m (the corner mfc route was wrong, if you attempted to do it that way more often than not the last move would whiff, and it said that it would wallstick, however you get pushed too far from the wall for it to wallstick.)
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.
- MFC is shorthand for Mist Finer (214[P]/[K]/[S]) stance cancel (H/D). It's generally recommended that you Mist Finer cancel using 214XD, since input buffering may read 214XH as Ensenga (214H).
(*note* page writing still in progress)
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
Basic P Mist Finer ComboThe skeleton.
Very Easy
c.S > 2H > 214[P]66]P[ > ...
Johnny's basic bnb route for c.S starter combos, usually as a punish or meaty.
See Combo Theory for different ender options.
Basic Corner RouteOptimally un-optimal.
Very Easy
(c.S > 2H > 214[P]66]P[), c.S > 6H > 214H, WS! 5[D]
High damage corner combo that doesn't need MFC's.
Simple MFC RouteJust lean.
Easy
c.S > 2H > MFC, f.S > 5H > 214[S]66]S[
Not optimal, but it's good practice. Has high corner carry and deals a hard knockdown for decent oki.
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
TKFiner Routethe coolest you'll ever feel
Medium
c.S / 5K (blocked) > 2147S > 66FRRC~j.H > land > c.S > 2H > 214[P]66]P[ > ...
The best way to route back into bnb's off of a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. finer hit.
The frc can be a bit tight, but it's not too crazy.
corner mfc routeactually usable MFC's
Medium
c.S > 2H > 214[P]66]P[, dl.5K > 6H > MFC > c.S (WS) > wallbreak
the best route for corner hits. there are a couple different ways to lead into the 6H loop, but this is the most consistent.
also works with c.S > 2H MFC (no finer)
works with CH 214H
the amount of times you can loop varies depending on the starter
while c.S can juggle after P finer it has too much pushback and the final c.S will not wall stick
Combo Theory
Johnny's combos, though rather simple in concept, have a lot of different routes for optimization and setup. generally combos like to follow one of two routes depending on position.
johnny's starters are pretty limited but he usually finds a use for each of them
c.S/5K > 2H. This is Johnny's best starter by a good margin due to its consistency. the launch from 2H is an amazing setup for both P finer juggles and for 6H loops.
CH214H. A little less consistent than the above option, but functional nonetheless. In midscreen you will have to forgo the P Finer and just skip straight to 5K for the pickup. Much better starter in corner as it leads to the highest damage from 6H loops.
AA/CH6P > 214[P]66]P[. A little weird and not often used, but functions as a starter nonetheless. You need the P finer even if you're in corner
Extenders
214[P]66]P[. Mainly used for midscreen combo extension. The pop up from the slash gives johnny enough time to catch them with a c.S or 5K to lead into your ender.
6H loops. Johnny’s best corner extender. The actual loop itself is [Air hit c.S / 5K > 6H > MFC]xN. Usually you can get about 2 loops before wallsplat.
Enders
Unlike his starters, Johnny has a lot of different ways to end his combos that leave him in some form of advantage.
5K/c.S > 6K > 236K > (214[K]66]K[). Gives a lot of corner carry as the 6K launches them very far and the card from 236K keeps you safe to close in. if you do chose to use the K finer, you can usually get about two step-dashes in before they get up.
5K/c.S > 6K > (214[S]66]S[) alternative ender to the above for a closer knockdown at the cost of corner carry. The HKD from S finer lets you set up a P card and catch them on block with a c.S to start mix.
5K > 6K > 632146H > (236K). Metered ender that still gives you time to set a card and catch it with a K finer to start mix.
Wallbreak
5[D]: Highest damage meter less wallbreak option. Also Johnny's slowest startup normal with somewhat poor horizontal range, will not work in all routes even with MFC's.
6H: Second highest damage normal, generally used in cases where 5[D] won't work. Depending on combo scaling and guts, may do the same damage as 5[D].
214K: Longest range and fastest special attack. Does less damage than 6H but is much easier to use.
236[D]: Advancing and chargeable special that grants a hard knockdown. Requires 50% Burst.
236236S: Fast, full-screen super. Very easy to use but deals less damage than 632146H. Requires 50% Tension.
632146H: Johnny’s most powerful super. Can almost always be used by Mist Finer dash-kara canceling into it. Requires 50% Tension.
Combo List
All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The list is focused on most practical examples, not every single option that exists.
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
P Starters
5P/2P
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P/2P > 6P > 214S
Anywhere
63 (60)
All
[1] Very Easy
Tension Gain: 12 Quick HKD from abare. Skip the 6P if further away from the opponent. 6P can also be replaced with an extra 5P/2P for less damage in exchange for an easier confirm that also works from max 5P/2P range on counter hit.
1.35
5P/2P > 214S, TU! 66, c.S > 2H > 214[S]66]S[
Anywhere
101 (98)
All
[2] Easy
Tension Gain: 29 Jab confirm extended with Turn Up. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
Tension Gain: 31 Counter hit combo using 50% Burst. Can replace 6K with c.S > 2H at close range. Requires walking after the first c.S to guarantee the second c.S on the whole cast. Will wall stick if the opponent reaches the corner.
1.35
5P/2P > 214K, f.S > 2H > 214[K]66]K[, WS! 5[D]
Corner
134 (131)
All
[4] Hard
Tension Gain: 26 Requires a bufferable 1-frame link between 214K and f.S. Fortunately more lenient on some characters. A perfectly executed alternate ender... 2H > MFC, f.S > 214K, WS! 214K[K]66]K[ will allow 2 additional damage at the cost of your sanity.
Tension Gain: 12 (-50) Corner combo extended with 50% tension.
1.35
CH 5P/2P > 6K > 214P, 5K > 6H > 214H, WS! 5[D]
Corner
144 (141)
All
[2] Easy
Tension Gain: 30 Counter hit corner combo.
1.35
6P
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
6P > 214S
Anywhere
61
All
[1] Very Easy
Tension Gain: 10 Replace 214S with 214K if the combo started beyond 6P's normal range (like when counter-poking) or if it hit as an anti-air.
1.35
6P > 236D > c.S > 2H > 236HH
Anywhere
105
All
[2] Easy
Tension Gain: 22 Combo extension using 50% Burst. Fully charge 236D on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace 236HH with 214H if the combo started in the corner for better damage.
1.35
AA CH 6P > 214[P]66]P[, f.S > 214K
Anywhere
98
All
[2] Easy
Tension Gain: 20 Anti-air counter hit 6P combo.
1.35
CH 6P > 214[P]66]P[, c.S > 6H > 214H, WS! 5[D]
Corner
175
All
[3] Medium
Tension Gain: 27 Counter hit 6P corner combo.
1.35
K Starters
5K/2K
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5K/2K > 2D > 214S
Anywhere
83 (65)
All
[1] Very Easy
Tension Gain: 14 Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank c.S oki or long range f.S card oki.
1.41
5K/2K > 214P, f.S > 214K
Anywhere
91 (72)
All
[2] Easy
Tension Gain: 19 Close range 5K combo. 5K can be dash-kara canceled to extend the range at which this combo works.
1.41
5K > 214S, TU! c.S > dc, c.S > 2H > 214[S]66]S[
Anywhere
133
All
[2] Easy
Tension Gain: 35 5K confirm extended with Turn Up. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
1.41
5K > 6K > 214[P]66]P[, 5K > 6K > 214S
Anywhere
112
All
[3] Medium
Tension Gain: 27 5K crouch confirm and counter hit combo. The second 6K can be replaced with 6H > 214K to wall stick when approaching the corner.
Tension Gain: 37 Character specific 5K combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.
Tension Gain: 16 (-50) Combo extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
1.41
5K > 214P, f.S > 2H > MFC, f.S > 5H > MFC, WS! 6H
Corner
168
All
[3] Medium
Tension Gain: 30 Close range 5K corner combo. 5K can be dash-kara canceled to extend the range at which this combo works.
Tension Gain: 41 Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first 6H.
Tension Gain: 13 (-50) 2D combo extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Replace 214[S]66]S[ with 214[P]66]P[, 5K to wall stick when approaching the corner.
Tension Gain: 8 (-50) Uncharged 5D hit extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Will wall stick at either 214[P]66]P[ or 5K when approaching the corner.
Tension Gain: 13 (-50) Throw extended into a corner combo with 50% tension. The dash canceled c.S only works if 5[D] connected at its max height, can be skipped for minimal damage loss but easier execution.
Tension Gain: 13 (-50) Air throw extended into a combo with 50% tension. May need to walk forward after landing from the RC in order to use c.S. Will wall stick if the opponent reaches the corner.
1.41
Special Move Starters
Turn Up
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
214S > Turn Up > c.S > dc > c.S > 2H > 214[P]66]P[ > 2P WS > 5[D]
Round Start to Corner
172
All
[3] Medium
Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.
1.29
214P (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
214K (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
214S (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.214P (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.214K (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.214S (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
j.236H or 236H~H (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
214H (empty)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
Combo Theory
Basic OverviewFor if you just want the fundamental principles.
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of P Mist Finer (214P), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from 2H and 6H, and Vault~Deal (236H~H).
Once the combo has been extended, S Mist Finer (214S) will provide a HKD to allow for close oki and K Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.
LaunchersAnd how to route into them.
The standard launchers to use near the beginning of your combos once you've landed the hit are 2H, 214K, j.D, and 6K > 214[P]66]P[.
Example combo starters:
c.S > 2H > MFC: Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like 214P that have 2000 RISC loss and therefore scale the combo heavily.
CH 5P/2P/5K/2K > 6K > 214[P]66]P[: A way to confirm from any abare button into a launcher on CH. From 5K and 2K, you can connect to 6K on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.
Landing j.K > j.D: A corner-only launcher that adds minimal RISC and can lead into c.S.
5P/2P/5K/2K/f.S/2S/5H/6H > 214K: Corner-only "launcher". K Mist Finer tumbles, allowing for 5K and f.S relaunches early into combos.
5K > dc~214P: A midscreen launcher that doesn't quite work at max 5K range but works on non-CH standing hit.