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Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.
In terms of playstyle, Johnny 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. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
Johnny Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options.
- 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 oppropriate spacings.
- High damage potential
- Great Strike/Throw mixups
- Very Strong Air Options: Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
- Susceptable 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.
- Subpar High/Low mixups
- No Meterless Reversal
Normals
Ground Normals
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move when Stance Cancelled with level 1. normals are 3 frames more plus on level 2 Mist Finer and 2 more then level 2 when done at level 3.
5P
- 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.
5K
- All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game.
- How to get 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.
c.S
- 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.
f.S
- 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.
- Chains to 6H, but only combos on counter-hit or crouch-hit.
5H
- Big reach. Controls a lot of space, ground-wise and air-wise.
- Extends your hitbox forward, be mindful of this and it's startup. *Easily backdashed, and horrible if whiffed. Can be low profiled.
- Great for stopping jump outs and as a pressure tool.
Additional Frame Data Attack is fully extended on 12F
5D
- Very slow overhead. Johnny's only true standing overhead.
- On block, neutral at worst, +7 at best.
- Deceptive reach.
2P
- 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. *Self-cancels.
Additional Frame Data Initial Prorate: 90%
2K
- 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 at neutral.
- Properly meatied, 2K is reversal safe against many reversals.
Additional Frame Data Initial prorate: 75%
2S
- 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.
- Proper use of 2S is essential to many matchups.
Additional Frame Data Initial prorate: 75%
2H
- Very fast and lots of reach, both horizontally and a little bit vertically.
- Moves you backwards. Atrocious on whiff.
- A very specific move. Gatlings to 5D.
- Punishable on normal hit.
- Staggers on CH.
Additional Frame Data Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F
2D
- 2 hits, both low. Second hit knocks down.
- 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.
- 2D(1)>Coin will connect on most of the cast at most ranges.
6P
- 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. *Floats on ground hit.
Additional Frame Data Upper body invincible 1~4F. Above knees invincible 5~16F. Floats opponent on ground hit (untechable for 28F). Initial prorate: 80%
6K
- Has some upper body invincibility in the middle of its startup.
- More of an ground to air poke than an anti-air.
- Wallsticks on counter-hit. Floats on ground hit.
- Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash.
- Good for pressure and chasing opponents, but easily called out by low hitting pokes.
- FRC Point at 12~13f
- Goes over most mid pokes and it's good for tick throws.
Additional Frame Data 7~13F upper body invincible. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
6H
- Hit box moves back slightly at startup.
- Long range poke, controls a lot of ground space.
- The highest damage you can get in a single hit. Also your slowest poke. *Jump cancellable.
3H
- 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.
Air Normals
j.P
- Your fastest air normal.
- Self-cancel.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
- Crossup. Decent air to ground.
Gatling Options: j.P, j.S, j.D
j.S
- Crossup. Whiffs on crouching hit boxes.
- Good air to air. Also good air to ground.
- Can be used to zone out a lot of space.
- Fast recovery allows for additional movements or attacks afterwards.
Gatling Options: j.H, j.D
j.H
- Good air to ground.
Additional Frame Data Staggers opponent on ground CH (max 39F) Slams down opponent on air hit
Gatling Options: j.D
j.D
- Crossup.
- Best air to air for hitting opponents above you.
Additional Frame Data Wallbounces opponent on hit (untechable for 24F)
Universal Mechanics
Dead Angle Attack
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
Air Throw
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
Ground Throw
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.
Specials
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance
236P/K/S
- 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.)
Additional Frame Data Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F)
Mist Finer: Upper
236P
- Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P.
- Scores knockdown on air CH, recoin possible when near corner.
Additional Frame Data Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f. Will cancel out projectiles, but loses hit potential.
Mist Finer: Middle
236K
Will cancel out projectiles, but loses hit potential.
Mist Finer: Lower
236S
Will cancel out projectiles, but loses hit potential.
Glitter Is Gold
236H or 214H
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).
Bacchus Sigh
214P
FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.
Ensenga
j.41236H
Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62, causes 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.
Divine Blade
623S -> S
Air Divine Blade
j.236S
FRC: 15f~16f - Cancels out projectiles.
Killer Joker
421S -> S
Air Killer Joker
j.214S
FRC: 12f~14f - On FRC, restores air movement
Force Breaks
Jackhound
214D
Consumes 25% Tension. Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration.
(During Mist Stance Dash) - Staggers on ground hit (65F max). 51F float on air hit. 80% initial proration.
Return Jack
Jackhound -> 236D
Consumes 25% Tension. On hit, increases Mist Level by one.
Overdrives
That's My Name
632146H
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. 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.
Uncho's Iai
j.236236H
Instant Kill
Joker Trick
in IK Mode: 236236H
It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell. Overall, as bad as any IK.
Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Satou | Japan | Mikado | - | Retired | GOAT. Origin of the Satou Step | Link | |
Omito | Japan | Mikado | - | Retired to Xrd | Before the turn of the era where he became the strongest Xrd player. | AC Footage | |
quash | USA - Socal/Japan | - | - | Active | Counter hit 2H, stepjack maestro | Link | |
BLEED | Japan | - | Retired to Xrd | BLEED | - | ||
Jonio | Japan | Mikado | - | Retired to Xrd | The man who streamed nearly every Mikado +R event. | ||
Kabegiwa no DC | Japan | - | - | Retired to Xrd | Known predominantly for flippantly wasting coins | Link |
NOTE: These tables are still WIP
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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