GGXRD-R2/Johnny/Okizeme: Difference between revisions

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Coin:
Coin:


* + Very safe
* '''{{clr|3|+}}''' Very safe
* + Beats most wakeup options
* '''{{clr|3|+}}''' Beats most wakeup options
* + Always gives Johnny big frame advantage when blocked
* '''{{clr|3|+}}''' Always gives Johnny big frame advantage when blocked
* + The opponent can't use FD to push you out
* '''{{clr|3|+}}''' The opponent can't use FD to push you out
* - Uses a resource, a coin on every wakeup is not sustainable
* '''{{clr|4|-}}''' Uses a resource, a coin on every wakeup is not sustainable


{{clr|5|5D}}:  
{{clr|5|5D}}:  


* + Easy to make it meaty and leave yourself plus
* '''{{clr|3|+}}''' Easy to make it meaty and leave yourself plus
* + Good reward in the corner
* '''{{clr|3|+}}''' Good reward in the corner
* - slow enough to be reactable
* '''{{clr|4|-}}''' Slow enough to be reactable
* - not much reward midscreen
* '''{{clr|4|-}}''' Not much reward midscreen


{{clr|5|2D}}:
{{clr|5|2D}}:


* + Good frame advantage when mist cancelled
* '''{{clr|3|+}}''' Good frame advantage when mist cancelled
* + Starts good combos with 2D>coin
* '''{{clr|3|+}}''' Starts good combos with {{clr|D|2D}}>coin
* + Disjointed hitbox can beat/clash with some reversals
* '''{{clr|3|+}}''' Disjointed hitbox can beat/clash with some reversals
* - Can be difficult get into the space where it will beat both reversals and backdashes
* '''{{clr|4|-}}''' Can be difficult get into the space where it will beat both reversals and backdashes


{{clr|4|2H}}:
{{clr|4|2H}}:


* + Puts Johnny airborne and counter hits any reversal throw
* '''{{clr|3|+}}''' Puts Johnny airborne and counter hits any reversal throw
* + Builds up RISC gauge
* '''{{clr|3|+}}''' Builds up RISC gauge
* + Has good follow up options even at level 1
* '''{{clr|3|+}}''' Has good follow up options even at level 1
* - Slow startup and low active frames
* '''{{clr|4|-}}''' Slow startup and low active frames
* - Loses to reversals and backdashes
* '''{{clr|4|-}}''' Loses to reversals and backdashes


{{clr|2|2K}}:
{{clr|2|2K}}:


* + Fast recovery and longer reach make it safe against some reversals
* '''{{clr|3|+}}''' Fast recovery and longer reach make it safe against some reversals
* + Recovery also makes it a good way to bait Dead Angles
* '''{{clr|3|+}}''' Recovery also makes it a good way to bait Dead Angles
* + On block it's +2, allowing for a frame trap/ tick throw
* '''{{clr|3|+}}''' On block it's +2, allowing for a frame trap/ tick throw
* - Highest initial proration of Johnny's normals at 70%
* '''{{clr|4|-}}''' Highest initial proration of Johnny's normals at 70%


{{clr|4|5H}} or {{clr|4|6H}}:
{{clr|4|5H}} or {{clr|4|6H}}:


* + Best frame advantage for grounded normals when mist canceled
* '''{{clr|3|+}}''' Best frame advantage for grounded normals when mist canceled
* + High damage combo starters, especially on counter hit
* '''{{clr|3|+}}''' High damage combo starters, especially on counter hit
* + Easy to get in range
* '''{{clr|3|+}}''' Easy to get in range
* - High pushback, you will have to do a pressure reset immediately if this gets blocked
* '''{{clr|4|-}}''' High pushback, you will have to do a pressure reset immediately if this gets blocked
* - Fairly low reward at LV1
* '''{{clr|4|-}}''' Fairly low reward at LV1


{{clr|4|j.H}}:
{{clr|4|j.H}}:


* + Highest damage air normal
* '''{{clr|3|+}}''' Highest damage air normal
* + Longer hitstun makes it easier to combo from as opposed to something like j.K
* '''{{clr|3|+}}''' Longer hitstun makes it easier to combo from as opposed to something like {{clr|K|j.K}}
* + Will cause a stagger on counter hit allowing for bigger combo starters
* '''{{clr|3|+}}''' Will cause a stagger on counter hit allowing for bigger combo starters
* - Harder to set up a safe jump on most knockdowns due to Johnny's floaty jump
* '''{{clr|4|-}}''' Harder to set up a safe jump on most knockdowns due to Johnny's floaty jump


{{clr|2|6K}}:
{{clr|2|6K}}:


* + Can sometimes be your only option for a meaty if they get knocked down full screen
* '''{{clr|3|+}}''' Can sometimes be your only option for a meaty if they get knocked down full screen
* + If it does hit meaty it can remove its normally bad -1 frame advantage
* '''{{clr|3|+}}''' If it does hit meaty it can remove its normally bad -1 frame advantage
* - Can lose to a well timed throw if you get to close
* '''{{clr|4|-}}''' Can lose to a well timed throw if you get too close
* - Low reward if it hits at LV1 compared to the other options
* '''{{clr|4|-}}''' Low reward if it hits at LV1 compared to the other options


===Zweihander YRC===
===Zweihander YRC===
Zwei YRC is a powerful mixup tool. The basic use is to cancel the move with YRC just before the opponent blocks the projectile half of Zweihander, and from there you either do an airdash into an overhead attack or land into a low attack.
There are two versions of Zwei: "air Zwei" is input as j623 K (so, in the air), and "transport Zwei" is 623 K > K (starting from the ground).


'''Air Zwei YRC''' is rather lenient, but because the whole move starts up rather slower than Transport Zwei, you need a lot of space to do it safely without risking an airgrab. Generally off a corner knockdown you can do this by simply jumping.* You can also use it as a hard callout for attacks that move forward into you, or to bait throws with forward dash > jump Zwei YRC.
Zweihander YRC is one of Johnny's best Oki options. It's safe against most reversals, leads into a good high/low mixup and can be done from almost any range.


(*In Rev1, superjumping and doing Air Zwei YRC would put you out of range of any threat of reversal super or reversal into RRC to escape your mixup. In Rev2 the blockstun on Zwei's projectile is reduced, so you must be lower to the ground to guarantee a tight mixup after.)
Refer to the [[GGXRD-R2/Johnny/Strategy#Zweihander_YRC|Strategy section]] for how to perform Zwei YRC and the mixup afterward.


'''Transport Zwei YRC''' has much stricter timing in order to get a proper mixup. The idea is to YRC at just the right time to preserve your air momentum from the actual transport special. If you YRC too early, the projectile won't come out, and if you YRC too late, you will float upwards from the YRC and you'll have to adjust somehow.
===Bacchus Sigh (Mist) Unblockable===
You must also time the Zwei projectile itself so that you are low enough in the air after the YRC to hit the opponent after an airdash, which can be very difficult on characters that are small while crouching (such as Faust, or May).
NOTE: Unblockables now behave different. The following section can be used as a guide for how to setup hard knockdowns, but following up off of unblockables is very different as of Rev 1.1


The proper timing can be seen here: https://www.youtube.com/watch?v=vWl7uUNrSlI
The most common setups leading to a mist unblockable are:  
*1) off an Air Zweihander One Hit AKA Zweikasu
*2) from a {{clr|H|j.H}} performed from a low enough altitude
*3) Air LV2 High > land Mist > OTG {{clr|K|2K}} Coin - see OTG {{clr|K|2K}} Coin post tech section for details.
*4) off of a Treasure Hunt knockdown.  


To input Transport Zwei YRC properly, players have used the following methods:
Compared to other versions, Johnny's mist spawns much farther behind him and travels slower. As a result, '''you generally MUST YRC in order to meaty the opponent''' In addition, because it travels so slowly, you may need to add additional normals before you release your mist finer in order to buy time for the mist to attach. Also be aware that Mist Finer can be Blitz Shielded by the opponent even when they are misted.
*input 623 K > K ~ PSH quickly (hitting K with one finger and P S H with three other digits. works best on stick)
*input 623 K > K > KSH or PKS (essentially double-tapping K. needs precision to get it reliably.)
*using a macro button: the P+K+S macro will let you hit K, release, then tap the macro button to get the YRC. Be careful, as if K is still held down, the P+K+S macro will just register as P+S
The other macro button you can use is the instant kill macro (P+K+S+H). This has the advantage of not requiring K to be released, since if K is held the IK macro registers as P+S+H. (It has the disadvantage of having a button on your stick that can potentially lose the round if you accidentally press it.)
 
As for the mixup afterwards, the somewhat-universal overhead option is airdash jKPK. jKPS will work on most reasonable characters but whiff on small crouchers like Millia or May. (Note that if the opponent blocks the Zwei standing, they'll be locked in a standing block animation even if they input low block, so you can go for airdash jKPD, but a player that knows this will probably block crouching.) Be wary of spending too many resources in the followup combo unless it kills, because the damage will be pretty scaled by the jKPK opener and you won't build much meter because you opened with a YRC.


For the low option, simply land and do 2K (slightly faster) or 2D (more payoff) into a standard combo.
==Example Routes==


If your opponent fails to block the Zweihander, you can still continue a combo off airdash by chaining into jD (ie. airdash jKPD, or jKSD if you react in time), or you can land and set up a better combo (Such as 6H > Coin, 6H > level 2 K mist finer, or 6H > mist cancel > far S > 2H etc. For a burst-proof starter, you can combo immediately into Coin or close S while holding back, depending on whether you need level or not).
=== Meaty routes===


* '''coin>dash>{{clr|S|c.S}}/throw''' -    (coin>dash is generally plus enough to do a frame trap/tick throw mixup)


'''Countermeasures to Transport Zwei'''


note: This is written for the Rev2 version, and may need to be updated when the Rev2.1 patch comes to consoles.
* '''coin>dash>{{clr|H|2H}}>MC>{{clr|K|j.K}}''' -    (coin can also be used to simply setup other moves more safely)


Transport Zwei doesn't have to be used only after a knockdown, but when you input it at neutral or in a blockstring, there are certain options the opponent has to counter it. Still, it grants a very threatening mixup and if the opponent can't react every time, it can win you the game. It can also counter certain low-profile options, such as Ky's slide and Millia's roll, that otherwise would go under your far pokes.


If the opponent...
* '''{{clr|D|2D}}(1)>coin''' -    (this lets you get back in if blocked, and starts good combos if it hits)


-Jumps to block Zwei: they get out of the high/low mixup, but you can mash 5P on their block to burn their meter (if they don't continue to Faultless Defend, you'll break their air guard with your ground move)
If the opponent jumps forward to block the Zwei, you may connect with the kick part, and your YRC will turn into a RRC - or, if you don't have 50% meter, you'll simply do an unsafe-on-block Zweihander.


-Uses Blitz Shield to counter the projectile: this will Reject you, though you can work in an occasional Transport > YRC (with no projectile) to bait this for huge payoff (counterhit 2D starter!). Even if they do reject you, you'll be in the air so their payoff won't be huge (unless they have the advantage at neutral, ie. they're Chipp or Millia)
*'''{{clr|K|2K}}>{{clr|S|c.S}}>{{clr|H|5H}}''' -    (hold back during the {{clr|K|2K}}>{{clr|S|c.S}} chain to be safe against most reversals, and still continue the string if blocked)


-Uses Dead Angle Attack (a.k.a. guard cancel) after blocking: this can work, though on some characters your airdash can go over their guard cancel, and on slow guard cancels you may be able to safely whiff 2K (or even jK) and then block.


-Attempts a reversal, such as Sol's Volcanic Viper: As long as you reach the YRC window before their move connects with you, you should be able to see their animation during the YRC pause and react with FD in the air, so you can be safe and possibly punish.
=== Zweihander YRC routes===


-Air throws the Transport: This is the most reliable countermeasure - if the opponent can react in time and do the tricky input. To avoid this, try to be less predictable with Zweihander and try to do it from closer to the opponent, so that it's harder for them to react.


Aside from these options, against a Transport done when the opponent isn't forced to block, the opponent can use preemptive anti-air options like neutral jump > air buttons, or forward-extended antiairs (best example is Ky 2H) that would hit Transport before you can get above the opponent to drop the projectile on them.
'''After Zwei YRC is blocked''' -
* -Airdash>j.KPK
* -Land>{{clr|K|2K}}
* -{{clr|P|j.P}}/{{clr|K|j.K}}
The fire from Zweihander causes quite a bit of blockstun on its own. And this gets almost doubled by the YRC slowdown. You can land and go for frame traps with nearly any ground button. Going in for a throw here could also work if timed correctly.


===Bacchus Sigh (Mist) Unblockable Basics===
NOTE: Unblockables now behave different. The following section can be used as a guide for how to setup hard knockdowns, but following up off of unblockables is very different as of Rev 1.1


The most common setups leading to a mist unblockable are:
*1) off an Air Zweihander One Hit AKA Zweikasu
'''If Zwei YRC hits''' -
*2) from a j.H performed from a low enough altitude
* -Airdash>j.KPD>Land>{{clr|H|5H}}
*3) Air LV2 High > land Mist > OTG 2K Coin - see OTG 2K Coin post tech section for details.
* -Land>coin>5k>LV2 PMF
*4) off of a Treasure Hunt knockdown.  
By waiting a little bit after Zwei YRC hits, you can avoid the 80% forced proration of YRC. Time your attack to hit after the dark screen disappears and you will be able to do a full damage combo.


Compared to other versions, Johnny's mist spawns much farther behind him and travels slower. As a result, '''you generally MUST YRC in order to meaty the opponent''' In addition, because it travels so slowly, you may need to add additional normals before you release your mist finer in order to buy time for the mist to attach. Also be aware that Mist Finer can be Blitz Shielded by the opponent even when they are misted.


==== Example Mist Routes ====
=== Mist routes===


'''Knockdown > Mist YRC > 5K/2S/2H/5H > Mist Finer''' - Single normal into Mist Finer
'''Knockdown > Mist YRC > {{clr|K|5K}}/{{clr|S|2S}}/{{clr|H|2H}}/{{clr|H|5H}} > Mist Finer''' - Single normal into Mist Finer
:*Will beat mashing, upback, and attempting to block or wait. Can also beat most reversals and dead angles if spaced far enough away (2S).  
:*Will beat mashing, upback, and attempting to block or wait. Can also beat most reversals and dead angles if spaced far enough away ({{clr|S|2S}}).  
:*Loses to Blitz (still must choose high or low). Loses to some reversal + YRC (allows them to escape, but not punish you).   
:*Loses to Blitz (still must choose high or low). Loses to some reversal + YRC (allows them to escape, but not punish you).   
:*Depending on distance and character, you can potentially option select against backdashes, but it is not universal, and usually requires you be in range of reversals.
:*Depending on distance and character, you can potentially option select against backdashes, but it is not universal, and usually requires you be in range of reversals.
:This is your basic unblockable starting point. If the opponents cannot deal with this option, keep doing it. Also a good option when you know the opponent has no options.
:This is your basic unblockable starting point. If the opponents cannot deal with this option, keep doing it. Also a good option when you know the opponent has no options.
<br>
<br>
'''Knockdown > Mist YRC > Coin > 2S > Mist Finer''' - Coin into single normal into Mist Finer
'''Knockdown > Mist YRC > Coin > {{clr|S|2S}} > Mist Finer''' - Coin into single normal into Mist Finer
:*Will beat mashing, upback, blocking, waiting, backdashing, single blitz. Fairly reversal safe.
:*Will beat mashing, upback, blocking, waiting, backdashing, single blitz. Fairly reversal safe.
:Loses to Blitz into Blitz. You are not vulnerable for getting your coin Blitzed but your followup normal can be Blitzed.  
:Loses to Blitz into Blitz. You are not vulnerable for getting your coin Blitzed but your followup normal can be Blitzed.  
:Use this when you're scared of the opponent's wakeup blitz, or backdash.  
:Use this when you're scared of the opponent's wakeup blitz, or backdash.  
<br>
<br>
'''Knockdown > Mist YRC > Coin > Coin > 2S > Mist Finer''' - Double Coin into single normal into Mist Finer. Generally too far away for most normals other than 2S
'''Knockdown > Mist YRC > Coin > Coin > {{clr|S|2S}} > Mist Finer''' - Double Coin into single normal into Mist Finer. Generally too far away for most normals other than {{clr|S|2S}}
:*Same as above, but opponent must blitz three times. Expensive use of coins, but best used when you definitely need the damage.
:*Same as above, but opponent must blitz three times. Expensive use of coins, but best used when you definitely need the damage.


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:*Generally gives you enough time to reposition yourself to an optimal range as they get up, so you're very safe against reversals, and also down bursts.
:*Generally gives you enough time to reposition yourself to an optimal range as they get up, so you're very safe against reversals, and also down bursts.


'''Knockdown > Mist > YRC > Forward Jump > Air Zweihander YRC > falling j.H (or whatever you feel like) > etc
'''Knockdown > Mist > YRC > Forward Jump > Air Zweihander YRC > falling {{clr|H|j.H}} (or whatever you feel like) > etc
:*Great against reversals (keeps them blocking even if they YRC), blitz, backdash, basically everything. Saves coins, but uses meter. Use accordingly.
:*Great against reversals (keeps them blocking even if they YRC), blitz, backdash, basically everything. Saves coins, but uses meter. Use accordingly.
<br>
<br>
Additionally, here are some strategies that you can also incorporate. These are not guaranteed, but are equally strong options when you have the read on your opponent. Try them out and see which ones work for you.
Additionally, here are some strategies that you can also incorporate. These are not guaranteed, but are equally strong options when you have the read on your opponent. Try them out and see which ones work for you.
*'''Mist > No YRC > 5K/2H/etc''' - Good for when you think the opponent is either going to obediently sit there, letting you save some meter. Also very useful for when you're hard reading a reversal. If you know the opponent is going to jump, aiming for the jump with an airthrow or a 2H can also be very useful against opponents who are extremely afraid, as you save meter, and put them in the same situation again. This is also great when you know they're going to burst your unblockable, as the situation will either lead to an airthrow (unburstable) or potentially a far out 2H which is difficult to burst.  
*'''Mist > No YRC > {{clr|K|5K}}/{{clr|H|2H}}/etc''' - Good for when you think the opponent is either going to obediently sit there, letting you save some meter. Also very useful for when you're hard reading a reversal. If you know the opponent is going to jump, aiming for the jump with an airthrow or a {{clr|H|2H}} can also be very useful against opponents who are extremely afraid, as you save meter, and put them in the same situation again. This is also great when you know they're going to burst your unblockable, as the situation will either lead to an airthrow (unburstable) or potentially a far out {{clr|H|2H}} which is difficult to burst.  
*'''Mist > YRC > Wait''' - Use to hardbait wakeup Blitz / Reversals. Often following up with 2H will be hard for an opponent unless they were mashing / immediately jump out. Do not use on opponents who dedicate to upback. This option is best used against opponents who commit heavily to hard answers against your mist unblockables.
*'''Mist > YRC > Wait''' - Use to hardbait wakeup Blitz / Reversals. Often following up with {{clr|H|2H}} will be hard for an opponent unless they were mashing / immediately jump out. Do not use on opponents who dedicate to upback. This option is best used against opponents who commit heavily to hard answers against your mist unblockables.


== Choosing an Oki Route ==
== Choosing an Oki Route ==
* As Johnny you should generally always be applying pressure after you get a knockdown. This can be especially important against characters you need to lock down such as zoners (Venom, Dizzy) or characters who can escape easily (Millia, Chipp).
* As Johnny you should generally always be applying pressure after you get a knockdown. This can be especially important against characters you need to lock down such as zoners (Venom, Dizzy) or characters who can escape easily (Millia, Chipp).
* Some knockdowns are better than others. An air Zweihander knockdown will generally give you enough time to reposition and do anything you want. A low height j.H knockdown however will give you less time to reposition in most cases.
* Some knockdowns are better than others. An air Zweihander knockdown will generally give you enough time to reposition and do anything you want. A low height {{clr|H|j.H}} knockdown however will give you less time to reposition in most cases.
* Be aware of how much meter your opponent has when they are waking up. Blitz and dead angle can be very useful to keep Johnny away. If your opponent has an invincible reversal, they are much more likely to use it when the have 50% tension to Roman Cancel it.
* Be aware of how much meter your opponent has when they are waking up. Blitz and dead angle can be very useful to keep Johnny away. If your opponent has an invincible reversal, they are much more likely to use it when the have 50% tension to Roman Cancel it.
* Some characters don’t have any reversal outside of their supers. Keep this in mind, as it means you can go for more aggressive Oki options against them when they are under 50% tension.
* Some characters don’t have any reversal outside of their supers. Keep this in mind, as it means you can go for more aggressive Oki options against them when they are under 50% tension.
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==Navigation==
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[[Category: Guilty Gear Xrd REV 2]]
[[Category:Johnny]]

Latest revision as of 22:40, 26 November 2023


Introduction

During wakeup situations Johnny is generally looking to keep his opponent locked down. Due to having limited high options, he is generally not looking to do a mix up directly after the knockdown. Without meter his goal is to use a meaty to get them to block, and then go for a throw or continued pressure.

When Johnny has more resources however his oki game changes significantly. He can use coins to make his pressure safer, use tension to set up unblockables, and with LV2/3 Mist Finer he has access to better high/low mixups.


Oki Options

Meaty Attacks

Coin:

  • + Very safe
  • + Beats most wakeup options
  • + Always gives Johnny big frame advantage when blocked
  • + The opponent can't use FD to push you out
  • - Uses a resource, a coin on every wakeup is not sustainable

5D:

  • + Easy to make it meaty and leave yourself plus
  • + Good reward in the corner
  • - Slow enough to be reactable
  • - Not much reward midscreen

2D:

  • + Good frame advantage when mist cancelled
  • + Starts good combos with 2D>coin
  • + Disjointed hitbox can beat/clash with some reversals
  • - Can be difficult get into the space where it will beat both reversals and backdashes

2H:

  • + Puts Johnny airborne and counter hits any reversal throw
  • + Builds up RISC gauge
  • + Has good follow up options even at level 1
  • - Slow startup and low active frames
  • - Loses to reversals and backdashes

2K:

  • + Fast recovery and longer reach make it safe against some reversals
  • + Recovery also makes it a good way to bait Dead Angles
  • + On block it's +2, allowing for a frame trap/ tick throw
  • - Highest initial proration of Johnny's normals at 70%

5H or 6H:

  • + Best frame advantage for grounded normals when mist canceled
  • + High damage combo starters, especially on counter hit
  • + Easy to get in range
  • - High pushback, you will have to do a pressure reset immediately if this gets blocked
  • - Fairly low reward at LV1

j.H:

  • + Highest damage air normal
  • + Longer hitstun makes it easier to combo from as opposed to something like j.K
  • + Will cause a stagger on counter hit allowing for bigger combo starters
  • - Harder to set up a safe jump on most knockdowns due to Johnny's floaty jump

6K:

  • + Can sometimes be your only option for a meaty if they get knocked down full screen
  • + If it does hit meaty it can remove its normally bad -1 frame advantage
  • - Can lose to a well timed throw if you get too close
  • - Low reward if it hits at LV1 compared to the other options

Zweihander YRC

Zweihander YRC is one of Johnny's best Oki options. It's safe against most reversals, leads into a good high/low mixup and can be done from almost any range.

Refer to the Strategy section for how to perform Zwei YRC and the mixup afterward.

Bacchus Sigh (Mist) Unblockable

NOTE: Unblockables now behave different. The following section can be used as a guide for how to setup hard knockdowns, but following up off of unblockables is very different as of Rev 1.1

The most common setups leading to a mist unblockable are:

  • 1) off an Air Zweihander One Hit AKA Zweikasu
  • 2) from a j.H performed from a low enough altitude
  • 3) Air LV2 High > land Mist > OTG 2K Coin - see OTG 2K Coin post tech section for details.
  • 4) off of a Treasure Hunt knockdown.

Compared to other versions, Johnny's mist spawns much farther behind him and travels slower. As a result, you generally MUST YRC in order to meaty the opponent In addition, because it travels so slowly, you may need to add additional normals before you release your mist finer in order to buy time for the mist to attach. Also be aware that Mist Finer can be Blitz Shielded by the opponent even when they are misted.

Example Routes

Meaty routes

  • coin>dash>c.S/throw - (coin>dash is generally plus enough to do a frame trap/tick throw mixup)


  • coin>dash>2H>MC>j.K - (coin can also be used to simply setup other moves more safely)


  • 2D(1)>coin - (this lets you get back in if blocked, and starts good combos if it hits)


  • 2K>c.S>5H - (hold back during the 2K>c.S chain to be safe against most reversals, and still continue the string if blocked)


Zweihander YRC routes

After Zwei YRC is blocked -

  • -Airdash>j.KPK
  • -Land>2K
  • -j.P/j.K

The fire from Zweihander causes quite a bit of blockstun on its own. And this gets almost doubled by the YRC slowdown. You can land and go for frame traps with nearly any ground button. Going in for a throw here could also work if timed correctly.


If Zwei YRC hits -

  • -Airdash>j.KPD>Land>5H
  • -Land>coin>5k>LV2 PMF

By waiting a little bit after Zwei YRC hits, you can avoid the 80% forced proration of YRC. Time your attack to hit after the dark screen disappears and you will be able to do a full damage combo.


Mist routes

Knockdown > Mist YRC > 5K/2S/2H/5H > Mist Finer - Single normal into Mist Finer

  • Will beat mashing, upback, and attempting to block or wait. Can also beat most reversals and dead angles if spaced far enough away (2S).
  • Loses to Blitz (still must choose high or low). Loses to some reversal + YRC (allows them to escape, but not punish you).
  • Depending on distance and character, you can potentially option select against backdashes, but it is not universal, and usually requires you be in range of reversals.
This is your basic unblockable starting point. If the opponents cannot deal with this option, keep doing it. Also a good option when you know the opponent has no options.


Knockdown > Mist YRC > Coin > 2S > Mist Finer - Coin into single normal into Mist Finer

  • Will beat mashing, upback, blocking, waiting, backdashing, single blitz. Fairly reversal safe.
Loses to Blitz into Blitz. You are not vulnerable for getting your coin Blitzed but your followup normal can be Blitzed.
Use this when you're scared of the opponent's wakeup blitz, or backdash.


Knockdown > Mist YRC > Coin > Coin > 2S > Mist Finer - Double Coin into single normal into Mist Finer. Generally too far away for most normals other than 2S

  • Same as above, but opponent must blitz three times. Expensive use of coins, but best used when you definitely need the damage.


Zweikasu RC > Mist > Coin > etc

  • Zweikasu RC has massive untech time, allowing you to fully recover from mist and meaty. Since Mist normally requires a YRC for a guaranteed followup, this is effectively spending an extra 25 meter for added advantages.
  • Generally gives you enough time to reposition yourself to an optimal range as they get up, so you're very safe against reversals, and also down bursts.

Knockdown > Mist > YRC > Forward Jump > Air Zweihander YRC > falling j.H (or whatever you feel like) > etc

  • Great against reversals (keeps them blocking even if they YRC), blitz, backdash, basically everything. Saves coins, but uses meter. Use accordingly.


Additionally, here are some strategies that you can also incorporate. These are not guaranteed, but are equally strong options when you have the read on your opponent. Try them out and see which ones work for you.

  • Mist > No YRC > 5K/2H/etc - Good for when you think the opponent is either going to obediently sit there, letting you save some meter. Also very useful for when you're hard reading a reversal. If you know the opponent is going to jump, aiming for the jump with an airthrow or a 2H can also be very useful against opponents who are extremely afraid, as you save meter, and put them in the same situation again. This is also great when you know they're going to burst your unblockable, as the situation will either lead to an airthrow (unburstable) or potentially a far out 2H which is difficult to burst.
  • Mist > YRC > Wait - Use to hardbait wakeup Blitz / Reversals. Often following up with 2H will be hard for an opponent unless they were mashing / immediately jump out. Do not use on opponents who dedicate to upback. This option is best used against opponents who commit heavily to hard answers against your mist unblockables.

Choosing an Oki Route

  • As Johnny you should generally always be applying pressure after you get a knockdown. This can be especially important against characters you need to lock down such as zoners (Venom, Dizzy) or characters who can escape easily (Millia, Chipp).
  • Some knockdowns are better than others. An air Zweihander knockdown will generally give you enough time to reposition and do anything you want. A low height j.H knockdown however will give you less time to reposition in most cases.
  • Be aware of how much meter your opponent has when they are waking up. Blitz and dead angle can be very useful to keep Johnny away. If your opponent has an invincible reversal, they are much more likely to use it when the have 50% tension to Roman Cancel it.
  • Some characters don’t have any reversal outside of their supers. Keep this in mind, as it means you can go for more aggressive Oki options against them when they are under 50% tension.
  • If your opponent is low on life and you have a lot of coins, feel free to use them on wakeup. Most of Johnny's combos only require 1-2 coins to do significant damage. Just keep measuring your opponents health against your remaining coins, and spend them accordingly.
  • Similarly if you have meter to spend, using it to make your Oki better is always a good option. YRC can be used to set up unblockables, option select against backdashes, and even just to mess up the opponents reversal timing.

Video Examples

Mist Unblockable Example

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