Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
If you're learning Johnny for the first time, below you'll find a list of basic combos to prioritize. Be sure to read through the Combo Theory section as well to familiarize yourself with the concepts behind his combos.
Warning: Sol and Ky are NOT good characters to training mode with as Johnny. Slayer, Testament, and Eddie are recommended characters to start practicing on. Note that SL and TE have large air hurtboxes which may make corner Up Coin hit when you want it to whiff. For those routes, try Eddie.
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
Gaining Levels
Gaining LevelsQuick and easy levels
Very Easy
5K > (c.S >) 2D(1) > OTG 236H
To gain a level, simply use 2D(1) to knock them down, then throw the coin. Can OTG afterwards for varied tech chase options.
Note that if 2D(1) is too close, the coin might miss or hit them airbone. Use more fillers before hitting 2D(1).
Gaining LevelsQuick and easy levels
Very Easy
Throw > 236H
Another Common option is to gain levels off a throw. Just throw the coin after the throw.
Other common moves that can Coin afterwards includes 6P and 6K.
Air combos
Throw combosEasy damage
Very Easy
Throw, (66) j.K > j.S > jc > j.K > j.S > j.D > j.41236H
Basic damage from throw, not requiring any levels. You can use dash jump for better corner carry.
Anti-air combosTo call out their air attacks
Very Easy
6P > j.K > j.S > jc > j.K > j.S > j.D > j.41236H
Basic anti-air combo that basically utilize the same air-part as throws. In case if j.K would be too high to hit, use j.P instead.
Using the levels
Basic Level 2 midscreen combo
Easy
(Level 2) 5K > 5H > 236S, j.K > j.S > jc > j.K > j.S > j.D > j.41236H
This is the basic Level 2 combo that can be used off a poke or a hit in midscreen. As 236S has very strong pullback effect, you need to be careful on the jump direction you choose; neutral jump preferably, and if too close, use backward jump.
Basic Level 2 Corner Combo
Easy
(Level 2) 5K > 5H > 236K, 236H (hit), 66 5K > 5H > 236P, (66) j.K > j.S > jc > j.K > j.S > j.D > j.41236H
After 236K hits, throw 236H and then immediately dash in and do 5K. As this route neither knocks down the opponent, nor keeps Johnny at level 2, it should be regarded as a beginner combo that will be discarded as the player gains experience.
Basic Level 2 Corner Combo with Hard Knockdown
Medium
(Level 2) 5K > 5H > 236K, 236H (hit), 66 5K > 5H > 236P, 214H, 2S > (214H hit) > 623S~S
Basic Level 2 corner combo into Hard Knockdown and keeps you at level 2. Timing after high coin 214H might be tricky and you might need some practice.
Against large characters in the air, such as Baiken, May, or Justice, route will not work if you're too close to the corner after 236K. In these cases, add extra hits before 236K to push yourself out.
Can replace 2S with other normals such as 2D, 3H, or f.S.
Using meter
Ending with Supers COSTS 50 TENSION
Very Easy
5K > 5H > 632146H
Simple combo that ends with That's My Name. Mostly used for decent unburstable damage.
Jackhound for corner damage COSTS 25 TENSION
Easy
5K > 5H > 236K, 66 6H > 236[P/K/S]~214D, c.S > 236P, j.S > j.41236H
Basic usage of Jackhound in corner combos to do more damage.
Return Jack for levels COSTS 50 TENSION
Easy
5K > 5H > 214D > 236D
Basic Return Jack combo. Due to the nature of the move, you will in fact input 214D twice.
Extremely inefficient use of meter but worth remembering when you are out of coins and need to raise your mist finer level. Ends in hard knockdown which is also nice.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
6K and Mist cancel
Easy
placeholder text
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Medium
Jackhound off a poke COSTS 25 TENSION
Easy
f.S > 236[P/K/S]~214D, 5K > [2D(1) > OTG 236H] or [5H > 236S > Air combo]
Basic conversion from stray pokes for 25 Tension. Can be used to either gain a level or to convert into air combos from farther away. Note that being too close before 214D will leave you unable to follow-up.
Jackhound conversions utilize the Stance version of 214D, which adds additional stagger time compared to the raw version. The Stance Dash version can be used for even more stagger, but is harder to input and is mostly impractical at level 1.
Killer Joker FRC COSTS 25 TENSION
Medium
(air combo) > j.214S > FRC > j.S > jc > j.K > j.S > j.D > j.41236H
Killer Joker gives an additional air action, allowing Johnny to improve his air damage by FRCing it. It's usage is fairly universal provided your relative height is accounted for.
It can be optimized further with j.S > j.H > j.D > j.41236H after the double jump, though it is character and height specific. Similar routes can be done from falling j.H >j.214S FRC conversion, and more.
TK Ensenga COSTS 50 TENSION
Medium
TK j.41236H > RC > airdash j.K > j.D ▷ j.K > j.S > jc > j.K > j.S > j.D > j.41236H
TK Ensenga is Johnny's main overhead option, due to 5D being relatively slow. TK Ensenga generally is performed as 412369H, though when performed from jump cancellable normals, it may be easier to move the jump input to the start i.e. c.S > 841236H .
Killer Joker transport COSTS 25 TENSION
Hard
5K > 5H > 421S~S > FRC > j.K > j.D > j.41236H
Must not be too close.
Killer Joker transport can be used to increase damage output from ground strings where you normally can't (or just Mist finer Mid off and lost lots of potential), however is very execution heavy.
The tip is to input 421S as fast as possible during the hitstop of 5H, and then time S (2f window so good luck).
Advanced Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Killer Joker transport with Jump install COSTS 25 TENSION
Very Hard
5K > 8 (jump install) > 5H > 421S~S > FRC > j.K > 9jc+j.P > j.K > j.S > j.D > j.41236H
Since the follow-up of Killer Joker transport will not give any air movements, Jump install is required to get more damage from KJT.
This is also an introductory combo to the techinuque, so called Momentum Preservation. When a jump cancelable air normal connects with an opponent, during hitstop of that attack, if you attempt to jump cancel AND gatling both within the duration of the previous attack's hitstop, you'll get a forward jump cancel into the new attack, but you will preserve extra momentum that you had prior to the jump cancel. This is why the recipe writes 9jc+j.P, because both needs to be inputted at the hitsop of j.K.
Enkasu
?
Throw, dash jump j.P > j.P > j.S > j.D > j.41236H (Character specific)
Enkasu is another name for a One-Hit Ensenga, which refers to connecting with only the 1st hit of Ensenga, which is untechable, allowing Johnny to land and perform Mist, go for okizeme, or OTG recoin while the opponent is knocked down.
Johnny's standard air combo is a variation of: j.K > j.S > dj > j.K > j.S > j.D > Ensenga. Vary by replacing the section before the double jump with j.P > j.K > j.S or j.K > j.P > j.S for character specific adjusting. Note that j.P > j.S does not link after ~13 hits.
The optimized route is j.K > j.S > dj > j.S > j.H > j.D > Ensenga. Connecting j.S into j.H is very height specific. If you are used to GG Xrd Johnny, you will find this to be a drastic difference.
The ideal Killer Joker FRC extension is: j.K > j.S > dj > j.S > j.H > Killer Joker FRC > j.S > dj > j.S > j.H > j.D > Ensenga. Depending on the character you may need to do j.S > dj > j.K > j.S > j.D > Ensenga if you are not at the right height for j.S > dj > j.S > j.H > j.D > Ensenga
Air combos can be ended in j.H > Divine Blade, which generally lead to untechable knockdown if positioned correctly. This is often at the end of an optimized combo instead of j.D > Ensenga, or as such: j.H > KJ FRC > j.H > Divine Blade. As you can see, is it usually critical that j.H be combo’d into in order to use a Divine Blade ender, so understanding the optimized air combo route is crucial for utilizing this ender.
You can also end any air combo with your Air Super, which can lead to some very ideal routes, though somewhat advanced. It's important to note that the position of the opponent after the Air Super is based on where the opponent is relative to Johnny when the super initially connects. The farther away the opponent is when it connects, the farther it will be after the super hits.
Some example air super followups:
Air Super > Coin > (5H >) MF Lvl 2 High > Loop
Air Super > Coin > Jackhound > Bacchus Sigh or Continuation
Air Super > 6K > Up Coin > Enkasu
Air Super > 6K > MC > Coin > (5H >) MF Lvl 2 High > Loop
If you are already at Level 2, you can connect air super into 5H or 6H > MF Lvl 2 High for damage / loop continuation, 6K for Level 3 Enkasu, or Jackhound for Bacchus Sigh KD.
MF Lvl 2 Air Combo / Loop Theory
If a combo leads into, or starts from MF Lvl 2 high, one can choose to do one of the following:
Air Combo Variations - for raw damage ending at Level 1
standard j.K > j.S > dj > j.K > j.S > j.D > Ensenga variant or optimized j.S > j.S > j.H route
Extended damage air combo using Killer Joker
25% Airdash Enkasu - j.K > j.S > dj > j.K > KJ FRC > airdash j.K > j.S > j.D > Enkasu or similar variant
Air Combo with Divine Blade ender (see above section)
Coin > ([dash 5H > MF Lvl 2 High > Coin] x N) > ... - For corner carry and preserving Level 2. (NOTE: Too close to the corner and the coin will not connect properly. Use Up Coin instead)
... > (dash) iad Enkasu - Enkasu routes are ideal if you get to the corner, though strings and timing are character specific for Enkasu. In many situations, superjump airdash is recommended. Default string is dash iad > j.P > j.K > j.D Enkasu.
... > Stance Jackhound > Bacchus Sigh - Leads to knockdown into Bacchus / Oki setups. Coin must hit them low enough for Jackhound to connect.
... > iad or dash rising j.H - for the hard knockdown. Good for when you dont want to spend meter. Generally very universal and easy, unlike the Enkasu ender. j.H can be teched if they are too high up.
... > Divine Blade Transport > Divine Blade - Alternative hard knockdown option. Best used when j.H would not work. 6H can be used before DBT in most situations to adjust height.
... > Dash jump into Air Combo - typically an iad enkasu attempt is preferred to an air combo but this variant is listed for completeness. Generally not suggested.
... > That's My Name (Super) - for securing a hard knockdown while tagging on a bit of extra damage. Not a common choice but is burst safe.
Up Coin
... > 3H > (up coin hits) > 6H > MF Lvl 2 High > etc - damage extension for corner combos. Note on many medium / heavy weight characters, coin iad enkasu after this extension becomes extremely strict. Can replace with 2S > 5H for less damage but much easier execution.
... > 5K > superjump airdash air string into Enkasu. Stable corner routing into Enkasu due to not being reliant on altitude when compared to Coin into iad routes. Enkasu from this hit will tend to require an FRC to meaty after Bacchus Sigh. String is typically sj > airdash > j.P > j.K > j.D > Enkasu. More consistent for Enkasu'ing medium characters than 3H > 6H routes in most cases.
... > 2S > Divine Blade Transport > Coin hits > Divine Blade - Consistent hard knockdown. Sacrifices some damage potential but is a universal way to consistently secure knockdown. Can replace 2S with f.S, 2D, 5H, etc.
... > dash Bacchus Sigh - Up Coin will hit them OTG as you mist them, letting them tech but misted. If they don't tech, just do a meaty and unblockable etc. If they backtech without realizing the situation, you are still far enough to throw out a mid or low mistfiner level 2 for another combo. Note that they can backdash this attempt if they're wary. If they're wary or decide to tech differently and you're not sure about the outcome, you can opt to wait and see, as you're still in a strong position at lvl 2 with a bacchus mist on them. FRC'ing the Bacchus Sigh will allow you to tech chase a backtech into an unblockable. Note that the coin will not OTG in time if the combo is heavily prorated, and tends to drop if they are too low when being juggled (lower = hits ground faster). This setup is recommended on characters that aren't easily enkasu'able, such as SO, HOS, and AN.
Air Super - See the Air Super section under Air Combo Theory for details.
... > Coin > dash Air Combo or iad j.H
Wall Juggle
A common way to convert meter into damage near the corner is to perform a sort of re-land loop using Killer Joker and or Divine Blade. An extremely basic one looks like:
While this route isn't necessarily crucial to playing Johnny, as it's more of a situational advanced route, it's very useful for pushing out damage in the corner when you have extra meter - ESPECIALLY if you are at level 1, as this basic loop can be done without any levels.
Jackhound Theory
Jackhound combos are essential for converting your long ranged pokes into various routes. Converting pokes into Mist Finer can lead to good reward, but Jackhound conversions allow much more variance and control over your route, and are often essential for getting good knockdowns while preserving mist finer level. Jackhound is one of your primary ways of spending meter, and can be used for conversions even at level 1. Jackhound routes are also essential when you end up out of coins, or must conserve levels.
There are three Jackhound variants: Regular Jackhound, Mist Stance Jackhound, and Dash Jackhound. Check the Frame Data section for exact details.
Regular Jackhound
The shortest stagger time and untech time. Generally not used outside of neutral situations where you need to input it fast to react to a situation (an opponent making a fireball, etc)
Stance Jackhound (aka Stance Jack)
Medium stagger time and the most untech time. Also floats them highest. Should always be used when juggling due to having the best float/untech properties. Can be used for ground confirms, but must be followed up by 5K or similar speed, as anything slower is escapable.
Stance Dash Jackhound (aka Step Jack / Dash Jack)
Longest stagger and medium untech time. Most difficult to execute but has the best stagger time. 5H and 2D followups are not escapeable. In addition to harder execution, Dash Jackhound also has more startup. As a result, we don't recommend using Dash Jackhound at Level 1. For Level 1 Jackhound confirms, we recommend using Stance Jackhound.
Momentum Preservation
When not fully cornered, there is a particular mechanic that helps make Enkasus easier from certain situations, called Momentum Preservation. It works like such: When a jump cancelable air normal connects with an opponent, during hitstop of that attack, if you attempt to jump cancel AND gatling both within the duration of the previous attack's hitstop, you'll get a forward jump cancel into the new attack, but you will preserve extra momentum that you had prior to the jump cancel.
For Johnny, the most common one is j.K > j.P. The easiest way to input this is j.K > (during j.K hitstop) 9+P.
While performing this trick in conjunction with a dash jump can give you some extra momentum, it's extremely effective AND noticeable when combined with the momentum from Killer Joker Transport.
As such, the most applicable usage of this mechanic, one that you should know and practice, is the following:
The actual jump normals after j.P can be changed, and it's generally suggested just to adlib based on character / height / etc. The combo itself can get you an enkasu from practically anywhere on the screen. And while this is most effective midscreen, this technique can still help "push" you further into the corner to make Enkasu's easier even if you're near the wall.
Combo Lists
Transitioning from Level 1 to Level 2
Johnny wants to get to Level 2 when possible, as Level 2 Mist Finer allows for better reward and better conversions on his hits, as well as improved pressure. If you are new to Johnny, getting to Level 2 should be prioritized over dealing damage unless the opponent is low.
Ideal midscreen throw conversion. Gives you strong corner carry and can lead to hard knockdown / unblockable setups. Add reps of Coin > dash > 5H > MF Level 2 High for necessary corner carry. Works on JA, AB, ZA. KF, FA, JO, BR, CH, ED, IN, SO, HOS, RO (iad j.KSDE), DI (hard). MI (hard), KY (hard), MA (hard?). Works but haven't confirmed iad enkasu on: AN. Works but requires throw FRC and walk backwards: TE, JU, AX, SL, PO.
Airthrow > 5K > Coin
Corner
-
Basic
Airthrow can be followed up into most attacks, depending on height / distance from corner. Use your best judgement.
Character specific conversion. Works on AB, KY, ED. Omit c.S into Mist Jackhound f.S > Coin: BA, DI, IN, MI. Walkback f.S Coin on BR. 5K > 5H > Coin works on: DI, JA, BA. 2P > 5K > 5H > Coin works on JO.
Damage Combos at Level 1
Combo
Position
Meter
Difficulty
Notes
Video Example (WIP)
6P > j.K > j.S > dj > j.K > j.S > j.D > Ensenga
-
-
Basic
Basic anti-air combo. See Air Combo explanations for further details on air combo variations / enders
Dumping meter for damage. On some characters, can land and c.S after the FRC as a variant. Often can lead to one hit Ensenga (Enkasu). See Enkasu section for details.
Killer Joker FRC air conversion. Can be optimized with j.S > j.H > D > Ensenga after the double jump. Similar route can be done from falling j.H > KJ FRC conversion.
Can replace with j.H > j.D against PO, RO, and HOS. Use c.S or j.P if they are too low for j.K
5K > 5H > KJT KJ FRC > j.K > j.D > Enkasu
Corner
25
Intermediate
Basic corner enkasu setup - can omit j.K on some characters (and even j.D?)
5K > 5H > KJT KJ FRC > DB FRC > falling j.D > land > j.K > j.S > dj > j.K > j.S > j.D > Ensenga
Corner
50
Intermediate
Expensive but works well as a blockstring that auto confirms if they got hit by Killer Joker. Add j.K before j.D on the heavier characters.
5K > 5H > KJT KJ FRC > DB FRC > falling j.D > land > 5H > MF Lvl 1 High > sj.S > Ensenga
Corner
50
Intermediate
Similar to above but simpler and more damage, cannot be done unless you're at Level 1 though. Use on mediums and heavies, use previous combo for light weights.
Advanced corner damage combo. FRC with P + K + S then piano to j.H. Some delay on j.D may be required.
Damage / Knockdowns without using Mist Finer
Though able to be done at any level, these combos are typically used at Level 2 when you want to maintain your Mist Finer Level in situations where it isn't easy to Coin in the middle of the combo.
Combo
Position
Level Requirement / Used at
Meter
Difficulty
Notes
Video Example (WIP)
Ground String > 2D > Bacchus Sigh
-
-
-
Basic
Standard meterless mist setup. 2S is meaty, 3H can be difficult to true meaty without FRC depending on character.
Throw > 5H > Divine Blade Transport ~ Divine Blade
-
Any
-
Basic
Hard knockdown, works on most non-lightweights.
Throw > j.S > ( j.H )*, Divine Blade
-
Corner
-
Basic
Hard knockdown, works on everyone but JA. Must delay j.S slightly on: AB, DI. *Use j.S > j.H > DB on: BR, MA, BA, KL, KY, RO, IN, ED. SL, CH, ZA, AX. Also works midscreen on: AB, MI, SO (slight delay DB), TE, JU, FA, PO, VE, HO, AN, SL(j.SH), CH(slight delay j.S), ZA, AX (delay j.S)
Throw > dash jump j.P > j.S > j.H > Divine Blade
-
Any
-
Intermediate
Throw into hard knockdown. Works on almost every character, though timing is character specific. Delaying the jump cancel off forward dash is recommended.
Throw Enkasu Combos
Corner
Any
-
Intermediate
Throw can be combo'd into Ensenga 1-hit in order to score a hard knockdown. Check out Enkasu for details.
Easy midscreen unblockable setup. Can be done at other levels but is most common at level 2. Pushing them further out before 2D will put you in a better position to meaty off the Jackhound, so adding in c.S is ideal. The regular version of Jackhound will typically work but slightly less frame advantage due to lower launch.
Advanced damage combo with at least 25% meter. j.D may need to be delayed depending on character. j.H must come out as soon as possible after the FRC or it will whiff, so you must piano the j.H after you do P + K + S
5K > 5H > KJT KT FRC > delayed j.D > Land & side swap > MF Lvl 2 High > Coin > etc
-
Level 2
25
Intermediate
Best used when back is near corner. Works in AB, AN, CH, DI, ED, FA, JO, JU, KY, PO, RO, SL, TE, VE, ZA.
Alternate way to enter MF Lvl 2 High loops from Jackhound. Changes direction of corner carry compared to doing Jackhound into Level 2 Low, so best used when you want to go the other direction.
Similar to above but keeps you at Level 2 afterwards. Ensenga at the end can potentially 1 hit if timed well. On some characters, Coin will not hit late enough due to proximity to wall. In that case, adjust bya dding an extra rep of Coin > Level 2 High to push yourself out a bit, or use Up Coin routes (See below)
Basic corner combo that leads to hard knockdown and keeps you at Level 2. Connect with f.S as late as you can to ensure the coin connects. Delay the divine blade followup for more frame advantage. Can replace f.S with 2S or 5K instead, but less universal. Divine Blade knockdown is better than letting the opponent airtech, but ideally you end with Enkasu instead, as seen below.
Basic meterless corner Enkasu combo. Spacing and character dependent. On characters that float too high, superjump is often required, though in general if you time the 5K late enough, you can get a normal iad, which is preferred as it gives you more frame advantage on knockdown. Characters that are wide in the air will get hit by the upcoin if spaced incorrectly (compare doing this on SL as opposed to ED, for example). Generally works from a farther away.
5K > 5H > MF Lvl 2 Mid > Coin > dash 5K > 5H > MF Lvl 2 High > Up Coin > 3H > 6H > MF Lvl 2 High > Coin > (dash) iad > j.P > j.K > j.D > Enkasu / other Loop options
Corner
Level 2
-
Intermediate
Spends more coins for more damage. Spacing dependent. The iad enkasu is only possible on certain characters. It's recommended to add extra reps if going for Enkasu on certain characters, or to go for other enders. j.H ender is a common substite for Enkasu ender.
Solid damage, but ends Johnny at Level 1. See Wall Juggle section for details about extending. Can also dump more meter by doing c.S > Jackhound > c.S > Jackhound x n
Advanced version of previous route. Good timing is needed to correctly hit with 2D for solid knockdown. Leads to much better spaced post-bacchus meaty than previous combo. Weight and gravity are crucial to landing the 2D properly - more hits may be needed so the opponent falls into 2D correctly.
Close hitting 2S > MF Lvl 2 Mid > Coin > Up Coin > f.S > (slight delay) MF Lvl 2 High > Bacchus Sigh
Corner
Level 2
-
Advanced
Basic level partition setup. Release Mist Finer right before the Up Coin connects in order to end at Level 2. If you get a Level 3 instead, you're waiting too long. On some characters no delay is needed but on some, immediately releasing Mist Finer will cause the Mist Finer to connect before the Up Coin, allowing them to air tech. This setup has a lot of frame advantage, after making mist you have enough time to forward dash to push them closer to the corner and still meaty, though it puts you in throw range. FRC'ing the mist allows you to safejump with forward jump j.K (crossup) or neutral jump falling j.H (sameside). This combo is extremely spacing specific but allows for consistent meterless unblockable setups without needing Enkasu. Best used against characters like SO, HOS, AN, etc. Because of the safe jump potential, it's also strong against characters who have good reversal, and it is completely safe to down burst (Burst will whiff or Johnny will be able to block the burst)
Recommended inputting as 9 214 to get forward TK, due to 6H hitstop. Somewhat character / distance specific. More stable the closer to the corner you are. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details.
Standard meterless Enkasu setup. Difficult, but important. character specific, can replace with j.P > j.K > j.S > j.D or j.P > j.S > j.D or j.K > j.P > j.S > j.D or etc depending on char / distance / preference. See Enkasu explanation for details. Can opt to land and go for an air combo instead of enkasu, good for extra damage and sometimes easier to get Enkasu's off of the air combo portion, though generally not optimal for damage.
f.S > Dash / Mist Stance Jackhound > 5K > MF Level 2 Low > Walk Forward > late 2S > MF Lvl 1 High > Coin > Level 2 High > backdash > Level 2 High > Coin > etc
Corner
Level 2
25
Advanced
f.S > Dash / Mist Stance Jackhound > 5K > MF Level 2 Low > Forward Dash out of corner > f.S > Coin > Level 2 High > 5H > Level 2 High > Coin > etc
Combo into knockdown against ZA, AX, and AN. Doesn't give much damage, but good if you want a guaranteed knockdown. I recommend taking other routes against other characters, but against ZA and AN this is most beneficial due to how challenging it is to Enkasu them.
Advanced combo into recoin Enkasu. Good for when the lvl 2 high loop routes are unstable, based on distance or character. Mainly works on medium / heavy weight. Can replace c.S with 2S or add 2P if needed. They need to be low enough so that LV1 high > 6K combos, so be aware of height. On some characters, to get an enkasu you will need to do sj.K or j.D into KJ FRC etc. Very character specific ender
Level 3
Mist Finer Level 3 is used much less than Level 2, as it is typically worse for combos than Level 2. You can generally use Level 3 High similarly to Level 2 high.
Works on most characters as long as you are close enough. The hit count makes proration tough but can generally at the very least do Coin into Level 2 High or a hard knockdown.
Ground String > MF Lvl 3 Mid > FRC > 6K > Up Coin > Air Combo
Many listed combos are basically the same between stance/dash jack, but listed for completeness. Understanding the differences is key to building your own foundation of routing knowledge. Note that while most of the dash jackhound combos assume you're at level 2 or 3 (dash jack at level 1 is not recommended), the same isn't the case for Stance Jackhound.
Level Any. Basic extra meter damage combo, good for preserving current level / saving coins.
... > 5K > 5H > LV2 Low > Air Combo
Level 2. Basic Jackhound into damage conversion
... > 5K > 2D > MC > 5K > 5H > MF Lvl 2 High > Loop
Level 2. Advanced low meter damage midscreen jackhound confirm combo - mistcancel followup is a link - can be difficult executionally / character specific. Hit(s) after 2D Mist Cancel are character/spacing specific. Good choice when you want to loop on the side you're facing post-jackhound
Level 2. Advanced corner carry / damage route. One of the best post-dash jackhound routes. To do j.H after KJ FRC properly you must FRC with P + K + S then piano to j.H in order to get j.H first frame after FRC.
Level 2. Same as above but easier due to no requirement on piano FRC. Swaps sides though.
NOTE: Regardless of level, you can follow-up Stance Jackhound with 2P > 2K > c.S/f.S to be burst safe and get a strong punish. Post-jackhound is a very common burst point so use this if they like to panic burst.
Stuff > Dash Jackhound > ...
... > 2D (> Bacchus Sigh)
For confirming far pokes into oki or bacchus.
... > 2D(1) > Stance Jackhound (> Bacchus Sigh)
If you want a better spaced mist due to hitting 2D from very far away, with better meaty timing. In addition, Jackhound knockdown gives more advantage than 2D > MC, leading to better oki options.
... > 5H > KJT KJ FRC > Air Combo
Basic extra meter damage combo, good for preserving current level / saving coins.
... > (5K>) 5H > MF Lvl 2 Low > Air Combo
Level 2. Simple damage combo route from Jackhound. Can use f.S > 6H on crouchers if close enough, or 3H > f.S > 6H if spaced correctly.
... > 2D(1) > MC > 5K/2P > 5H > MF Lvl 2 High > Air Combo
Level 2. Advanced low meter damage midscreen jackhound confirm combo - mistcancel followup is a link - can be difficult executionally / character specific. Hit(s) after 2D(1) Mist Cancel are character/spacing specific. Good choice when you want to loop on the side you're facing post-jackhound
Level 2. Advanced corner carry / damage route. One of the best post-dash jackhound routes. To do j.H after KJ FRC properly you must FRC with P + K + S then piano to H in order to get j.H first frame after FRC.
Good for spending meter to increase damage before committing to a route. Also can correct self-cornering etc. May be too far for 5K depending on spacing, and 5K may be omitted depending on desired spacing. On crouchers, f.S > (3H>) 6H > Jackhound.
Counterhit Starters
Combo
Position
Level Required
Meter
Difficulty
Notes
Video Example (WIP)
CH 5H > Coin > Dash 5K > MF Lvl 2 Low > Air Combo
Midscreen
1
-
Basic
Strong reward off CH 5H. The 5H > Coin > forward dash sequence is common as it's good on block.
CH 6K > Mist Cancel > Dash x n > iad j.K > j.D > Ensenga
Near Corner
-
-
Basic
Easiest way to get some damage off CH 6K.
CH 6k > (Immediate Special Cancel) Coin > f.S > MF Lvl 2 High > Coin > etc
Midscreen Only
1
-
Advanced
Great confirm off CH 6K.
CH 6K > Mist Cancel > Dash x n > Coin > MF Lvl 2 High > Coin > etc
Near Corner
1
-
Intermediate
Basic CH 6K confirm when somewhat close to corner. Depending on distance to corner, may require some wavedashing.
Enkasu Explanation and Combos
What is an Enkasu?
An Enkasu is performed when only the 1st hit connects, i.e. the blue region where there is no overlap with the 2nd hit (red) region.
Enkasu another name for a One-Hit Ensenga, which refers to connecting with only the 1st hit of Ensenga. (Kasu means whiff in Japanese)
The first strike occurs when Johnny breaks his bottle, creating a small hitbox near him. The second hit is the easily recognizable fire, which has a much larger hitbox. While the second hit is easily air techable, the first hit is generally untechable, allowing Johnny to land and perform Mist, go for okizeme, or OTG recoin while the opponent is knocked down.
There are generally three ways to achieve a successful Enkasu.
1. Hitbox
Much like Testament's own One-Hit Badlands, the two parts of Ensenga have slightly different hitboxes. By causing the 2nd hit to whiff, you can get an Enkasu even if the second part comes out. The most common area for this to occur is right above Johnny. The closer to Johnny's backside the opponent is, the easier it is to get the Enkasu. You can even land an Enkasu if you manage to hit them from behind with Ensenga, but this is much rarer. Due to the hitboxes, the Enkasu is generally preceeded by j.D due to the untech time j.D has, allowing you to delay Ensenga more while they float more towards the desireable location. In practice, you want to delay the Ensenga as late as possible. Because this technique relies on forcing the 2nd hit to whiff, this method is usually character / height / spacing specific.
2. Landing Cancelling
Rather than causing the 2nd hit of Ensenga to whiff, you can perform Ensenga right before you touch the ground, and you'll land before the 2nd hit can come out, effectively cancelling it. This can only be done near the floor, and is executionally more difficult in many cases than the first technique. However, unlike the above. this techinque isnt character specific since it doesn't involve hitboxes. The combos preceeding the technique often are character specific, however. Generally, like the above, the Ensenga is preceeded by j.D, as it's long tech time allows Johnny to delay Ensenga and fall closer to the floor.
3. Forcibly Cancelling
You can prevent the 2nd hit from occuring by Roman Cancelling the 1st hit of Ensenga. This method is foolproof and extremely easy executionally, compared with the other two techniques, but costs 50 meter. It's generally suggested to avoid this technique if possible, due to the amount of meter required. It does, however, lead to much faster recovery because Ensenga normally has landing recovery, so this setup can lead to faster mists, preventing the need for FRC'ing in some cases.
Enkasu Combos
Corner Throw Combos
Enkasu timing is organic, and it's hard to say which timings are "easy" and which are "hard" - experiment and find the routes most comfortable to you.
Combo
Meter
Difficulty
Notes
Video Example (WIP)
Throw > dash j.P > j.P > j.S > j.D > Enkasu
-
-
Standard Enkasu route. Works on almost every enkasu'able character provided you add the correct amount of delay. How early / late you start your first j.P will also greatly affect the combo, as it establishes the initial relative height. For light characters, dont delay too much. Dash momentum allows this route to work from farther out of the corner than non-dash routes. VS characters with troublesome reversal options, consider a non-dash route to space yourself into 3H range instead.
Throw > j.K > j.S > j.D > Enkasu
-
-
Works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE, JU, KL (no delay).
Throw > j.PSD > Enkasu
-
-
Works on: BA, BR, IN, JA, RO, TE, CH, SL, JU, KL and possibly others. Pushes back less, making it easier than the above combo due to being more "under" them. Often used as the VS females variant. Recommended vs JA
Throw > j.KPSD > Enkasu
-
-
Recommended for FA
Throw > j.PPSD > Enkasu
-
-
Recommended for TE, ZA
Throw > dash j.PKSD > Enkasu
-
-
Recommended for JO
Throw > dash j.PPKSD or j.KPKSD > Enkasu
-
-
Recommended for PO, BA
Throw > 6K (mist cancel) > iad j.D > Enkasu
-
-
Works on: AN, AB, SO, CH, ZA
Throw > 6K (mist cancel) > sj iad j.D > Enkasu
-
-
Works on ED, HOS, CH
Throw > MF Kvl 1 High > TK Ensenga
-
-
Works on JA, possibly other lights - extremely situational since you need to be at level 1 for this combo, but it's incredibly easy, to the point where its pretty much 100% reliable.
Throw > j.K > KJ FRC > j.D > Enkasu
25
-
Unconfirmed
Corner Throw > Coin > Enkasu Combos
These combos can be done at level 1 and will end with you at Level 2 into a Bachus Sigh setup.
Throw > FRC > Walk Back Up Coin > sj.K > j.S > j.H > KJ frc > j.K > j.D > Enkasu
Works on IN, JA, KY, JU
Throw > FRC > Walk Back Up Coin > j.P > j.S > j.D > Enkasu
Works on AB
Throw > FRC > Walk Back Up Coin > sj.P > j.K > KJ frc > j.K > j.D > Enkasu
Works on RO
Throw > FRC > Walk Back (significantly) Up coin > sj.P > j.K > j.S > KJ frc > j.D > Enkasu
Works on BR
Throw > FRC > Walk Back (slight) Up coin > j.K > j.P > j.D > Enkasu
Works on ZA
Throw > FRC > Walk Back Up coin > sj.P > j.K > j.S > KJ frc > j.K > j.K > j.D > Enkasu
Works on CH
Throw > FRC > Up Coin > j.d > Ensenga > RC
For when you just want the Enkasu no matter what - RO / SO / KY / TE / JU / HOS / VE
Corner OTG Coin List after Enkasu
After corner Enkasu, you can OTG into Coin vs most characters. This is a good way to get to level 2 after getting an Enkasu at Level 1. Since Johnny's okizeme is not very strong, this is a very common strategic decision.
None: BA, KY, RO
5H->Coin: AN, AX, CH, DI, ED, FA, IN, JO, MA, MI, HOS, PO, SL, SO, TE, VE, ZA
2P->c.S->Coin: JA
2D->Coin: PO, TE
Walk forward->Late 2D->Coin: AB
Walk forward->c.S->Coin: JO(Only needed in certain cases)
Walk forward->2P->Coin: BR(Very distance specific)
Basic Corner IAD Enkasu Loops
Be aware that many other corner combos ending in Enkasu can be found in the main Combo section. This section is dedicated towards short basic recoin enkasu loops and their variants.
Enkasu loop difficulty based on character. There are many reasons why some characters are more difficult to Enkasu than others. The main difference simply has to do with their air hurtbox, which affects your window for whiffing the 1st hit. The shape of their sliding hurtbox can also affect how early or late the coin will land, which determines how much time you have to dash iad. This can also dictate whether you can use j.K or j.P as the initial iad hit. Some characters also have small hurtboxes which makes j.P difficult to hit. Weight is obviously also a major factor, as Enkasu difficulty and specificity generally increases with weight.
Easy: JA, DI, MA, MI, BR, BA, CH, SL, JU, IN
Medium: AB, KL, RO, ED, FA, TE, AX
Hard: JO, KY, ZA, PO, VE
Very Hard (Need to Landing Enkasu): SO, HOS, AN
Stuff > MF Lvl 2 Mid > Coin > dash iad j.PKD > Enkasu [111 dmg from 5K > c.S]
The core enkasu loop. Replace the airdash string with others to your liking / depending on character: iad j.PKD / PSD / KSD / PKSD / PPPD / PPSD / sj iad KSD
Misc notes per character
KL / PO - KPD
AX - PSD, KSD, or sj.iad KSD
ED - KSD
RO - KPPD
TE - KPD (only slight delay between K and P)
FA - sj.KSD or PKD
CH - use KPD or KSD
ZA - KPD or PSD
BR - KPD is really easy
JO - sj.KPD or KPPD or PPPD or KSD - the key is to start your string high above him, so that you have extra time before you land, letting him rise enough. If you start too low, Johnny will be too low to Enkasu unless you do a perfect landing Enkasu. Starting the combo farther from the corner makes this easier, since the later coin hit gives you more time to jump before airdashing. The idea here is to NOT do a perfect iad. using superjump airdash j.KSD can be a consistent way to get the height you need, and is recommended, though spacing specific.
HOS - use j.PSD or j.KSD to landing enkasu, its really hard.
AN - use j.KSD to landing enkasu, it can be effective in this matchup
Works on JA, AB, ZA. KF, HOS, FA, JO, BR, CH, ED, IN, MA, MI, RO (iad j.KSDE), DI (hard). Works but haven't confirmed iad enkasu on: KY, AN, SO (needs landing enkasu, j.KSD is easier). Works but you need to throw FRC and walk backwards: TE, JU, AX, SL, PO.
Great corner carry, amazing reward off of throw, though char specific. The general timing for the post-mistfiner coin is as they start to bounce back towards you from the wall. Note that you can go into different routes after MF Lvl 2 High, see the loop explanation section for details. In this case, add extra reps of Coin > dash 5H > MF lvl 2 high for corner carry / adjustment, or do Coin > Jackhound for the easier knockdown at the cost of meter. Up coin dash mist is also okay if you're not confident in your enkasu ability - the combo does terrible damage anyways.