|1|j.214]P[}}}}
{{GGXRD-R2_Move_Card
|input=j.214P Level 1, j.214P Level 2, j.214P Level 3
|frameChart=auto
|versioned=name
|description=
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.
----
}}
}}
======<span style="visibility:hidden;font-size:0">Low Mist Finer</span>======
 
{{MoveData
===<big>Air Mid Mist Finer</big>===
|name=Low Mist Finer
{{InputBadge|{{clr|2|j.214]K[}}}}
|input={{clr|3|214S}}
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_LowMistFiner.png |caption=
|input=j.214K Level 1, j.214K Level 2, j.214K Level 3
|data=
|frameChart=auto
{{AttackDataHeader-GGXRD-R2|version=yes}}
|versioned=name
{{!}}-
|description=
{{AttackVersion|name=Level 1 }}
Mostly combo filler but can be used as an air poke against far opponents in tandem with Air Mist Stance's momentum stall.
{{#lst:{{PAGENAME}}/Data|214S Level 1}}
 
{{!}}-
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.
{{AttackVersion|name=Level 2}}
 
{{#lst:{{PAGENAME}}/Data|214S Level 2}}
*Level 1: Same as Ground version. Situational air to air.
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|214S Level 3}}
{{!}}-
{{Description|7|text=*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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Mist Finer Low Level 1.png|Level 1
GGXRD-R2 Johnny Mist Finer Low Level 2.png|Level 2
GGXRD-R2 Johnny Mist Finer Low Level 3.png|Level 3 - Deceptively low to the ground
</gallery>
}}
}}
======<span style="visibility:hidden;font-size:0">Air High Mist Finer</span>======
{{MoveData
|name=Air High Mist Finer
|input={{clr|1|j.214P}}
|image=GGXRD_Johnny_AirHighMistFiner.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Level 1 }}
{{#lst:{{PAGENAME}}/Data|j.214P Level 1}}
{{!}}-
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|j.214P Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|j.214P Level 3}}
{{!}}-
{{Description|7|text=*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, guaranteed knockdown.  
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Air Mist Finer High Level 1.png|Level 1
GGXRD-R2 Johnny Air Mist Finer High Level 2.png|Level 2
GGXRD-R2 Johnny Air Mist Finer High Level 3.png|Level 3 - Water flowing upstream
</gallery>
}}
}}
======<span style="visibility:hidden;font-size:0">Air Mid Mist Finer</span>======
{{MoveData
|name=Air Mid Mist Finer
|input={{clr|2|j.214K}}
|image=GGXRD_Johnny_AirMidMistFiner.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Level 1 }}
{{#lst:{{PAGENAME}}/Data|j.214K Level 1}}
{{!}}-
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|j.214K Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|j.214K Level 3}}
{{!}}-
{{Description|7|text=*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 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.  
*Level 3: Blows opponent back horizontally. If opponent reaches a wall, causes wall stick until opponent reaches the floor.  
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Air Mist Finer Mid Level 1.png|Level 1
GGXRD-R2 Johnny Air Mist Finer Mid Level 2.png|Level 2
GGXRD-R2 Johnny Air Mist Finer Mid Level 3.png|Level 3 - Like a rocket
</gallery>
}}
}}
}}
 
======<span style="visibility:hidden;font-size:0">Air Low Mist Finer</span>======
===<big>Air Low Mist Finer</big>===
{{MoveData
{{InputBadge|{{clr|3|j.214]S[}}}}
|name=Air Low Mist Finer
{{GGXRD-R2_Move_Card
|input={{clr|3|j.214S}}
|input=j.214S Level 1, j.214S Level 2, j.214S Level 3
|image=GGXRD_Johnny_AirLowMistFiner.png |caption=
|frameChart=auto
|data=
|versioned=name
{{AttackDataHeader-GGXRD-R2|version=yes}}
|description=
{{!}}-
Primarily used as a mixup option, combo starter and ender, as well as an anti anti-air.
{{AttackVersion|name=Level 1 }}
 
{{#lst:{{PAGENAME}}/Data|j.214S Level 1}}
Air Low Mist Finer hits overhead on all versions. When {{keyword|TK}}'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.
{{!}}-
 
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|j.214S Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|j.214S Level 3}}
{{!}}-
{{Description|7|text=*All Versions: Hits overhead
*Level 1: Like Ground version. Knocks down on hit.
*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 2: Like the Ground version, but opponents bounce away from Johnny and hits overhead
*Level 3: Similar to Level 2.
*Level 3: Similar to Level 2 but with better properties and a larger hitbox.
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.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Air Mist Finer Low Level 1.png|Level 1
GGXRD-R2 Johnny Air Mist Finer Low Level 2.png|Level 2
GGXRD-R2 Johnny Air Mist Finer Low Level 3.png|Level 3 - The final flash
</gallery>
}}
}}
}}
 
======<span style="visibility:hidden;font-size:0">Zweihander</span>======
===<big>Zweihander</big>===
{{MoveData
{{InputBadge|{{clr|2|623K}} > {{clr|K|K}}}} or {{InputBadge|{{clr|2|j.623K}}}}  
|name=Zweihander
{{GGXRD-R2_Move_Card
|input={{clr|2|623K}} > {{clr|2|K}}
|input=623K, 623K > K, j.623K
|image=GGXRD_Johnny_ZweihanderTransport.png
|frameChart=auto
|image2=GGXRD_Johnny_Zweihander.png |caption=Divine Blade: 2017 Edition
|versioned=input
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
;Transport Zweihander ({{clr|2|623K}})
{{!}}-
Movement tool generally used in conjunction with YRC to approach opponents, force mixups from nearly anywhere on the screen, or to extend pressure.  
{{AttackVersion|name=Transport |subtitle=623K}}
 
{{#lst:{{PAGENAME}}/Data|623K}}
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.
{{!}}-
 
{{AttackVersion|name=Attack |subtitle=> K}}
Using Zwei YRC as a mixup option can be challenging to execute. See the [[GGXRD-R2/Johnny/Strategy#Zweihander_YRC|Strategy Section]] for more details.
{{#lst:{{PAGENAME}}/Data|Transport K}}
 
{{!}}-
*If YRC'd early enough after inputting {{clr|K|K}}, will remove Johnny's upward momentum.
{{Description|7|text=*First hit (the kick) is an untechable knockdown
-----
*The fire is air techable, but floats opponent on ground hit (untechable)
;Air Zweihander ({{clr|2|j.623K}})
*If YRC'd early enough after inputting K, will remove Johnny's upward momentum.
Air Zweihander is Johnny's best anti anti-air and a strong air combo ender.
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.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
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 {{clr|5|j.D}} is generally necessary to use to combo into it.
GGXRD-R2 Johnny Zweihander Hit 1-Hitbox.png|Hit 1 - The Kick
 
GGXRD-R2 Johnny Zweihander Hit 2-Hitbox.png|Hit 2 - The Fire
*Shares the hitboxes and on-hit properties of ground Zwei.
</gallery>
}}
}}
======<span style="visibility:hidden;font-size:0">Air Zweihander</span>======
{{MoveData
|name=Air Zweihander
|input={{clr|2|j.623K}}
|image=GGXRD_Johnny_AirZweihander.png |caption= Air Divine Blade: 2017 Edition
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.623K}}
{{!}}-
{{Description|6|text=*First hit (the kick) is an untechable knockdown.
*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 {{clr|5|j.D}} is generally necessary to use to combo into it.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Zweihander Hit 1-Hitbox.png|Look how happy he is
GGXRD-R2 Johnny Zweihander Hit 2-Hitbox.png|Whoever animated this man needs a raise
</gallery>
}}
}}
}}


==Overdrives==
==Overdrives==
======<span style="visibility:hidden;font-size:0">That's My Name</span>======
 
{{MoveData
===<big>That's My Name</big>===
|name=That's My Name
{{InputBadge|{{clr|4|2363214H}}}} or {{InputBadge|{{clr|5|2363214D}}}}
|input={{clr|4|2363214H}}<br>[{{clr|5|2363214D}}]
{{GGXRD-R2_Move_Card
|image=GGXRD_Johnny_ThatsMyName1.png
|input=2363214H
|caption=WHAT'S MY NAME?!
|frameChart=auto
|image2=GGXRD_Johnny_ThatsMyName2.png |caption2=(It's Johnny)
|description=
|data=
One of Johnny's only defensive options and his only frame 1 invulnerable move. Often used as a combo ender, especially to kill
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
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 {{clr|1|6P}} or I-no's Stroke The Big Tree due to its high hitbox.
{{#lst:{{PAGENAME}}/Data|2363214H }}
 
{{!}}-
*Johnny can followup a successful That's My Name with OTG {{clr|2|2K}} > Coin anywhere against FA, KU, PO, SL.  
{{Description|6|text=*One of Johnny's only defensive options
*AX, BE, CH, EL, IN, MI, RV, SI require the corner for the followup OTG {{clr|2|2K}}.
*Difficult for opponents to punish on block
*As an input shortcut, you can use {{clr|4|2624H}}/{{clr|5|D}}.
*Can be stuffed by many low profile attack / upper body inv attacks, such as Slayer's {{clr|1|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 {{clr|2|2K}} > Coin anywhere: FA, KU, PO, SL. Corner only: AX, BE, CH, EL, IN, MI, RV, SI.  
As an input shortcut, you can use {{clr|4|2624H}}/{{clr|5|D}}.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Thats My Name-Htibox.png
</gallery>
}}
}}
======<span style="visibility:hidden;font-size:0">Treasure Hunt</span>======
{{MoveData
|name=Treasure Hunt
|input={{clr|3|632146S}}
|image=GGXRD_Johnny_TreasureHunt1.png
|image2=GGXRD_Johnny_TreasureHunt2.png |caption=You really thought this combo was over?
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|632146S}}
{{!}}-
{{Description|6|text=*Replenishes two coins (icons are instead different with each character)
*Can be performed while in Mist Stance
*Can be performed during Mist Stance Dash
*If performed during Mist Stance Dash, launches opponents up on hit and is untechable
*Can be charged by holding S
*Can hit crossup at close range
*If fully charged, is unblockable, and replenishes one extra coin (three total)
For detailed explanation of how to input and combo into Mist Stance Dash Treasure Hunt, refer to [[GGXRD-R2/Johnny/Combos#How_To_Do_Mist_Stance_Dash_Treasure_Hunt|How To Do Mist Stance Dash Treasure Hunt]].
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXRD-R2 Johnny Treasure Hunt Hitbox.png|I'm quite confident in my speed you know
</gallery>
}}
}}
===<big>Treasure Hunt</big>===
{{InputBadge|{{clr|3|632146S}} (Hold OK)}}
{{GGXRD-R2_Move_Card
|input=632146S
|frameChart=auto
|description=
* 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 {{tt|two coins on hit|The 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 [[GGXRD-R2/Johnny/Combos#ComboTheory|Combo Theory]] section of his Combo page.
*Both versions can be charged by holding {{clr|S|S}}. If fully charged, is unblockable, and replenishes one extra coin (three total).
}}
}}


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
{{MoveData
|name=Joker Trick
|input=During IK Mode: {{clr|4|236236H}}
|image=GGXRD_Johnny_JokerTrick1.png |caption=gamers rise up
|image2=GGXRD_Johnny_JokerTrick2.png |caption2=
|image3=GGXRD_Johnny_JokerTrick3.png |caption3=
|image4=GGXRD_Johnny_JokerTrick4.png |caption4=nothin personnel, kid
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|IK}}
{{!}}-
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 84F [5F+5F]


===<big>Joker Trick</big>===
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGXRD-R2_Move_Card
|input=236236H
|frameChart=auto
|description=
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 {{clr|4|5H}}, which has a huge range that can cover half of the screen!
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 {{clr|4|5H}}, which has a huge range that can cover half of the screen!
Also, this IK can combo after Mist Finer while in Lv2 or Lv3, and even Air Mist Finer could work! The only drawback is that if you do not input cleanly, coins({{clr|4|236H}}) will appear and you will probably lose the round instead.


You can combo into IK without Roman Cancel after Lv2 ground Mid Mist Finer hits, or Lv3 Mid Mist Finer.
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.  
By using Roman cancels, IK can be comboed into any Lv2 or Lv3 Mist Finer.  
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
GGXRD-R2 Johnny Instant Kill Activation-Hitbox.png|The Killer Joker
*IK Mode Activation: 84F [5F+5F]
GGXRD-R2 Johnny Instant Kill Attack-Hitbox.png|Same as 5H. But no hurtbox or throwbox.
</gallery>
}}
|tablewidth=69
}}
}}


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|GGXRD-R2|Johnny|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGXRD-R2/Navigation}}
[[Category:Unga]]
[[Category:Guilty Gear|Johnny]]

Latest revision as of 05:00, 25 December 2023

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]

Navigation

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