(→2P) |
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*Great reach | *Great reach | ||
*[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | *[[GGXRD-R2/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | ||
2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents | 2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents attempting to low profile or utilise upper body invuln to beat Johnny's other options. Since it can only gatling into 2H, it's important to be able to confirm 1 hit 2S into either Mist Finer or RC, if you want to combo off of it. | ||
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Revision as of 00:44, 21 May 2019
Johnny |
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Overview
- A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny Sfondi makes his return in Revelator.
Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses, a hat AND is voiced by Norio Wakamoto, which clearly makes him the coolest character in the game.
Strengths and Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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Whiffs over most crouchers. Though lacking the invincibility of 6P, it has faster startup and less scaling and proration. On air hit, combos to j.P for an air combo. Otherwise chain to c.S/5H, or cancel to Coin > 5P. |
5K
5K |
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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 5H or 2S as a frame trap. |
c.S
c.S |
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c.S is not often used itself as a poke, but it is a great pressure tool, and a good intermediate normal to use in your strings. 2K > c.S is a very common string you should be accustom to using. Be aware that c.S cannot be delay chained. |
f.S
f.S |
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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. 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 Dipper, and many sweeps. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needed. |
5H
5H |
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5H has less horizontal range and is much slower than f.S, but is more advantageous on block when mist cancelled. It does reach slightly higher than f.S, making it situationally useful against jump outs from far away. It also covers much lower to the ground, making it an option to cover some low profile moves (It beats Elphelt 2H, but still loses to Sol's Ground Viper). It's worth noting that a 5H counterhit leads to great reward, as you can mist cancel, dash forward, and link many standing normals (Possible at LV1, and extremely practical at LV2). |
5D
6P
6P |
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Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim. |
6K
6K |
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6K has a lot of great uses for keeping your opponents on their toes. At neutral, because of how far it moves, it can catch opponents off guard. It's also useful as a tech chase option, and becomes + if FD'd. The upper body invincibility also makes 6K much harder to counterpoke against, but be aware that low hitting pokes, as well as any low profile moves can stuff it completely. While great against scared or complacent opponents, being predictable with your 6K usage is easily capitalized on. Against opponents who are reading your 6K, 6H and 2S are good alternatives to punish counter pokes. |
6H
6H |
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6H is an excellent pressure tool that also yields tons of advantage on mist cancel. It hits lower to the ground than 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. |
2P
2P |
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Johnny's 2P is a useful defensive option, as it has a 5F startup, and does not whiff crouchers like 5P. It also 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, 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. |
2K
2K |
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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, 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. |
2S
2S |
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2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents attempting to low profile or utilise upper body invuln to beat Johnny's other options. Since it can only gatling into 2H, it's important to be able to confirm 1 hit 2S into either Mist Finer or RC, if you want to combo off of it. |
2H
2H |
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New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them besides f.S can combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's now comboable into j.K or j.D, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route. |
2D
2D |
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While slower reaches less than 2S, 2D has a much higher reward on hit if you are only at LV1, as you can combo 2D > Coin to raise your mist finer level. It is also significantly better on mist cancel than 2S. 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. 2D overall is a very situational normal, but extremely rewarding if used properly. |
j.P
j.P |
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j.K
j.K |
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While it doesn't have as good of a hitbox as j.H, j.K is still very useful as a jump-in, due to its ability to hit behind him somewhat. Airdash back j.K can also hit opponents backwards, but must be immediate during the airdash. Low airdash j.K is a very reliable way to hit crouchers, as j.P will whiff more easily. |
j.S
j.S |
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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 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 j.S as a jump in. |
j.H
j.H |
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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. 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 / continue pressuring. |
j.D
j.D |
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Primarily used as a combo filler due to its wall bounce property. Also can be used as an air combo ender due to its high untech, allowing you to land and tech chase. Can be used in air(dash) blockstrings, as it can lead to high reward on hit. Since j.D is the only air normal that hits above him, j.D can be very effective to deal with opponents who are high above him, especially when combined with Johnny's top class superjump. Be aware, however, that j.D has a lot of recovery. If you miss the air to air attempt, you will often lose your priority at neutral. j.D as a tech chase option is fairly strong when the opponent is teching high in the air. |
Universal Mechanics
Ground Throw
Ground Throw |
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Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. His throw allows for easy coins and follow up combos. However, because it prorates heavily, you will not be getting the bulk of your damage from this. |
Air Throw
Air Throw |
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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 2K > Coin to raise your mist finer level. |
Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Glitter is Gold
Glitter is Gold 236H |
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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. |
Bacchus Sigh
Bacchus Sigh 41236P |
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Creates a mist at Johnny's location that slowly travels forward for a few seconds
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. j.H, 2D and Zweihander are the main tools for getting a hard knockdown. Even with a knockdown, using YRC is generally required in order to properly meaty an opponent. Even when applying 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. |
Mist Stance
Mist Stance 214[P]/[K]/[S] (Air OK) |
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High Mist Finer
High Mist Finer 214P |
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Mid Mist Finer
Mid Mist Finer 214K |
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Low Mist Finer
Low Mist Finer 214S |
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Air High Mist Finer
Air High Mist Finer j.214P |
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Air Mid Mist Finer
Air Mid Mist Finer j.214K |
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Air Low Mist Finer
Air Low Mist Finer j.214S |
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Zweihander
Zweihander 623K > K |
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Air Zweihander
Air Zweihander j.623K |
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Air Zweihander is Johnny's best anti-anti-air. When YRC'd, allows Johnny to combo afterwards. Good use of Air Zweihander forces opponents to think twice about how to deal with an airborne Johnny. Air Zweihander is also an effective way to cover an opponents wake-up options while avoiding most attacks. The first hit of Zweihander gives a hard knockdown, and is used as one of Johnny's primary air combo enders in order to get a hard knockdown. The hitbox for the second hit of Zweihander occurs around Johnny's midsection and downward. Connecting the Zweihander when the opponent is slightly above Johnny is a good guideline (but not too high, or Zweihander 1st hit will whiff). Air Zweihander has significant startup, so j.D is generally necessary to use to combo into it. |
Overdrives
That's My Name
That's My Name 2363214H/D |
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As an input shortcut, you can use 243214H. |
Treasure Hunt
Treasure Hunt 632146S |
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For detailed explanation of how to input and combo into Mist Stance Dash Treasure Hunt, refer to 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. |
Instant Kill
Joker Trick During IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.