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{{ | ==Overview== | ||
= | {{GGACR/CharacterLinks}} | ||
{{ | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
|header=Overview | |||
|content=Johnny is a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. If you can get a handle on Johnny's movelist, then you'll gain access to some incredible offensive capabilities. | |||
The operative word there is "if", though. Johnny is one of the more difficult characters to play in ''+R'' thanks to high execution and a few quirks. Many of Johnny's optimal combos are highly character specific and require a good amount of height management to perform, meaning players may need to grind more than usual on finding combos that work for him. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward, meaning Johnny must often play patiently and considerately to win neutral. | |||
| | |||
If you're willing to commit to getting used to these issues and love the idea of playing one of the coolest characters in the game, Johnny might be your man. | |||
| | }} | ||
{{GGACR/Infobox | |||
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)<br/>[[#2H|2H]] (5F) | |||
|reversal = [[#That's My Name|632146H]] (8F) | |||
}} | |||
{{ProsAndCons | |||
|intro = is defined by a multitude of large, safe attacks and tricky movement and cancel options, requiring a form of precision to effectively cut down his foes at the slightest of exposed gaps. | |||
|pros= | |pros= | ||
* '''Long Horizontal Range''': Johnny has strong options for controlling horizontal space such as {{clr|3|f.S}}, Mist Finer, and more. | * '''Long Horizontal Range''': Johnny has strong options for controlling horizontal space such as {{clr|3|f.S}}, Mist Finer, and more. | ||
* '''Good Anti-airs''': {{clr|1|6P}}, {{clr|1|5P}}, and Mist Finer are potent anti-airs when used at the appropriate spacings. | * '''Good Anti-airs''': {{clr|1|6P}}, {{clr|1|5P}}, and Mist Finer are potent anti-airs when used at the appropriate spacings. | ||
* '''High Damage Potential''': Can find multiple conversions into complicated-yet-extensively rewarding combos. Leads to making his strike/throw game being far more threatening. | * '''High Damage Potential''': Can find multiple conversions into complicated-yet-extensively rewarding combos. Leads to making his strike/throw game being far more threatening. | ||
* '''Very Strong Air Options''': Divine Blade, Ensenga, Unchou's Iai, Killer Joker, and Johnny's air normals are all | * '''Very Strong Air Options''': Divine Blade, Ensenga, Unchou's Iai, Killer Joker, and Johnny's air normals are all excellent tools for neutral and combos. | ||
* '''Unblockables''': Using level 2 Mist | * '''Unblockables''': Using level 2 Mist Finer, [[{{PAGENAME}}/Combos#What_is_an_Enkasu.3F|Enkasu]], and [[{{PAGENAME}}#Bacchus Sigh|Bacchus Sigh]], Johnny can set up unblockables during {{keyword|okizeme}}. | ||
* '''Strike/Throw Mixups''': Johnny's step dash and up-coin help him create throw mixups that are hard to avoid, and lead to decent reward. | * '''Strike/Throw Mixups''': Johnny's step dash and up-coin help him create throw mixups that are hard to avoid, and lead to decent reward. | ||
* '''Good Mobility''': Despite not having a run, Johnny's step dash can be applied in creative ways to bolster his offense. Furthermore, his jump and superjump pair well with his strong air attacks to make it difficult for opponents to contest his air options from the ground. | * '''Good Mobility''': Despite not having a run, Johnny's step dash can be applied in creative ways to bolster his offense. Furthermore, his jump and superjump pair well with his strong air attacks to make it difficult for opponents to contest his air options from the ground. | ||
Line 19: | Line 27: | ||
* '''Susceptible to Low Profile''': Some of Johnny's best pokes, such as {{clr|3|f.S}}, can be low profiled due to their thin hitboxes. | * '''Susceptible to Low Profile''': Some of Johnny's best pokes, such as {{clr|3|f.S}}, can be low profiled due to their thin hitboxes. | ||
* '''Damage Requires Resources''': Johnny's high damage combos will often require coins, meter, or both. | * '''Damage Requires Resources''': Johnny's high damage combos will often require coins, meter, or both. | ||
* '''Stability''': Johnny can have difficulty securing hard knockdowns without level 2 Mist Finer, and even then will sometimes have to choose between knockdown and damage. This problem is exacerbated by the difficulty of performing his good combo routes which can lead to the character having stability issues in competitive play. | * '''Stability''': Johnny can have difficulty securing hard knockdowns without level 2 Mist Finer, and even then will sometimes have to choose between knockdown and damage. This problem is exacerbated by the difficulty of performing his good combo routes which can lead to the character having stability issues in competitive play. | ||
* '''Struggles with Zoning''': Johnny's movement options, although great for offense, are flawed in terms of avoiding zoning tools. Furthermore, Johnny | * '''Struggles with Zoning''': Johnny's movement options, although great for offense, are flawed in terms of avoiding zoning tools. Furthermore, Johnny can struggle when the opponent has better normals than him in a given situation. | ||
* '''Committal Neutral''': In spite of his threatening tools, mishandling of any of them leads to much of his own gaps being easily exposed. | |||
|unique_mechanic1_name= {{IconText|GGACR_Johnny_Coin|[[{{PAGENAME}}#Glitter Is Gold|Coin]]|size=16}} | |unique_mechanic1_name= {{IconText|GGACR_Johnny_Coin|[[{{PAGENAME}}#Glitter Is Gold|Coin]]|size=16}} | ||
|unique_mechanic1= Johnny has a unique resource in the form of coins. 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. Every time Johnny uses his [[{{PAGENAME}}#Glitter Is Gold|Glitter Is Gold]] special one coin will be subtracted | |unique_mechanic1= Johnny has a unique resource in the form of coins. 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. Every time Johnny uses his [[{{PAGENAME}}#Glitter Is Gold|Glitter Is Gold]] special one coin will be subtracted. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. 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. | ||
}} | }} | ||
{{ | </div> | ||
|content= | ===Unique Mechanics=== | ||
====Mist Cancel==== | |||
{{card|width=4 | |||
|header=Mist Cancel | |||
|content=<div style="float: right;">{{#lst:GGACR/Johnny/Data|Mist Cancel}}</div> | |||
Although not explicitly a mechanic, Mist Canceling is an important part of Johnny's character identity. By special canceling a normal into {{MiniMoveCard|input=236[P/K/S]|label=Mist Finer Stance}}, and then exiting Mist Finer Stance by pressing the {{Clr|4|H}} button, Johnny can get the effects of a special cancel without committing fully to a special move. This, in practice, allows the player to modify Johnny's frame advantage on block and on hit substantially. Some moves that are substantially minus on block can become plus on block through Mist Canceling.<br>For example: {{MiniMoveCard|input=5H|label={{Clr|4|5H}}}} is normally -16 on block. When Mist Canceled it becomes +7 — turning the move from punishable to advantaged.<br><br>The frame advantage from Mist Canceling becomes better as the level for Mist Finer increases. This is because the startup for Mist Finer Stance becomes faster as the level of the move goes up. | |||
{{clear}} | |||
}} | }} | ||
== | ===Starter Guide=== | ||
{{StarterBlurb}} | |||
{{FrameChartKey}} | |||
==Normal Moves== | |||
Values for On-Block for ground normals have 4 values separated by "/": | |||
*First value is the normals standard frame data without performing a [[../Strategy#Mist_Cancel|Mist Cancel]] | |||
*Second-Fourth values are for Level 1/2/3 Mist Cancel | |||
===<big>{{clr|1|5P}}</big>=== | ===<big>{{clr|1|5P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 6 | |||
| | }} | ||
Sparkles. Whiffs over most crouchers. | |||
*A decent anti-air, though lacking the invincibility of {{clr|1|6P}}, it has faster startup and less scaling and proration. | |||
{{# | |||
| | |||
== | |||
*A decent anti-air, | |||
*On air counter-hit, can jump-cancel for an air combo. Otherwise chain to {{clr|3|c.S}}, or cancel to Coin. Has similar animation to Coin. | *On air counter-hit, can jump-cancel for an air combo. Otherwise chain to {{clr|3|c.S}}, or cancel to Coin. Has similar animation to Coin. | ||
[[/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}} | |||
}} | |||
===<big>{{clr|2|5K}}</big>=== | ===<big>{{clr|2|5K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 5 | |||
|recovery = 9 | |||
| | }} | ||
All around good move and your main poke. Good hitbox, and not easily punished on whiff. The focal point of your ground game. | |||
*Getting around your {{clr|2|5K}} should be the thought that permeates your opponent's mind. | |||
{{# | |||
| | |||
== | |||
* | |||
*Does not prorate, making it a good hit-confirm for combos. | *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. | *On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage. | ||
[[/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}} | |||
}} | |||
===<big>{{clr|3|c.S}}</big>=== | ===<big>{{clr|3|c.S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=c.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 8 | |||
| | }} | ||
Sort of an intermediary between {{clr|1|2P}} and {{clr|2|5K}}. One frame slower than {{clr|1|2P}} and less range than {{clr|2|5K}}, but more frame advantage on block, and a larger hitbox, vertically. | |||
{{# | |||
| | |||
== | |||
*A great move to use as your throw option select. | *A great move to use as your throw option select. | ||
[[/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>=== | ===<big>{{clr|3|f.S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=f.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 3 | |||
|recovery = 21 | |||
| | }} | ||
Hits farther and harder than {{clr|2|5K}}, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. | |||
*Risky to use, but has excellent reach for its speed, so it is usually your best option for burst and whiff punishes. | |||
*Nifty combo tool as it confirms Mist Finer Jackhound and Mist Finer at good ranges, and can set up Divine Blade enders. | |||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}} | |||
}} | |||
{{# | |||
| | |||
== | |||
*Risky to use, but has excellent reach for its speed. | |||
* | |||
===<big>{{clr|4|5H}}</big>=== | ===<big>{{clr|4|5H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 2 | |||
|recovery = 33 | |||
| | }} | ||
Controls a lot of space, ground-wise and air-wise. Great for stopping jump-outs and as a pressure tool. | |||
*Extends your hurtbox forward, be mindful of this and its startup. | |||
*Extends your | |||
*Easily backdashed, and horrible if whiffed. Can be low profiled. | *Easily backdashed, and horrible if whiffed. Can be low profiled. | ||
* | *Combo staple for applying damage before going into Mist Finer. | ||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}} | |||
}} | |||
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | ===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | ||
{{GGACR_Move_Card | |||
|input=5D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 30 | |||
|active = 8 | |||
|recovery = 6 | |||
| | }} | ||
Very slow overhead. Johnny's only true standing overhead. | |||
{{# | |||
| | |||
== | |||
*On block, neutral at worst, +7 at best. | *On block, neutral at worst, +7 at best. | ||
*Deceptive reach. | *Deceptive reach. | ||
</ | }} | ||
</ | |||
===<big>{{clr|1|6P}}</big>=== | |||
{{GGACR_Move_Card | |||
|input=6P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 6 | |||
|recovery = 10 | |||
}} | |||
Your 'go-to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. | |||
*Can either start a combo or go to coin when you need to hit Level 2. | |||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}} | |||
}} | |||
===<big>{{clr|2|6K}}</big>=== | |||
{{GGACR_Move_Card | |||
|input=6K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 16 | |||
|active = 4 | |||
|recovery = 16 | |||
|frcStart = 12 | |||
|frcEnd = 13 | |||
}} | |||
A dashing, upwards kick that covers similar ground to Johnny's forward dash. Hits sooner than a normal-cancelled dash, making it good for pressure and chasing opponents. It goes over most mid pokes, but is easily called out by low-hitting pokes. It also has some upper body invincibility in the middle of its startup, but is still more of a ground-to-air poke than an anti-air. | |||
*[[GGACR/Mechanics#Force Roman Cancel|FRC]] window on frames 12~13f makes it useful for tick throws. | |||
*Can be hard to contest on block, especially with MFC. On hit can give combo or quick coin level up. | |||
}} | |||
===<big>{{clr|4|6H}}</big>=== | |||
{{GGACR_Move_Card | |||
|input=6H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 18 | |||
|active = 2 | |||
|recovery = 32 | |||
}} | |||
Long range poke, controls a lot of ground space. | |||
*Hit box moves back slightly at startup. | |||
*The highest damage you can get in a single hit. Also your slowest poke. | |||
*Jump cancellable. | |||
}} | |||
===<big>{{clr|4|3H}}</big>=== | |||
{{GGACR_Move_Card | |||
|input=3H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 10 | |||
|recovery = 31 | |||
|offset = 8 | |||
|inactive = 2 | |||
}} | |||
Johnny's classic 2H from ''GGX'' originally exclusive to his EX Mode in all ''XX'' iterations, now added back as an addition to his base version moveset. | |||
*2 hits. First hit hits around the feet, where {{clr|4|5H}} doesn't. Also has a lot of active frames. | |||
*Second hit is like a {{clr|4|5H}}. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do. | |||
*If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup. | |||
*Can special cancel at any time, as long as the first hit has made contact. | |||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|6H}} | |||
}} | |||
===<big>{{clr|1|2P}}</big>=== | ===<big>{{clr|1|2P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 3 | |||
|recovery = 6 | |||
| | }} | ||
Like a close range version of your {{clr|2|5K}}. | |||
{{# | |||
| | |||
== | |||
*Is all around faster than {{clr|2|5K}}, but has a little bit of proration. | *Is all around faster than {{clr|2|5K}}, but has a little bit of proration. | ||
*Tends to beat and lose to the same moves as {{clr|2|5K}}. | *Tends to beat and lose to the same moves as {{clr|2|5K}}. | ||
*Natural frame advantage on block | *Natural frame advantage on block. | ||
[[/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}} | |||
}} | |||
===<big>{{clr|2|2K}}</big>=== | ===<big>{{clr|2|2K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 4 | |||
|recovery = 4 | |||
| | }} | ||
Hits low. Compliments your {{clr|2|5K}}. | |||
{{# | |||
| | |||
== | |||
*Good frame advantage on block, and has a long cancel window. | *Good frame advantage on block, and has a long cancel window. | ||
*Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking | *Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking in neutral, but a good dash-in move in Johnny's effective range. | ||
*Properly meatied, {{clr|2|2K}} is reversal safe against many reversals. | *Properly meatied, {{clr|2|2K}} is reversal safe against many reversals. | ||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|3|2S}}</big>=== | ===<big>{{clr|3|2S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 6 | |||
|recovery = 12 | |||
}} | |||
What {{clr|2|2K}} is to {{clr|2|5K}}, {{clr|3|2S}} is to {{clr|3|f.S}}. | |||
*Hits low. Good active frames, good meaty, good neutral poke when {{clr|3|f.S}} would whiff. | *Hits low. Good active frames, good meaty, good neutral poke when {{clr|3|f.S}} would whiff. | ||
*Prorates a lot. | *Prorates a lot, but still has application in combos, especially for ease of execution. | ||
*Proper use of {{clr|3|2S}} is essential to many matchups. | *Proper use of {{clr|3|2S}} is essential to many matchups. | ||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}} | |||
}} | |||
===<big>{{clr|4|2H}}</big>=== | ===<big>{{clr|4|2H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 6 | |||
|recovery = 29 | |||
| | }} | ||
While it is very fast and has long reach, both horizontally and a little bit vertically, this move is one of Johnny's least used normals. Its speed and hitbox let it occasionally be a good mash option, though otherwise it is an awkward move with niche match-up applications; as its whiff and block recovery are enormous and it can be punished on normal hit because it is not special cancelable. | |||
The stagger on counterhit makes its use in abare enticing, though it's not recommended to rely on {{clr|H|2H}} or use it frequently for much of anything. | |||
*Is not special cancelable. | |||
*Moves you backwards and poses you out of harm's way. | |||
* | |||
*Staggers on CH. | *Staggers on CH. | ||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}} | |||
}} | |||
===<big>{{clr|5|2D}}</big>=== | ===<big>{{clr|5|2D}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 5 | |||
|recovery = 22 | |||
| | |inactive = 3 | ||
|offset = 2 | |||
}} | |||
2 hits, both low. Second hit knocks down. {{clr|5|2D}}(1)>Coin will connect on most of the cast at most ranges. | |||
*Good to Mist Cancel off of. | |||
**Good blockstring filler, to train them in to the habit of blocking low. | |||
*Good to Mist Cancel off of. | |||
*Good blockstring filler, to train them in to the habit of blocking low. | |||
*Mixup which hit you Mist Cancel, to keep them wary. | *Mixup which hit you Mist Cancel, to keep them wary. | ||
*Has a little bit more reach than {{clr|3|2S}} and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff. | *Has a little bit more reach than {{clr|3|2S}} and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff. | ||
}} | |||
===<big>{{clr|1|j.P}}</big>=== | ===<big>{{clr|1|j.P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 5 | |||
|recovery = 9 | |||
| | }} | ||
Your fastest air normal. Useful for air combos against certain characters to ensure {{clr|2|j.K}} lands. | |||
{{ | |||
[[/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}} | |||
[[ | }} | ||
===<big>{{clr|2|j.K}}</big>=== | ===<big>{{clr|2|j.K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 6 | |||
|recovery = 8 | |||
| | }} | ||
Crossup, decent air-to-ground, and all around combo tool in the air. | |||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | |||
[[ | }} | ||
===<big>{{clr|3|j.S}}</big>=== | ===<big>{{clr|3|j.S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 2 | |||
|recovery = 23 | |||
| | }} | ||
Good air-to-air. Also good air-to-ground when spaced. Can be used to zone out a lot of space. | |||
*Crossup. Whiffs on crouching hit boxes. | *Crossup. Whiffs on crouching hit boxes. | ||
*Fast recovery allows for additional movements or attacks afterwards. | *Fast recovery allows for additional movements or attacks afterwards. | ||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}, {{clr|5|j.D}} | |||
[[ | }} | ||
===<big>{{clr|4|j.H}}</big>=== | ===<big>{{clr|4|j.H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 5 | |||
|recovery = 21 | |||
| | }} | ||
Excellent air-to-ground. When spaced such that it hits at the tip, it is very hard to anti-air. | |||
*Offers extra damage in optimized, height/character specific air combos. | |||
*Typically used to combo into Divine Blade when you're looking to knock down. | |||
* | |||
' | |||
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} | |||
[[ | }} | ||
===<big>{{clr|5|j.D}}</big>=== | ===<big>{{clr|5|j.D}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 7 | |||
|recovery = 14 | |||
|specialRecovery = 5 | |||
}} | |||
Best air-to-air for hitting opponents above you, can also be used to snuff out opponents trying to jump out. Crosses up. | |||
*Johnny's highest damage air normal | |||
*De facto combo ender as it wallbounces and goes into Ensenga/Enkasu, and will also catch opponents going upwards as you combo. | |||
}} | |||
| | |||
' | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GGACR_Move_Card | |||
|input=Ground Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it. | Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it. | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GGACR_Move_Card | |||
|input=Air Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner. | Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner. | ||
}} | |||
===<big>[[GGACR/ | ===<big>[[GGACR/Mechanics#Dead Angle Attack|Dead Angle Attack]]</big>=== | ||
{{GGACR_Move_Card | |||
|input=DAA | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 10 | |||
|recovery = 10 | |||
| | }} | ||
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state. | Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state. | ||
< | }} | ||
</ | |||
===<big>Dash</big>=== | |||
{{GGACR_Move_Card | |||
|input=66 | |||
|description= | |||
Johnny's unique step dash has some below knee invul, allowing him to go over lows. | |||
It also has the unique property that Johnny is considered airborne during it which means he will get floated on hit as if he was hit airborne, this can both be an advantage and a disadvantage depending on the opponent. Despite this he is still able to cancel the dash into a jump. | |||
}} | |||
==Special Moves== | |||
===<big>Mist Finer Stance</big>=== | ===<big>Mist Finer Stance</big>=== | ||
{{InputBadge|{{clr|1|236[P]}}\{{clr|2|236[K]}}\{{clr|3|236[S]}}}} | |||
{{GGACR_Move_Card | |||
|input=236[P/K/S],Stance 66,Stance 44, Stance H | |||
|description= | |||
Johnny's most important tool. It's an essential Johnny technique. | |||
*Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage! | |||
{{ | |||
*How to Mist Cancel | *How to Mist Cancel | ||
Line 756: | Line 417: | ||
**3. Hold button to stay in Mist Stance. | **3. Hold button to stay in Mist Stance. | ||
**4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.) | **4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.) | ||
When Mist Finer stance is released (not cancelled), Johnny's Mist Level resets to 1. | |||
}} | |||
===<big>Mist Finer: Upper</big>=== | ===<big>Mist Finer: Upper</big>=== | ||
{{InputBadge|{{clr|1|236]P[}}}} | |||
{{GGACR_Move_Card | |||
|input=236P Lv1,236P Lv2,236P Lv3 | |||
|description= | |||
'''Level 1''' | |||
Level 1 High is a good anti-air for when your opponent is out of {{clr|1|6P}} range and/or is doing a move that will beat {{clr|1|6P}}. On air hit will send them away, and on counter it scores a knockdown, allowing you to chase. | |||
Its use as a combo tool is limited, mostly seen after the follow-ups after Jackhound. | |||
---- | |||
'''Level 2''' | |||
Level 2 High causes a wallbounce on hit, and is one of his vital combo tool. Same as Level 1, it functions like an anti-air but better, due to the reduced startup and wallbounce. | |||
---- | |||
'''Level 3''' | |||
Level 3 deals a swift barrage of high and mid slashes, and cause a long float state on hit. Also an excellent combo tool. | |||
{{ | It is also an excellent anti-air, eats about 20% meter when air blocked, and many opponents will let go of FD too early and get hit. | ||
}} | |||
| | |||
''' | |||
===<big>Mist Finer: Middle</big>=== | ===<big>Mist Finer: Middle</big>=== | ||
{{InputBadge|{{clr|2|236]K[}}}} | |||
{{GGACR Move Card | |||
|input=236K Lv1,236K Lv2,236K Lv3 | |||
|description= | |||
'''Level 1''' | |||
Level 1 Mid will knock down on hit, and is useful as a poke in some match-ups. After knockdown, you can use {{MMC|input=421S|label=KJT}} to approach in midscreen. | |||
*Removes one point of durability from projectiles, but loses hit potential. | |||
---- | |||
'''Level 2''' | |||
Level 2 Mid will cause a groundslide on hit, which is the core combo part in the corner. | |||
While using as a poke might be wasteful, Level 2 MF has the property that on clash with projectiles, the hit ''will not lose hit potential'' whether the projectile is deleted or not, allowing you to counterpoke in certain matchups. | |||
---- | |||
'''Level 3''' | |||
Level 3 Mid deals a swift barrage of mid and low slashes, and is not as good as a combo tool compared to Level 2. While the final hit causes a stagger state, FRC will usually be required to follow up if the opponent wiggles out. | |||
Because of its range and ridiculous active time, it is useful as a sure-fire counter to virtually any sort of {{keyword|abare}}. | |||
* You can move forward or backwards during the attack. | |||
}} | |||
{{ | |||
===<big>Mist Finer: Lower</big>=== | ===<big>Mist Finer: Lower</big>=== | ||
{{InputBadge|{{clr|3|236]S[}}}} | |||
{{GGACR_Move_Card | |||
|input=236S Lv1,236S Lv2,236S Lv3 | |||
|description= | |||
'''Level 1''' | |||
Level 1 Low sends the opponent flying towards you on hit, but they can tech quite early and has no combo potential outside following up with {{MMC|input=214H|label=Up Coin}}. | |||
On counter it will cause untechable float, allowing you to combo in the same fashion as Level 2 Low. | |||
---- | |||
'''Level 2''' | |||
Level 2 Low causes the same behavior on hit as at level 1, but with greater untech time, higher float and less recovery. This is a vital conversion tool at midscreen and when cornered. | |||
---- | |||
'''Level 3''' | |||
{| | |||
Level 3 Low deals a swift barrage of low slashes, ending with a Level 1 Mid hit. Is not useful outside catching abares and chipping. | |||
}} | |||
===<big>Glitter Is Gold</big>=== | ===<big>Glitter Is Gold</big>=== | ||
{{InputBadge|{{clr|4|236H}}\{{clr|4|214H}}}} | |||
{{GGACR_Move_Card | |||
|input=236H,214H | |||
|description= | |||
{{ | |||
| | |||
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's {{clr|5|2D}} or Grand Viper). | You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's {{clr|5|2D}} or Grand Viper). | ||
*The coin spawns at Johnny's finger tips, so using it too close will cause Johnny's hand to go through the opponent and spawn the coin behind them. | |||
*Has its uses as a zoning tool, with the 214H version as a recent addition to ''+R'' being a good way to call-out aerial approaches or to prevent liberal occurrences of them. | *Has its uses as a zoning tool, with the 214H version as a recent addition to ''+R'' being a good way to call-out aerial approaches or to prevent liberal occurrences of them. | ||
*For the most part, in combos, the coins often serve more to extend them into repeated Level 2 Mist Finers in the hands of dexterous players, given the benefits of the said Level 2 versions as combo tools on their own. | *For the most part, in combos, the coins often serve more to extend them into repeated Level 2 Mist Finers in the hands of dexterous players, given the benefits of the said Level 2 versions as combo tools on their own. | ||
**Even then, trying to throw coins randomly may exhaust your options, but the best reward is always finding a way to stick them into a combo of any sort. | **Even then, trying to throw coins randomly may exhaust your options, but the best reward is always finding a way to stick them into a combo of any sort. | ||
}} | |||
===<big>Bacchus Sigh</big>=== | ===<big>Bacchus Sigh</big>=== | ||
{{InputBadge|{{clr|1|214P}}}} | |||
{{GGACR_Move_Card | |||
|input=214P | |||
|description= | |||
Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent cannot block Mist Finer attacks for as long as Bacchus Sigh is attached. | |||
*Projectile moves rather slowly, but has some slight tracking. Even then, trying to rely on this to land on your foe in the open isn't going to do any wonders. | |||
{{ | |||
| | |||
Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent | |||
*Projectile moves rather | |||
*Will attach to downed opponents, thus it's a prime oki tool should Johnny score a valuable knockdown with time to act. | *Will attach to downed opponents, thus it's a prime oki tool should Johnny score a valuable knockdown with time to act. | ||
*FRC: 41f~46f | *FRC: 41f~46f - Use this to land a meaty when your knockdown is not advantegous enough. | ||
}} | |||
===<big>Ensenga</big>=== | ===<big>Ensenga</big>=== | ||
{{InputBadge|{{clr|4|j.41236H}}}} | |||
{{GGACR_Move_Card | |||
|input=j.41236H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 5 | |||
|inactive = 2 | |||
| | |offset = 2 | ||
|specialRecovery = 16 | |||
}} | |||
Overhead. Not a projectile. Connecting with only the first hit gives an advantageous knockdown. This is called an [[{{PAGENAME}}/Combos#What_is_an_Enkasu.3F|Enkasu]]. | |||
*Can be tiger-kneed for a quick overhead. Leads to damaging combos when RCd. | |||
*First hit scores knockdown at most heights against the entire cast. | |||
**Second hit causes a Blowback effect, which can score knockdown at low heights. | |||
*First hit | |||
**Second hit | |||
*Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second. | *Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second. | ||
*Halts and/or slightly carries some of Johnny's aerial momentum in the air; the latter case is often so whenever this move is TK'd. | *Halts and/or slightly carries some of Johnny's aerial momentum in the air; the latter case is often so whenever this move is TK'd. | ||
}} | |||
===<big>Divine Blade</big>=== | ===<big>Divine Blade</big>=== | ||
{{InputBadge|{{clr|3|623S}} > {{clr|3|S}}}} | |||
{{GGACR_Move_Card | |||
|input=623S,623S > S | |||
|description= | |||
Invincible from frames 5 to 17, goes away if you use Divine Blade. | |||
*Automatically jump-installs. Has some potential as a mix-up tool when the attack is FRCd. | |||
*FRC: Both on the transport itself and the attack. The trajectory of the transport is retained. | |||
*The FRC on the transport must be inputted with {{clr|1|P}}+{{clr|2|K}}+{{clr|4|H}}, as {{clr|3|S}} will instead perform the attack. | |||
}} | |||
{{ | |||
===<big>Air Divine Blade</big>=== | ===<big>Air Divine Blade</big>=== | ||
{{InputBadge|{{clr|3|j.236S}}}} | |||
{{GGACR_Move_Card | |||
|input=j.236S | |||
|description= | |||
{{ | |||
| | |||
One of your primary anti-anti airs, as it stalls your momentum when performed. Also used in shorter air combos to land an easier knockdown than performing an enkasu. Ground bounces on counter hit, allowing for a followup combo afterwards. | One of your primary anti-anti airs, as it stalls your momentum when performed. Also used in shorter air combos to land an easier knockdown than performing an enkasu. Ground bounces on counter hit, allowing for a followup combo afterwards. | ||
FRC: 15f~16f - Cancels out projectiles. | *FRC: 15f~16f - Cancels out projectiles. | ||
}} | |||
===<big>Killer Joker</big>=== | ===<big>Killer Joker</big>=== | ||
{{InputBadge|{{clr|3|421S}} > {{clr|3|S}}}} | |||
{{GGACR_Move_Card | |||
|input=421S,421S > S | |||
|description= | |||
An excellent combo tool when the attack is FRC'd. Has use as a pressure reset and commital neutral tool. | |||
*FRC: Both on the transport itself and the attack. The trajectory of the transport is retained. | |||
*The FRC on the transport must be inputted with {{clr|1|P}}+{{clr|2|K}}+{{clr|4|H}}, as {{clr|3|S}} will instead perform the attack. | |||
}} | |||
{| | |||
===<big>Air Killer Joker</big>=== | ===<big>Air Killer Joker</big>=== | ||
{{InputBadge|{{clr|3|j.214S}}}} | |||
{{GGACR_Move_Card | |||
|input=j.214S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 3 | |||
|specialRecovery = 13 | |||
| | }} | ||
Important air combo tool when used with FRC. Also good for baiting out anti-airs. | |||
*FRC: 12f~14f - On FRC, restores air movement. Can only be done once while in the air. | |||
}} | |||
FRC: 12f~14f - On FRC, restores air movement. Can only be done once while in the air. | |||
==Force Breaks== | ==Force Breaks== | ||
===<big>Jackhound</big>=== | ===<big>Jackhound</big>=== | ||
{{InputBadge|{{clr|5|214D}}}} | |||
{{GGACR_Move_Card | |||
|input=214D,Stance > 214D,Stance Step > 214D | |||
|description= | |||
A mid-ranged projectile call-out and whiff punish move. Important for conversions since it can give a full combo from stray pokes like {{clr|3|f.S}}. Each subsequent version has higher stagger time and better initial proration. | |||
*Normal Jackhound is the least useful one due to being easily shakable out of. Reserved for reactionary punishes and avoiding dropping combos. | |||
*Stance Jackhound is the most common one. Best for juggles since it launches higher and has highest untechable time. | |||
*Step Jackhound has highest stagger time and more effective distance because of dash, but can be hard to execute. | |||
}} | |||
{{ | |||
| | |||
| | |||
A mid-ranged call-out | |||
* | |||
===<big>Return Jack</big>=== | ===<big>Return Jack</big>=== | ||
{{InputBadge|{{clr|5|214D}} > {{clr|5|236D}}}} | |||
{{GGACR_Move_Card | |||
|input=214D > 236D | |||
|description= | |||
Followup that grants one Mist Level and a knockdown, but requires additional 25% Tension. Rarely used when Johnny has coins because it gives up a lot of damage. | |||
*Despite the input technically being different, crossing up causes the input to be same motion twice because you're now facing the opposite direction. | |||
}} | |||
| | |||
{{ | |||
| | |||
* | |||
==Overdrives== | ==Overdrives== | ||
===<big>That's My Name</big>=== | ===<big>That's My Name</big>=== | ||
{{InputBadge|{{clr|4|632146H}}}} | |||
{{GGACR_Move_Card | |||
|input=632146H | |||
|description= | |||
{{ | |||
| | |||
Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny just to line the slash trails up properly as a J. | Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny just to line the slash trails up properly as a J. | ||
* | *The explosion is just for show. Only the slashes deal damage. | ||
}} | |||
===<big>Uncho's Iai</big>=== | ===<big>Uncho's Iai</big>=== | ||
{{InputBadge|{{clr|4|j.236236H}}}} | |||
{{GGACR_Move_Card | |||
|input=j.236236H | |||
|description= | |||
{{ | |||
| | |||
A new addition in ''+R'' previously only available to his EX mode, Unchou is a unique air super. On hit it resets both Johnny and the opponent to a static vertical position (although horizontal distance is the same as when it connects) allowing you to stabilize air combos to either continue the combo, end in a level up, or further extend your damage. | A new addition in ''+R'' previously only available to his EX mode, Unchou is a unique air super. On hit it resets both Johnny and the opponent to a static vertical position (although horizontal distance is the same as when it connects) allowing you to stabilize air combos to either continue the combo, end in a level up, or further extend your damage. | ||
On whiff or block, Johnny will land and pause a moment to sheathe his katana, leaving him in a prolonged state of vulnerability. Be sure of yourself when you throw this out. | |||
}} | |||
==Instant Kill== | ==Instant Kill== | ||
===<big>Joker Trick</big>=== | ===<big>Joker Trick</big>=== | ||
{{InputBadge|During IK Mode: {{clr|4|236236H}}}} | |||
{{GGACR_Move_Card | |||
|input=236236H | |||
|description= | |||
Johnny tosses a playing card that captures his opponent, then slices it in half. On hit, Johnny will move to the left side and both characters will be shifted toward the center of the screen. Stance activation and startup are among the fastest in the game. Whiffs on crouchers and characters with small hurtboxes. | |||
*Does not hit dizzied: JA, DI, AB, SO, BA, HO, KL, AX, CH | |||
*Counts as a projectile. | |||
*Similar to coin toss, the projectile for this will spawn just ahead of Johnny's finger tips. Don't waste your chance to IK by getting too close to the opponent. | |||
**The card will travel across the screen for the listed active frames, unless Johnny gets hit or it touches an opponent. | |||
}} | |||
{{ | |||
| | |||
==Colors== | ==Colors== | ||
{{GGACRColors | {{GGACRColors|Character=Johnny}} | ||
==Navigation== | ==Navigation== | ||
{{ | {{GGACR/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GGACR/Navigation}} | ||
Latest revision as of 20:55, 14 April 2024
Overview
Johnny is a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. If you can get a handle on Johnny's movelist, then you'll gain access to some incredible offensive capabilities.
The operative word there is "if", though. Johnny is one of the more difficult characters to play in +R thanks to high execution and a few quirks. Many of Johnny's optimal combos are highly character specific and require a good amount of height management to perform, meaning players may need to grind more than usual on finding combos that work for him. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward, meaning Johnny must often play patiently and considerately to win neutral.
If you're willing to commit to getting used to these issues and love the idea of playing one of the coolest characters in the game, Johnny might be your man.Damage Received Mod |
×1 |
Guts Rating |
4/5 |
Gravity Mod |
×0.98 |
Stun Resistance |
70 |
Prejump |
4F |
Backdash |
11F (1~7F Strike Invuln) |
Forwards Dash |
22F |
Wakeup Timing |
25F (Face Up)/ 24F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Unique Movement Options |
Step Dash Divine Blade Killer Joker |
Fastest Attack |
5P (5F) 2P (5F) 2H (5F) |
Reversals |
632146H (8F) |
Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options, requiring a form of precision to effectively cut down his foes at the slightest of exposed gaps.
- Long Horizontal Range: Johnny has strong options for controlling horizontal space such as f.S, Mist Finer, and more.
- Good Anti-airs: 6P, 5P, and Mist Finer are potent anti-airs when used at the appropriate spacings.
- High Damage Potential: Can find multiple conversions into complicated-yet-extensively rewarding combos. Leads to making his strike/throw game being far more threatening.
- Very Strong Air Options: Divine Blade, Ensenga, Unchou's Iai, Killer Joker, and Johnny's air normals are all excellent tools for neutral and combos.
- Unblockables: Using level 2 Mist Finer, Enkasu, and Bacchus Sigh, Johnny can set up unblockables during okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
- Strike/Throw Mixups: Johnny's step dash and up-coin help him create throw mixups that are hard to avoid, and lead to decent reward.
- Good Mobility: Despite not having a run, Johnny's step dash can be applied in creative ways to bolster his offense. Furthermore, his jump and superjump pair well with his strong air attacks to make it difficult for opponents to contest his air options from the ground.
- Susceptible to Low Profile: Some of Johnny's best pokes, such as f.S, can be low profiled due to their thin hitboxes.
- Damage Requires Resources: Johnny's high damage combos will often require coins, meter, or both.
- Stability: Johnny can have difficulty securing hard knockdowns without level 2 Mist Finer, and even then will sometimes have to choose between knockdown and damage. This problem is exacerbated by the difficulty of performing his good combo routes which can lead to the character having stability issues in competitive play.
- Struggles with Zoning: Johnny's movement options, although great for offense, are flawed in terms of avoiding zoning tools. Furthermore, Johnny can struggle when the opponent has better normals than him in a given situation.
- Committal Neutral: In spite of his threatening tools, mishandling of any of them leads to much of his own gaps being easily exposed.
Unique Mechanics
Mist Cancel
Mist Cancel Advantage | ||||
---|---|---|---|---|
Normal | Raw | Level 1 | Level 2 | Level 3 |
5P | 0 | -2 | +1 | +3 |
5K | -2 | 0 | +3 | +5 |
c.S | +3 | +2 | +5 | +7 |
f.S | -7 | +5 | +8 | +10 |
5H | -16 | +7 | +10 | +12 |
5D | 0 | N/A | ||
6P | -2 | +2 | +5 | +7 |
6K | -3 | +5 | +8 | +10 |
6H | -15 | +7 | +10 | +12 |
3H | -14 | +7 | +10 | +12 |
2P | +1 | -2 | +1 | +3 |
2K | +2 | -2 | +1 | +3 |
2S | -4 | +2 | +5 | +7 |
2H | -15 | N/A | ||
2D | -8 | +5 | +8 | +10 |
Although not explicitly a mechanic, Mist Canceling is an important part of Johnny's character identity. By special canceling a normal into Mist Finer StanceGuardStartupRecoverySee notesAdvantage-, and then exiting Mist Finer Stance by pressing the H button, Johnny can get the effects of a special cancel without committing fully to a special move. This, in practice, allows the player to modify Johnny's frame advantage on block and on hit substantially. Some moves that are substantially minus on block can become plus on block through Mist Canceling.
For example: 5HGuardMidStartup11Recovery33Advantage-16/+7/+10/+12 is normally -16 on block. When Mist Canceled it becomes +7 — turning the move from punishable to advantaged.
The frame advantage from Mist Canceling becomes better as the level for Mist Finer increases. This is because the startup for Mist Finer Stance becomes faster as the level of the move goes up.
Starter Guide
Normal Moves
Values for On-Block for ground normals have 4 values separated by "/":
- First value is the normals standard frame data without performing a Mist Cancel
- Second-Fourth values are for Level 1/2/3 Mist Cancel
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Mid | 5 | 4 | 6 | 0/-2/+1/+3 |
Sparkles. Whiffs over most crouchers.
- A decent anti-air, though lacking the invincibility of 6P, it has faster startup and less scaling and proration.
- On air counter-hit, can jump-cancel for an air combo. Otherwise chain to c.S, or cancel to Coin. Has similar animation to Coin.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | Mid | 6 | 5 | 9 | -2/+0/+3/+5 |
All around good move and your main poke. Good hitbox, and not easily punished on whiff. The focal point of your ground game.
- Getting around your 5K should be the thought that permeates your opponent's mind.
- 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.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 6 | 7 | 2 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | Mid | 6 | 3 | 8 | +3/+2/+5/+7 |
Sort of an intermediary between 2P and 5K. One frame slower than 2P and less range than 5K, but more frame advantage on block, and a larger hitbox, vertically.
- A great move to use as your throw option select.
Gatling Options: 6P, 2K, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
34 | Mid | 8 | 3 | 21 | -7/+5/+8/+10 |
Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently.
- Risky to use, but has excellent reach for its speed, so it is usually your best option for burst and whiff punishes.
- Nifty combo tool as it confirms Mist Finer Jackhound and Mist Finer at good ranges, and can set up Divine Blade enders.
Gatling Options: 2S, 2H, 6H, 3H, 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 14 | 6 | 4 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
42 | Mid | 11 | 2 | 33 | -16/+7/+10/+12 |
Controls a lot of space, ground-wise and air-wise. Great for stopping jump-outs and as a pressure tool.
- Extends your hurtbox forward, be mindful of this and its startup.
- Easily backdashed, and horrible if whiffed. Can be low profiled.
- Combo staple for applying damage before going into Mist Finer.
Gatling Options: 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Attack is fully extended on 12F
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
22 | High | 30 | 8 | 6 | 0 |
Very slow overhead. Johnny's only true standing overhead.
- On block, neutral at worst, +7 at best.
- Deceptive reach.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 20 | 3 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | Mid | 11 | 6 | 10 | -2/+2/+5/+7 | 1~4F Upper Body 5~16F Above Knees |
Your 'go-to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames.
- Can either start a combo or go to coin when you need to hit Level 2.
Gatling Options: 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 10 | 10 | 3 |
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 16 | 4 | 16 | -3/+5/+8/+10 | 7~13F Upper Body |
A dashing, upwards kick that covers similar ground to Johnny's forward dash. Hits sooner than a normal-cancelled dash, making it good for pressure and chasing opponents. It goes over most mid pokes, but is easily called out by low-hitting pokes. It also has some upper body invincibility in the middle of its startup, but is still more of a ground-to-air poke than an anti-air.
- FRC window on frames 12~13f makes it useful for tick throws.
- Can be hard to contest on block, especially with MFC. On hit can give combo or quick coin level up.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
12~13F | 14 | 20 | 4 |
- Wall sticks on CH (untechable for 90F, sticks for 30F)
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
64 | Mid | 18 | 2 | 32 | -15/+7/+10/+12 |
Long range poke, controls a lot of ground space.
- Hit box moves back slightly at startup.
- The highest damage you can get in a single hit. Also your slowest poke.
- Jump cancellable.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 9 | 5 |
- Blows back opponent on air hit
3H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28×2 | Mid | 11 | 8(2)2 | 31 | -14/+7/+10/+12 |
Johnny's classic 2H from GGX originally exclusive to his EX Mode in all XX iterations, now added back as an addition to his base version moveset.
- 2 hits. First hit hits around the feet, where 5H doesn't. Also has a lot of active frames.
- Second hit is like a 5H. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do.
- If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup.
- Can special cancel at any time, as long as the first hit has made contact.
Gatling Options: 5H, 6H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10×2 | 6×2 | 5 |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | Mid | 5 | 3 | 6 | +1/-2/+1/+3 |
Like a close range version of your 5K.
- Is all around faster than 5K, but has a little bit of proration.
- Tends to beat and lose to the same moves as 5K.
- Natural frame advantage on block.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 3 | 8 | 1 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 8 | 4 | 4 | +2/-2/+1/+3 |
Hits low. Compliments your 5K.
- Good frame advantage on block, and has a long cancel window.
- Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking in neutral, but a good dash-in move in Johnny's effective range.
- Properly meatied, 2K is reversal safe against many reversals.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 75% | 3 | 8 | 1 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 9 | 6 | 12 | -4/+2/+5/+7 |
What 2K is to 5K, 2S is to f.S.
- Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff.
- Prorates a lot, but still has application in combos, especially for ease of execution.
- Proper use of 2S is essential to many matchups.
Gatling Options: 5H, 2H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 75% | 8 | 7 | 3 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
48 | Mid | 5 | 6 | 29 | -16 |
While it is very fast and has long reach, both horizontally and a little bit vertically, this move is one of Johnny's least used normals. Its speed and hitbox let it occasionally be a good mash option, though otherwise it is an awkward move with niche match-up applications; as its whiff and block recovery are enormous and it can be punished on normal hit because it is not special cancelable.
The stagger on counterhit makes its use in abare enticing, though it's not recommended to rely on 2H or use it frequently for much of anything.
- Is not special cancelable.
- Moves you backwards and poses you out of harm's way.
- Staggers on CH.
Gatling Options: 5D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Staggers on ground CH (max 41F)
- Johnny is in CH state 1~35F
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25×2 | Low | 9 | 2(3)3 | 22 | -8/+5/+8/+10 |
2 hits, both low. Second hit knocks down. 2D(1)>Coin will connect on most of the cast at most ranges.
- Good to Mist Cancel off of.
- Good blockstring filler, to train them in to the habit of blocking low.
- Mixup which hit you Mist Cancel, to keep them wary.
- Has a little bit more reach than 2S and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 11×2 | 6×2 | 4 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 6 | 5 | 9 |
Your fastest air normal. Useful for air combos against certain characters to ensure j.K lands.
Gatling Options: j.P, j.K, j.S, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | High/Air | 8 | 6 | 8 |
Crossup, decent air-to-ground, and all around combo tool in the air.
Gatling Options: j.P, j.S, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 5 | 7 | 2 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | High/Air | 10 | 2 | 23 |
Good air-to-air. Also good air-to-ground when spaced. Can be used to zone out a lot of space.
- Crossup. Whiffs on crouching hit boxes.
- Fast recovery allows for additional movements or attacks afterwards.
Gatling Options: j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | High/Air | 13 | 5 | 21 |
Excellent air-to-ground. When spaced such that it hits at the tip, it is very hard to anti-air.
- Offers extra damage in optimized, height/character specific air combos.
- Typically used to combo into Divine Blade when you're looking to knock down.
Gatling Options: j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
- Staggers on ground CH (max 35F)
- Slams down opponent on air hit
j.D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
44 | High/Air | 8 | 7 | 14+5 after landing |
Best air-to-air for hitting opponents above you, can also be used to snuff out opponents trying to jump out. Crosses up.
- Johnny's highest damage air normal
- De facto combo ender as it wallbounces and goes into Ensenga/Enkasu, and will also catch opponents going upwards as you combo.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | 45 pixels |
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
36~39F | Forced 40% | 6 |
- Johnny has 18F to hit opponent (40F on FRC)
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 50% | 6 |
- Sends opponent on opposite side of throw direction
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | All | 14 | 10 | 10 | -6 | 1~13F All 14~23F Above Knees 14~28F Throw |
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 50% | 10 | 7 | 3 |
Dash
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 22 | 1~14F Feet |
Johnny's unique step dash has some below knee invul, allowing him to go over lows.
It also has the unique property that Johnny is considered airborne during it which means he will get floated on hit as if he was hit airborne, this can both be an advantage and a disadvantage depending on the opponent. Despite this he is still able to cancel the dash into a jump.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 100% |
- Airborne 1~10F
- Cancellable into: Jump – 2F onwards, Attacks or FD/SB – 13F onwards, Throw – 16F onwards
Special Moves
Mist Finer Stance
236[P] or 236[K] or 236[S]
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236[P/K/S] | See notes | ||||||
Stance 66 | 14 | ||||||
Stance 44 | 14 | ||||||
Stance H | 3 |
Johnny's most important tool. It's an essential Johnny technique.
- Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage!
- How to Mist Cancel
- 1. Do a move that is special cancelable.
- 2. Special cancel in to a Mist Finer.
- 3. Hold button to stay in Mist Stance.
- 4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.)
When Mist Finer stance is released (not cancelled), Johnny's Mist Level resets to 1.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236[P/K/S] | N/A | ||||
Stance 66 | N/A | ||||
Stance 44 | N/A | ||||
Stance H | N/A |
236[P/K/S]:
- In CH state during stance
- Can input Mist Stance Cancel from 2F onwards
- Startup: LV1: 8F, LV2: 5F, LV3: 3F
- Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F, LV2: 7F, LV3: 5F
Stance 66:
- Can cancel into another Step Forward from 2~9F
- Can cancel into Mist Stance Cancel from 10F onwards
- Can cancel into Jackhound from 3F onwards
- Can cancel into all Mist Stance followups from 12F onwards
Stance 44:
- Can cancel into Mist Stance Cancel from 10F onwards
- Can cancel into Jackhound from 3F onwards
- Can cancel into all Mist Stance followups from 12F onwards
Stance H:
- Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F), LV2: 8(5F+3F), LV3: 6(3F+3F)
Mist Finer: Upper
236]P[
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236P Lv1 | 35 | Mid | 9+4 | 4 | 17 | -4 | |
236P Lv2 | 38 | Mid | 6+4 | 4 | 22 | -7 | |
236P Lv3 | 20×9 | Mid | 4+4 | {4(3)}×3,{3(4)4(3)}×2,3(4)4 | 20 | -5 |
Level 1
Level 1 High is a good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P. On air hit will send them away, and on counter it scores a knockdown, allowing you to chase.
Its use as a combo tool is limited, mostly seen after the follow-ups after Jackhound.
Level 2
Level 2 High causes a wallbounce on hit, and is one of his vital combo tool. Same as Level 1, it functions like an anti-air but better, due to the reduced startup and wallbounce.
Level 3
Level 3 deals a swift barrage of high and mid slashes, and cause a long float state on hit. Also an excellent combo tool.
It is also an excellent anti-air, eats about 20% meter when air blocked, and many opponents will let go of FD too early and get hit.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236P Lv1 | N/A | 70% | 14 | 6 | 4 |
236P Lv2 | 19~20F | 20 | 6 | 5 | |
236P Lv3 | N/A | 20×9 | 3×9 | 5 |
236P Lv1:
- Untechable on air CH for 100F
- Cancels projectiles, but loses hit potential.
236P Lv2:
- Cancels projectiles, and retains hit potential.
236P Lv3:
- Forward/Backwards movement possible during attack
- Cancels projectiles, and retains hit potential.
Mist Finer: Middle
236]K[
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K Lv1 | 32 | All | 9+6 | 3 | 33 | -19 | |
236K Lv2 | 40 | All | 6+4 | 3 | 23 | -7 | |
236K Lv3 | 18×9 | All×2, Low, All, Low×2, All×2, Low | 4+4 | 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2 | 25 | -8 |
Level 1
Level 1 Mid will knock down on hit, and is useful as a poke in some match-ups. After knockdown, you can use KJTGuardStartupRecovery29+5 after landingAdvantage- to approach in midscreen.
- Removes one point of durability from projectiles, but loses hit potential.
Level 2
Level 2 Mid will cause a groundslide on hit, which is the core combo part in the corner.
While using as a poke might be wasteful, Level 2 MF has the property that on clash with projectiles, the hit will not lose hit potential whether the projectile is deleted or not, allowing you to counterpoke in certain matchups.
Level 3
Level 3 Mid deals a swift barrage of mid and low slashes, and is not as good as a combo tool compared to Level 2. While the final hit causes a stagger state, FRC will usually be required to follow up if the opponent wiggles out.
Because of its range and ridiculous active time, it is useful as a sure-fire counter to virtually any sort of abare An attack during the opponent's pressure, intended to interrupt it..
- You can move forward or backwards during the attack.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236K Lv1 | N/A | 85% | 14 | 10 | 4 |
236K Lv2 | 19~20F | Forced 90% | 20 | 6 | 5 |
236K Lv3 | All active frames | 20×2, 15, 20, 15×2, 20×2, 15 | 3×9 | 5 |
236K Lv1:
- Cancels projectiles, but loses hit potential.
236K Lv2:
- Cancels projectiles, and retains hit potential.
236K Lv3:
- Forward/Backwards movement possible during move
- Cancels projectiles, and retains hit potential.
Mist Finer: Lower
236]S[
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236S Lv1 | 29 | Low | 9+11 | 2 | 29 | -14 | |
236S Lv2 | 35 | Low | 6+5 | 2 | 23 | -6 | |
236S Lv3 | 17×9 | Low×6, All×2, Low | 4+5 | {2(5)}×5,2(4)3(4)3(5)2 | 27 | -10 |
Level 1
Level 1 Low sends the opponent flying towards you on hit, but they can tech quite early and has no combo potential outside following up with Up CoinGuardAllStartup5RecoveryTotal 20Advantage+4.
On counter it will cause untechable float, allowing you to combo in the same fashion as Level 2 Low.
Level 2
Level 2 Low causes the same behavior on hit as at level 1, but with greater untech time, higher float and less recovery. This is a vital conversion tool at midscreen and when cornered.
Level 3
Level 3 Low deals a swift barrage of low slashes, ending with a Level 1 Mid hit. Is not useful outside catching abares and chipping.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236S Lv1 | N/A | 70% | 11 | 6 | 4 |
236S Lv2 | 19~20F | 85% | 15 | 6 | 5 |
236S Lv3 | N/A | 15×6, 20×2, 15 | 3×9 | 5 |
236S Lv1:
- Cancels projectiles, but loses hit potential.
236S Lv2:
- Cancels projectiles, and retains hit potential.
236S Lv3:
- Forward/Backward movement possible during move
- Cancels projectiles, and retains hit potential.
Glitter Is Gold
236H or 214H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236H | 10 | All | 5 | 33 | Total 20 | +4 | |
214H | 10 | All | 5 | 65 | Total 20 | +4 |
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's 2D or Grand Viper).
- The coin spawns at Johnny's finger tips, so using it too close will cause Johnny's hand to go through the opponent and spawn the coin behind them.
- Has its uses as a zoning tool, with the 214H version as a recent addition to +R being a good way to call-out aerial approaches or to prevent liberal occurrences of them.
- For the most part, in combos, the coins often serve more to extend them into repeated Level 2 Mist Finers in the hands of dexterous players, given the benefits of the said Level 2 versions as combo tools on their own.
- Even then, trying to throw coins randomly may exhaust your options, but the best reward is always finding a way to stick them into a combo of any sort.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236H | N/A | 0 | 12 | 3 | |
214H | N/A | 0 | 12 | 3 |
236H:
- Increases Mist Finer by 1 level on hit
- Consumes 1 Coin
214H:
- Increases Mist Finer by 1 level on hit
- Consumes 1 Coin
Bacchus Sigh
214P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
9 | 100 | Total 53 |
Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent cannot block Mist Finer attacks for as long as Bacchus Sigh is attached.
- Projectile moves rather slowly, but has some slight tracking. Even then, trying to rely on this to land on your foe in the open isn't going to do any wonders.
- Will attach to downed opponents, thus it's a prime oki tool should Johnny score a valuable knockdown with time to act.
- FRC: 41f~46f - Use this to land a meaty when your knockdown is not advantegous enough.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
41~46F |
- Causes Mist Finer to becomes unblockable for 357F if the Mist touches the opponent
- Fastest the Mist can touch the opponent at point blank range is 28F (Tested on Sol)
Ensenga
j.41236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
6, 62 | High/Air | 9 | 2(2)3 | Until landing+16 | -25 |
Overhead. Not a projectile. Connecting with only the first hit gives an advantageous knockdown. This is called an Enkasu.
- Can be tiger-kneed for a quick overhead. Leads to damaging combos when RCd.
- First hit scores knockdown at most heights against the entire cast.
- Second hit causes a Blowback effect, which can score knockdown at low heights.
- Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second.
- Halts and/or slightly carries some of Johnny's aerial momentum in the air; the latter case is often so whenever this move is TK'd.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 8×2 | 7×2 | 3 |
- Johnny is in a crouching state during landing recovery
- Listed Frame Adv is for TK Ensenga performed as fast as possible (2nd hit has startup 17F)
Divine Blade
623S > S
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623S | 35+5 after landing | 5~17F Strike | |||||
623S > S | 50 | All | 5+7 | 10 | Until landing+7 |
Invincible from frames 5 to 17, goes away if you use Divine Blade.
- Automatically jump-installs. Has some potential as a mix-up tool when the attack is FRCd.
- FRC: Both on the transport itself and the attack. The trajectory of the transport is retained.
- The FRC on the transport must be inputted with P+K+H, as S will instead perform the attack.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
623S | 8~10F | ||||
623S > S | 9~10F | 80% | 0 | 12 | 5 |
623S:
- Performing FRC or Divine Blade removes invincibility
- Johnny is airborne from 5F onwards
- Johnny is in CH state until landing
- Can cancel to Divine Blade from 6~34F
- Auto Jump Install
623S > S:
- Ground bounces on CH (untehcable for 30F)
- FRCing restores jump options
Air Divine Blade
j.236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50 | All | 13 | 10 | Until landing+13 | -7 |
One of your primary anti-anti airs, as it stalls your momentum when performed. Also used in shorter air combos to land an easier knockdown than performing an enkasu. Ground bounces on counter hit, allowing for a followup combo afterwards.
- FRC: 15f~16f - Cancels out projectiles.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
15~16F | 80% | 0 | 12 | 5 |
- Listed Frame Adv is for TK Air Divine Blade perfomed as fast as possible (startup 17F)
- Ground bounces opponent on CH (untechable for 30F)
Killer Joker
421S > S
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
421S | 29+5 after landing | ||||||
421S > S | 40 | All | 8+10 | 3 | Until landing+14 |
An excellent combo tool when the attack is FRC'd. Has use as a pressure reset and commital neutral tool.
- FRC: Both on the transport itself and the attack. The trajectory of the transport is retained.
- The FRC on the transport must be inputted with P+K+H, as S will instead perform the attack.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
421S | 10~12F | ||||
421S > S | 13~15F | 14 | 9 | 4 |
421S:
- Johnny is airborne from 8F onwards
- Johnny is in CH state until landing
- Can cancel into Killer Joker from 9~28F
421S > S:
Air Killer Joker
j.214S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | All | 9 | 3 | Until landing+13 |
Important air combo tool when used with FRC. Also good for baiting out anti-airs.
- FRC: 12f~14f - On FRC, restores air movement. Can only be done once while in the air.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
12~14F | 90% | 14 | 6 | 4 |
- RCing and FRCing restores jump options
- Can only perform once per jump
Force Breaks
Jackhound
214D
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214D | 50 | Mid | 13 | 2 | 35 | -20 | 13~15F Strike |
Stance > 214D | 50 | Mid | 6 | 2 | 35 | -20 | 6~8F Strike |
Stance Step > 214D | 50 | Mid | 3 | 2 | 35 | -20 | 3~5F Strike |
A mid-ranged projectile call-out and whiff punish move. Important for conversions since it can give a full combo from stray pokes like f.S. Each subsequent version has higher stagger time and better initial proration.
- Normal Jackhound is the least useful one due to being easily shakable out of. Reserved for reactionary punishes and avoiding dropping combos.
- Stance Jackhound is the most common one. Best for juggles since it launches higher and has highest untechable time.
- Step Jackhound has highest stagger time and more effective distance because of dash, but can be hard to execute.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214D | N/A | 60% | 14 | 8 | 4 |
Stance > 214D | N/A | 70% | 14 | 8 | 4 |
Stance Step > 214D | N/A | 80% | 14 | 8 | 4 |
214D:
- Can pass through the opponent
- Johnny is in CH state during move
- Can cancel into Return Jack from 28F onwards
- Staggers on normal hit for max 47F
Stance > 214D:
- Can pass through the opponent
- Johnny is in CH state during move
- Can cancel into Return Jack from 21F onwards
- Fastest possible Mist Stance Jackhound per level (includes entering Mist Stance)- LV1: 14F (8+6), LV2: 11F (5+6), LV3: 9F (3+6)
- Fastest possible Mist Stance Jackhound per level (includes getting into Mist Stance)- LV1: 14F (8+6), LV2: 11F (5+6), LV3: 9F (3+6)
- Staggers on normal hit for max 56F
Stance Step > 214D:
- Can pass through the opponent
- Johnny is in CH state during move
- Can cancel into Return Jack from 18F onwards
- Fastest total startup possible, assuming you are already in Mist Stance, is 6F (3F Step Forward+3F Jackhound startup)
- Fastest possible Mist Stance Step Jackhound per level (includes getting into Mist Stance)- LV1: 16F (10+6), LV2: 13F (7+6), LV3: 11F (5+6)
- Fastest total startup possible, assuming you are already in Mist Stance, is 4F (1F Step Forward+3F Jackhound startup)
- Staggers on normal hit for max 68F
Return Jack
214D > 236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | Mid | 13+5 | 2 | 65 | -48 | 14~23F Strike |
Followup that grants one Mist Level and a knockdown, but requires additional 25% Tension. Rarely used when Johnny has coins because it gives up a lot of damage.
- Despite the input technically being different, crossing up causes the input to be same motion twice because you're now facing the opposite direction.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 60% | 20 | 11 | 5 |
- Can pass through the opponent
- Johnny is in CH state during move
- Increases Mist Finer by 1 level on hit
Overdrives
That's My Name
632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20, 65×2 | Mid | 4+4 | 3 | 22 | -6 | 1~8F All 9~10F Throw 9~17F Above Knees |
Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny just to line the slash trails up properly as a J.
- The explosion is just for show. Only the slashes deal damage.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6×3 | 5 |
- Knocks down opponent on hit
- Roman Cancel possible on 1st hit only
- 1st hit forces opponent into standing state on ANY hit
- RCing the first hit on hit has Frame Adv +25
- 2nd and 3rd hits do not occur if 1st hit is blocked
Uncho's Iai
j.236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50×2 | High/Air | 5+3 | 3 | Until landing+24 | 1~9F All 10~10F Throw |
A new addition in +R previously only available to his EX mode, Unchou is a unique air super. On hit it resets both Johnny and the opponent to a static vertical position (although horizontal distance is the same as when it connects) allowing you to stabilize air combos to either continue the combo, end in a level up, or further extend your damage.
On whiff or block, Johnny will land and pause a moment to sheathe his katana, leaving him in a prolonged state of vulnerability. Be sure of yourself when you throw this out.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 15 | 6×2 | 5 |
Instant Kill
Joker Trick
During IK Mode: 236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Fatal | Mid | 7+10 | 177 | 9 | +4 |
Johnny tosses a playing card that captures his opponent, then slices it in half. On hit, Johnny will move to the left side and both characters will be shifted toward the center of the screen. Stance activation and startup are among the fastest in the game. Whiffs on crouchers and characters with small hurtboxes.
- Does not hit dizzied: JA, DI, AB, SO, BA, HO, KL, AX, CH
- Counts as a projectile.
- Similar to coin toss, the projectile for this will spawn just ahead of Johnny's finger tips. Don't waste your chance to IK by getting too close to the opponent.
- The card will travel across the screen for the listed active frames, unless Johnny gets hit or it touches an opponent.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 3 |
- IK Mode activation: 54F
- Card disappears if Johnny is hit
- Card will keep going off screen for all active frames or until it touches opponent
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.