Background
Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game.
Strengths:
- Great pokes
- High damage potential
- Mist Canceling
- Coins
- Highest tension pulse
Weaknesses:
- Subpar high/low mixup
- While damage potential is high, it’ll cost you coins, meter, or both
- Large inactive hitbox
- Most moves are horrible on whiff, which makes every poke a dedicated decision
Move List
- See also: Johnny Full Frame Data
Normals
5P
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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12
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1.44
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3
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8
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1
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HLF
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CJR
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5
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4
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6
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0
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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.
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5K
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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16
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2.64
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6
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7
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2
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HLF
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CJR
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6
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5
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9
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-2
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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. Or you can Mist Cancel your 5K bare, for a tick throw, or simply to maintain your positioning.
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c.S
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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26
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2.66
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10
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7
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3
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HLF
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CJR
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6
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3
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8
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+3
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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. Also a better move to Mist Cancel off of, than either of the two. Use this move when you're not close enough for your punches, but also inside 5K's max range.
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f.S
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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34
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3.84
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14
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6
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4
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HLF
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CR
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8
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3
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25
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-11
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Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. Dangerous to whiff. As such, reserve this move for counter-pokes only; it's not something to throw out thoughtlessly. Chains to 6HS, but only combos on counter-hit or crouch-hit.
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5H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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42
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3.84
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20
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3
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5
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HLF
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CR
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11
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2
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33
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-16
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Big reach. Controls a lot of space, ground-wise and air-wise. Kinda fast for how much space it covers, but still a bit slow. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Tends to lose to the same moves that go under your 2P or 5K.
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6P
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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25
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2.64
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10
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7
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3
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HLF
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CJR
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11
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6
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10
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-2
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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.
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6K
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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FRC: 12f-13f 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 canceled forward dash. But watch your feet and try not to get thrown.
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6H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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5D
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Very slow overhead. Johnny's only true standing overhead. On block, neutral at worst, +7 at best. Deceptive reach.
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2P
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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2K
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Hits low. Compliments your 5K. If they have a move that cleanly goes under your 5K, 2K is what you use against it. Starts up slower than 5K, but is even harder to whiff punish due to its minimal recovery. Properly meatied, 2K is reversal safe against many reversals.
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2S
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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2H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Very fast and lots of reach, both horizontally and a little bit vertically. Moves you backwards. Atrocious on whiff. A very specific move. Some characters can squeeze attacks underneath your 5K and over your 2K. Against those moves, 2H is what you have to use. Gatlings to 5D. Punishable on normal hit. Staggers on CH.
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2D
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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 weary. 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.
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3H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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. Also builds up a lot of guard guage, since it's essentially two 5H's. Beware of slashback. Can special cancel at any time, as long as the first hit has made contact.
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j.S
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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j.D
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Crossup. Best air to air for hitting opponents above you. Wallbounces. A small amount of recovery upon landing.
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Throws
Throw
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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Air Throw
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, Level 2 Mid MistFiner combos and more are possible when opponent is air thrown into the corner.
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Specials
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance 236P/K/S
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Mist Finer: Upper 236P
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Version
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Level 1
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Level 2
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Level 3
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Level 1: Will cancel out projectiles, but loses hit potential. 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.
Level 2: FRC: 19f~20f - Reduces Mist Level to 1. Cancels out projectiles.
Level 3: 9 hits. Reduces Mist Level to 1. Cancels out projectiles.
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Mist Finer: Middle 236K
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Version
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Level 1
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Level 2
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Level 3
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Level 1: Will cancel out projectiles, but loses hit potential.
Level 2: Reduces Mist Level to 1. Cancels out projectiles.
Level 3: 9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.
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Mist Finer: Lower 236S
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Version
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Level 1
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Level 2
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Level 3
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Level 1: Will cancel out projectiles, but loses hit potential.
Level 2: FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.
Level 3: 9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.
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Glitter Is Gold 236H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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).
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Bacchus Sigh 214P
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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Ensenga j.41236H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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Force Breaks
Jackhound 214D
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Version
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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Normal
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Mist Stance Jackhoud
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Mist Stance Dash Jackhoud
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Consumes 25% Tension.
Staggers on ground hit (47F max). 46F float on air hit. 60% proration.
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% proration.
(During Mist Stance Dash) - Staggers on ground hit (65F max). 51F float on air hit. 80% proration.
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Return Jack During Jackhoud, 236D
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Overdrives
That's My Name 632146H
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Damage
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Tension
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GB+
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GB-
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Level
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Guard
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Cancel
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Startup
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Active
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Recovery
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Static Diff
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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.
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Instant Kill
Joker Trick During IK Mode, 236236H
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Tactics
Frame Data
Redirect to Johnny's Frame Data
General Strategies
Gatling Chart
Mist Cancel
Essential Johnny technique.
Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +6. Better than safe, it's advantage!
How to Mist Cancel
- Do a move that is special cancelable.
- Special cancel in to a Mist Finer.
- Hold button to stay in Mist Stance.
- 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.)
Example: 5H>236[PKS]~HS
Combos
Abbreviations
MF Lvl X Low/Mid/High - Mist Finer Lvl X Low (236S), Mid (236K), or High (236P)
Enkasu - One Hit Ensenga
Mist Jackhound - Jackhound while in Mist Stance
Dash Jackhound - Jackhound during Mist Stand Dash
KJ - Killer Joker
KJT - Killer Joker Transport
DB - Divine Blade
DBT - Divine Blade Transport
Air Combo - See the Air Combo Explanation section for details
Air Combo Explanation
Standard basic is a variation of: j.K > j.S > 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.
Optimization route is j.K > j.S > j.S > j.H > j.D > Ensenga. This also leads to the most optimized
Killer Joker FRC followup is j.S > j.S > j.H > j.D > Ensenga, if done after j.H > KJ FRC.
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.
MF Lvl 2 High Loops
If a combo leads into, or starts from MF Lvl 2 high, one can choose to do one of the following:
- -standard j.KSKSDE variant
- -standard 25% damage combos: j.KSSH > KJ FRC > j.SSHDE
- 25% Airdash Enkasu - j.KSK > KJ FRC > airdash j.KSDE(1)
- Divine Blade enders (see above section)
- iad j.H > kj FRC > aircombo - good against lights / they are too far for j.K
- iad j.H > KJ FRC > j.H > j.D > Enkasu* - Char specific enkasu setup
- ground divine blade transport divine blade - leads to solid knockdown, weak oki timing
- coin > mf lvl 2 high juggle into coin > jackhound > mist - sets up lvl 2 + mist setup
- coin > mf lvl 2 high juggle into coin > iad j.K > j.S > j.D > Ensenga (1) - same as above but better corner carry, does not change sides, harder executionally.
- coin > mf lvl 2 high juggle into coin > divine blade transport > divine blade for lvl 2 + hard knockdown. enough time for meaty, but no mist setup, but meterless and works midscreen when enkasu is hard to followup / unreliable
Midscreen Combos
- standard meterless mist setup. 2S is meaty, 3H meaty requires FRC
- Basic meterless ground combo for levels. You can follow up with various OTGs such as dash 5K/2P, 6K, f.S, 6H, dash coin, immediately coin again. Followups are character specific and can lead to different pursuit options. Additional coins for an extra level.
- 6P > j.K > j.S > j.K > j.S > j.D > Ensenga
- Basic anti-air combo. See Air Combo explanations for further details on air combo variations / enders.
- TK Ensenga > RC > airdash j.S > Ensenga
- Basic midscreen TK Ensenga combo
- 5K > 8 (ji) > 5H > KJT KJ > FRC > Air Combo
- Basic midscreen damage with no levels
- 5K > 5H > MF Lvl 2 Low > Air Combo
- Level 2. Basic midscreen damage combo
- 5K > 5H > dash jackhound > 2D > mistcancel > 5K/2P > 5H > MF Lvl 2 High > Air Combo
- Level 2. Advanced 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.
- 5K> 5H > KJT KT > FRC > j.H > j.D > 5H > MF Lvl 2 High > Air Combo
- Advanced damage combo, requires mist finer level 2 and 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 slide to H as you FRC by doing FRC with PKS then press H immediately after. You can also choose to omit j.H for the simpler combo below.
- 5K > 5H > KJT KT > FRC > delayed j.D > Side swap > MF Lvl 2 High > Air Combo
- Easier but less damaging version of above combo, with the added effect of swapping sides. This can be beneficial if you are cornered. It is recommended to learn the above combo instead, because it can be extended greatly in the corner, whereas this one cannot.
Corner Combos
- 5K > 5H > KJT KJ FRC > j.H > j.D > land > aircombo
- Any level. Advanced corner damage combo
- 5K > 5H > KJT KJ FRC > j.K > j.D > Enkasu
- Any level. Basic corner enkasu setup - can omit j.K on some characters (and even j.D?)
- 5K > 5H > KJT KJ FRC > j.H > j.D > land > Air Combo
- Any level. Advanced damage combo
- 5K > 5H > KJT KJ FRC > DB FRC > j.K / j.H > j.D > land > aircombo
- Any level. Intermediate corner damage combo - does less than the above combo, but is much easier. KJT KJ FRC > DB > FRC > j.H is a very safe / good string on block, so this route is extremely beneficial if you are trying to safely confirm from a potential KJT KJ hit.
- TK Ensenga > RC > airdash j.K > j.D > land > aircombo
- Any level. Basic TK Ensenga corner combo. Can replace with j.H > j.D against PO, RO, and HO. Use rising j.K for aircombo starter. use c.S or j.P if they are too low for j.K
- 5K > 5H > mf lvl 2 mid > dash 5H > coin > MF Lvl 2 High > Air Combo
- Level 2. Standard meterless damage combo
- 5K > 5H > MF Lvl 2 Mid > dash 6H > (Mist) Jackhound > c.S > Air Combo
- Level 2. Basic damage combo with 25%
- 5K > 5H > MF lvl 2 Mid > dash 6H > forward tk KJ FRC > j.H / j.K > j.D > land > Air Combo
- Intermediate damage combo. 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.
- 5K > 5H > MF Lvl 2 Mid > Coin > (dash) iad j.K > j.S > j.D > Enkasu
- Level 2. Standard meterless Enkasu setup. Difficult, but important. character specific, can replace with j.PKSD, j.PSD, j.KPSD, depending on char / distance / preference. See Enkasu explanation for details
- 5K > 5H > MF lvl 2 mid > coin > ( dash 5H ) > mist stance Jackhound > Mist
- Basic jackhound mist setup
- 5K > 5H > MF lvl 2 mid > coin > dash 5K / c.S / f.S / 5H > mf lvl 2 mid > coin > dash c.S / 5H > mist stance jackhound > 2D > Mist
- Level 2. Advanced jackhound mist ender - good timing is needed to correctly hit with 2D for solid knockdown. Leads to much better spaced post-mist meaty than previous combo. Character weight is crucial to landing the 2D properly - more hits may be needed so the opponent falls into 2D correctly.
Enkasu Explanation and Combos
Alternate Color Chart
Click [★] for character's full frame data