Johnny
Attack List Analysis Combos Strategy


- Strategy -

Johnny General
(added 12.21.02)

Basic Pressure:

Johnny has a few good-yet-basic pressure options that revolve around 2 moves: Coin (236H), and 6K. Knowing how to use both the Coin and the 6K are important at all levels of play. Some general examples are explained below.

The Coin is used to cancel the lag on high-recovery moves while allowing Johnny the freedom to dash after it due to it's quick recovery. It also pumps up the power/effectiveness of Johnny's Mist Finer (236P or K or S) attacks. Normally the Mist Finer is Level 1. When one Coin connects with the opponent unguarded, the next Mist Finer Johnny performs will be a Level 2. Basically, more damage and untechable. When 2 Coins hit the opponent unguarded, the Next Mist Finer will be Level 3. This turns into a crazy multi-hitting slash frenzy that does a good deal of damage.

The 6K is an extremely quick and high-priority rushing attack that opens up Johnny's offense in a few ways. First of all, it makes Johnny lunge in extremely quick. When blocked, it leaves him at +3 advantage. On a hit, it send the opponent reeling into the air and gives Johnny a combo opportunity. On counter hit, it sends the opponent into the air and unable to tech. This lets him do even deadlier combos! To top it all off, 6K can even be FRC'ed before the hit making it an extremely quick dash!

A solid rush with Johnny will combine good use of Coins, 6K and Mist Cancel (see Advanced for Mist Cancel info). Basically you want to keep the opponent on defense for as long as possible. To do this, you want to get in quick (the 6K works great), and keep the opponent blocking by throwing out Coins. As mentioned, the 6K gives Johnny +3 advantage, so a follow-up K (EX 6) is virtually uncounterable by basic and special attacks that lack invulnerability (Sol's basic stand K is EX 3 which should technically always resolve in a "clash" if timed right against Johnny's follow-up stand K). Johnny's K is also a Gatling starter for a variety of chains. By using the 6K to get close, then "stuffing" the opponents next attack with the K and a follow-up Gatling Combo -> Coin, Johnny can lay down some serious pressure while remaining relatively safe.

On the flip side, the Coin recovers fast enough to allow Johnny to use his 6K to get in close. After a Gatling Combo, you might want to cancel into a Coin for that last bit of pressure, then as the opponent blocks, 6K back in and start your mix-ups all over again. As you can see, the Coin and the 6K benefit from one another. Below are some general pressure strings:

6K, K-2D -> 236H, hop forward, 6H -> JC...
6K, K-2D -> 236H, hop forward, 6K...
6K, K-2D -> 236H, 6H -> JC... (corner)
6K, K-H -> 236H, hop forward, 6K...
6K, K-S(f)-6H -> JC...
6K, K -> JC, (air) 41236H
6K, 2H (5F EX on 2H!)

You can also throw a Coin out first and have the 6K back it up: 236H, 6K, then go into your options. Keep in mind, depending on how far you are from your opponent after they block the 6K, some options won't work. It's very important to learn the diferent ranges for each pressure string. On a side note, if you manage to connect with the K-2D -> 236H sequence, the Coin will OTG the opponent. Due to the slow trajectory, yet fast recovery, Johnny can hop forward after the Coin comes out, and as soon as it OTG's the opponent, he can connect with K-S (and sometimes K-S-H depending on the character) for some extra damage. There's actually a lot of OTG variations, but the K-S and K-S-H are the basic options.

(added 12.21.02)

Throw Options:

Johnny's basic throw has a multitude of interesting options available. For one, he can jump up and follow with an air-combo (j.K-S -> JC, dj.S-D -> 41236+H) for some quick and easy damage. However, depending on where your opponent is, you may want to try for some slightly riskier, yet higher damage options.

The second of the options involves only performing half of the air combo: j.K-S -> JC, wait. If your opponent techs the wrong direction, you can usually air throw them right away. This is highly effective in the corner since Johnny can land and follow-up with a whole slew of additional mix-ups. (see the Corner Air Throw section)

The third option is to dash under your opponent, then as they tech, jump up and meet them with an air throw. The theory behind it is the same as for the half-combo -> air throw option. It's a good option to go for when your opponent is near the corner because of the extra options.

If your Mist Finer is charged up to Level 2 (one coin has struck opponent), then you can actually inflict massive damage and gain Tension at the same time using the Mist Loop. Throw the opponent into the corner, then quickly 236P for the first Level 2 Mist Finer. Since the opponent cannot tech, you are free to do whatever. However, if you were close to the corner when the opponent was throw, you can throw out a Coin (236H) then connect with another Mist Finer before the opponent can tech. This can be done a bunch of times before Johnny is pushed too far back to continue. Obviously you need to have coins in reserve for this to be effective.

Usually after about 3 loops, Johnny will have amassed a good amount of Tension so then it's time to either go for a quick combo finisher (6H -> JC, (air) 41236H) or stylish finish (dash, S(c) -> JC, j.K-S -> JC, dj.K-S-D -> 41236H). Make sure that you are close enough so that when you hop and S, you will get the close version and not the far version. Many times you will end up dizzying the opponent. Let them fall, then do your biggest combo!

(added 12.21.02)

Corner Air Throw:

If you can connect with an air throw near the corner, thus throwing your opponent against the wall, they will be unable to tech. This gives Johnny a few more options. The most obvious is to go right into a basic air combo for the guaranteed damage: K-S -> JC, j.K-S -> JC, dj.K-S-D -> 41236H.

The second option is just like the basic throw set-up. Hit with the K-S -> JC, j.K-S -> JC, wait. If the opponent techs back (towards wall), you can air throw them again. From here, repeat the setups!

If you have Level 2 Mist Finer ready, you can do S -> 236P, or S-H -> 236P, then go into one or two more Mist Loops (236H, 236P etc). Just as with the Basic Throw Mist Loop, you can finish with almost anything you want! 6H -> JC, (air) 41236H. How about dash S(c) to air throw setups. Too good!



Johnny Advanced
(added 12.21.02)

Mist Cancel:

Possibly "the" most important Johnny technique is the Mist Cancel. By canceling basic attacks into the Kamae (236[P] or [K] pr [S]), then canceling out of the Kamae itself (Kamae - H), Johnny can greatly reduce recovery and end up with an advantage in most cases. This is because Johnny can cancel the Kamae after the 6th frame, and the execution of the cancel is 3 frames. Combined, this makes for a 9 frame sequence. The reason this is important is because it basically gives every basic attack 9 RE after the attack strikes (hit or blocked). Since you can cancel basic moves from the first AC (active) frame, the Mist Cancel completely nullifies the normal RE data. To explain it better, here are some examples:

6H (Level 5), 18 EX, 2 AC, 32 RE, -15 SD

When blocked, Level 5 attacks inflict 18 frames of guard stun (see System - Attack Effects for more info). Since static defense is calculated by adding the remaining AC frames (subtract the first one because it is what makes contact with the opponent), to the RE frames. In this case, 1 AC (2 AC minus the hit) + 32 RE, that gives 33 total. Now subtract the 18 frames of guard stun it inflicts, and you see Johnny still has 15 frames left to recover. Thus, his Static Difference is -15. This is a huge disadvantage for Johnny. He's left wide open for 15 frames! However, Mist Cancel can take care of that.

6H -> 236[K],H

Johnny does his 6H but cancels into the Kamae, then cancels out of it. While the 6H still forces 18 frames of guard stun on the opponent, Johnny cancels from the first AC frame into the Kamae (6F EX), then cancels out (3F EX). Johnny recovers in 9 frames, instead of the original 33. This leaves him at a gigantic +9 frames of advantage (+9 SD) over his opponent. Now imagine having a +9 frame advantage on a faster executing move, such as Johnny's stand H (also Level 5). It executes in 11 frames! Normally it would have a recovery of 32F leaving him at a disadvantage of 14. With Mist Cancel, Johnny ends up with a +9 frame advantage instead!

Here's another example:

S(c) (Level 3), 6 EX, 3 AC, 8 RE, +3 SD

When blocked, Level 3 attacks inflict 13 frames of guard stun. With 2 AC (3 minus the hit) + 8 RE, Johnny completely recovers in 10 frames while the opponent is stunned for 13. Thus, +3 Static Difference.

S(c) -> 236[K],H

Just as with the 6H example, now you factor in the Mist Cancel (6F EX to Kamae, +3F EX to cancel), and Johnny recovers in 9 frames instead of 10. This gives him +4 frames of advantage instead of 3. While it may not seem like a big deal, every little bit of advantage helps!

Level 1 MC = 0 SD, Level 2 MC = +2 SD, Level 3 MC = +4 SD, Level 4 MC = +7 SD, Level 5 MC = +9 SD!

Knowing how to Mist Cancel, and knowing how to apply it in battle are two totally different things. You already know that you gain advantage frames for using the Mist Cancel, but learning how to take advantage of it is the key to Johnny's success.

(added 12.22.02)

Mist Cancel Enhanced Pressure:

With the Mist Cancel, Johnny can infuse his offense with variety and power. Instead of limiting his pokes to only high speed, low recovery attacks, or relying only on the Coin to cut recovery on heavier moves short, he can use the Mist Cancel in place of the Coin to keep overall recovery low and to save his money for more important scenarios. As a benefit, because the heavy hitting moves (Level 3, 4, and 5) create a decent amount of guard / hit stun, Johnny can use them to keep the opponent pinned while Mist Cancelling to leave him with a +4, +7, and +9 frame advantage respectively. Johnny can basically use the Mist Cancel and Coins together and create a super offense that locks the opponent down while maxing their guard gauge.

When used properly, the Mist Cancel, Coin, and 6K combinations can put Johnny in his opponents face for extended periods of time. Using the 6K to start the pressure, then switching between Coin and Mist Cancel's to keep his recovery down, Johnny can boost up his opponents guard gauge as they continue to block, and score big damage combos when he breaks their defense. Below are some Mist Cancel enhanced pressure strings to get you started:

6K, K-2S(c) -> 236H, hop forward, 6H -> MC, hop forward, H -> MC...
6K, K-2D -> 236H, hop forward, 2S -> MC, hop forward, 2S -> 236H...
6K, S-6H -> MC, hop forward, 6K, 2S(f) -> 236H, hop forward, H -> MC...
2K-S(c) -> MC, 6K, 2S(f) -> MC, 6K...
2K-S(c) -> S(f)-6H -> JC...
6K, K-S(f) MC, S(f) -> 236H, hop forward, S(f) -> 236H, hop forward, 2S -> MC, 6H -> MC or JC... (corner)

When using Mist Cancels, you have to take into account where your opponent is on the screen, and if they will be able to crouch under certain pokes (like S(f) and air dash attacks after a jump cancel). By practicing the Mist Cancels you'll be able to judge on the fly, which moves will work the best in the current situation. The above listed options are only a small taste of what Johnny can really do when utilizing the Mist Cancel. Once you understand the timing for each move in addition to how your opponent will most likely react in any given situation, you will really begin to see the true power of the Mist Cancel.

On a side note, when you score counters with certain Mist Canceled moves, you have a few more options at your disposal. For example, if you can counter with 6H -> MC, you can usually score another 6H right away. Big time damage for only two moves. Also, off the same 6H -> MC, you can connect a 6K if you are in range for a free combo opportunity. Since the Johnny's stand H is also a Level 5 move, the same follow-ups (6H or 6K) are possible after a Mist Cancel on counter!

(added 12.22.02)

Ensenga Special Feature:

As a special bonus of Johnny's Ensenga (air 41236H), if only the first hit connects, the opponent will be unable to tech. There are two ways to connect with only the first hit. The first involves Roman Cancelling the Ensenga right after the first hit strikes. The second involves knocking your opponent high enough with an air combo so that when the Ensenga is used to finish, only the first hit will reach them.

To use the RC method, you will obviously need the meter to do so. However, the benefit of this variation is that Johnny is free to move instantly after the RC. He can do more air attacks, land without recovery, or even air dash or double jump if those options wern't used before the Ensenga.

Using the "first hit only" method out of a combo is much trickier. Though it doesn't require any Tension, it requires perfect height on your combos so that the opponent is always at the furthest reach of the Ensenga when it executes. Also, because there is no RC involved, Johnny will be unable to move until he lands and goes through the 12F of recovery after landing.