Normals
Ground Normals
Note: Frame data for normals is as follows;
x is the normals standard frame data without performing a Mist Cancel, [x] is it's frame data after performing a Level 1 Mist Cancel, [x] after performing a Level 2 Mist Cancel, and [x] after performing a Level 3 Mist Cancel. NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.
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
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.
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
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.
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.
Dead Angle Attack
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
Specials
TO DO: 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).
- 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.
Bacchus Sigh
214P
Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.
- Projectile moves rather slow, 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 basically force the foe into a metaphorical corner or a physical one in tandem with all your other Mist Finer-based options.
Ensenga
j.41236H
Overhead. Not a projectile. A tool to Tiger Knee with for some semblance of being able to mixup the foe as Johnny's next-best-bet for a grounded overhead of sorts.
- 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.
- 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.
Divine Blade
623S -> S
invincible from frames 5 to 17, goes away if you divine blade
Air Divine Blade
j.236S
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.
Killer Joker
421S -> S
Air Killer Joker
j.214S
FRC: 12f~14f - On FRC, restores air movement. Can only be done once while in the air.
Force Breaks
Jackhound
214D
A mid-ranged call-out that's excellent for cutting through single-hit projectiles or just punishing someone for pressing a button. Consumes 25% Tension.
- Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
- Despite its speed, it can be easily mishandled into exposing Johnny for a punish; trying to use it as a form of cross-ups is rather ill-advised.
(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). 47F float on air hit. 80% initial proration.
Return Jack
Jackhound -> 236D
The extra addition to Jack Hound added in since AC, where it helps Johnny score solid knockdowns and to help build his Mist Finer levels should he run out of coins (or wants to either conserve or combine them for a huge damage setup). Consumes 25% Tension.
- On hit, increases Mist Level by one.
Overdrives
That's My Name
632146H
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.
- Damage for the most part comes from the initial slashes themselves, with the explosion usually being just for show.
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility.
Uncho's Iai
j.236236H
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.
Instant Kill
Joker Trick
During IK Mode: 236236H
Counts as a projectile. Whiffs on crouchers and characters with small hurtboxes. Does not hit dizzied: JA, DI, AB, SO, BA, HO, KL, AX, CH
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.
External References
- 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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