GGST/Johnny/Strategy: Difference between revisions

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< GGST‎ | Johnny
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| height      = 140
| height      = 140
| File:GGST_Johnny_fS.png
| File:GGST_Johnny_fS.png
  | '''Exceptional {{clr|S|f.S}}'''<br>A fast, slightly disjointed poke for checking spacing
  | '''{{clr|S|f.S}}'''<br>A fast, slightly disjointed poke for checking spacing
| File:GGST_Johnny_5H.png
| File:GGST_Johnny_5H.png
  | '''Reliable {{clr|H|5H}} '''<br>Higher reward and safe when MFC'd on block.
  | '''{{clr|H|5H}} '''<br>Higher reward and safe when MFC'd on block.
| File:GGST_Johnny_2S.png
| File:GGST_Johnny_2S.png
  | '''Low Check'''<br>Long range and a low hitbox for checking low profile options
  | '''{{clr|S|2S}}'''<br>Long range and a low hitbox for checking low profile options
| File:GGST_Johnny_5K.png
| File:GGST_Johnny_5K.png
  | '''Low Commitment'''<br>A low crush with fast frame data  
  | '''{{clr|K|5K}}'''<br>A low crush with fast frame data  
| File:GGST_Johnny_214K.png
| File:GGST_Johnny_214K.png
  | '''Whiff Punish'''<br>Long, disjointed punish option
  | '''{{prompt|GGST|K|16px}} Mist Finer'''<br>Long, disjointed punish option
}}
}}
Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliable whiff punish opponents from a long range. {{clr|S|f.S}} is fast and has enough range to pose a serious threat to opponents with poor spacing, and offers reliable confirms into hard knockdown on hit. {{clr|H|5H}} plays a similar role to f.S, though it has longer range, better reward on hit, and is significantly safer on block at the cost of a much long startup. {{clr|S|2S}} fills a similar role, although it can catch low profile moves like {{Character Label|GGST|Sol|label=Sol's}} {{MMC|chara=Sol Badguy|game=GGST|input=214S|label=Night Raid Vortex}}. When the opponent gets too close, {{clr|K|5K}} is a useful check thanks to its low crush properties and fast frame data. It (alongside {{clr|K|2K}}) gatlings into {{clr|D|2D}}, giving it reasonable reward on hit in the form of okizeme.
Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliable whiff punish opponents from a long range. {{clr|S|f.S}} is fast and has enough range to pose a serious threat to opponents with poor spacing, and offers reliable confirms into hard knockdown on hit. {{clr|H|5H}} plays a similar role to f.S, though it has longer range, better reward on hit, and is significantly safer on block at the cost of a much long startup. {{clr|S|2S}} fills a similar role, although it can catch low profile moves like {{Character Label|GGST|Sol|label=Sol's}} {{MMC|chara=Sol Badguy|game=GGST|input=214S|label=Night Raid Vortex}}. When the opponent gets too close, {{clr|K|5K}} is a useful check thanks to its low crush properties and fast frame data. It (alongside {{clr|K|2K}}) gatlings into {{clr|D|2D}}, giving it reasonable reward on hit in the form of okizeme.

Revision as of 10:14, 28 March 2024



  • WIP*

General Overview

Johnny is a character with a strong focus on controlling neutral with his Mist Finer specials. Given the "Zoner" designation by the game, Johnny's ideal playstyle is to train the opponent down with his long pokes. Once he's established himself, Johnny can move into a more reactive style of play by using Mist Finer to punch opponent approaches back. If opponents choose to respect Mist Finer, Johnny can then approach and begin his own excellent pressure.

The biggest problem with Johnny's gameplan is his need for precision and strong decision making. Johnny has few moves that pull double-duty for anything, and a large number of his moves are highly committal. For example, P Mist Finer covers a very specific angle despite the speed and range, allowing opponents to sneak under if it they make a read. While you can easily succeed if you're good at making the right call, Johnny can certainly overbet on his options if you play too deliberately.

Glossary

Move Notation

As Mist Finer stance is used in a number of unique ways in combos and pressure sequences, there are a number of shorthand notations used for different actions revolving around actions in stance.

Notation Full name Meaning
PMF P Mist Finer Mist Finer : UpwardsGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15
KMF K Mist Finer Mist Finer : HorizontalGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15
SMF S Mist Finer Mist Finer : DownwardsGGST Johnny 214S.pngGuardLowStartup7+5Recovery30Advantage-15
6XMF Forwards Mist Finer The notated Mist Finer includes a forwards Mist Finer Dash before releasing the button.
4XMF Backwards Mist Finer The notated Mist Finer includes a backwards Mist Finer Dash before releasing the button.
MFC Mist Finer Cancel Indicates that Johnny enters Mist Finer stance and immediately leaves it as a type of cancel.
MS Mist Step Johnny enters Mist Finer stance, dashes forwards, and exits the stance.
DJk Dash-Jump Kara Cancel Johnny kara cancels the startup of a dash-jump into a special or Overdrive.
MFk Mist Finer Kara Cancel Johnny kara cancels Mist Finer Cancel into an Overdrive.

Neutral

Pokes


Johnny excels in the midrange, utilizing fast pokes with long range to keep the opponent out. It should be noted, however, that many of Johnny's pokes sport long recoveries, making them risky in situations where they are likely to whiff.

Neutral Pokes

Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliable whiff punish opponents from a long range. f.S is fast and has enough range to pose a serious threat to opponents with poor spacing, and offers reliable confirms into hard knockdown on hit. 5H plays a similar role to f.S, though it has longer range, better reward on hit, and is significantly safer on block at the cost of a much long startup. 2S fills a similar role, although it can catch low profile moves like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17. When the opponent gets too close, 5K is a useful check thanks to its low crush properties and fast frame data. It (alongside 2K) gatlings into 2D, giving it reasonable reward on hit in the form of okizeme.

K Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 has incredible range and a quick startup, allowing it to whiff punish options that f.S or 5H cannot reach. It's disjointed nature also makes it less vulnerable to reversals or 6Ps. Unfortunately, Johnny gets less reward than with his normal pokes, and can find himself in trouble as this move is -15 on block.

Anti-Airs


Most of Johnny's grounded pokes are easy to punish on read with a jump-in, making representing anti-air options a core part of Johnny's neutral gameplan.

Anti-Airs

As Johnny's grounded pokes have long recoveries, he is particularly susceptible to jump-ins in neutral. 6P and 5P are both reliable anti-air buttons that can save Johnny from jump-ins on reaction, though 6P gives very little reward. c.S is Johnny's preferred anti-air tool, as it gives massive reward on normal or counter hit, though it requires timing due to its proximity requirements.

EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 and 6K both have their share of niche uses with exceptional CH reward, with Ensenga being better for punishing forwards advancing neutral tools like  Potemkin's MegafistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6. 6K is mainly used in situations where the opponent goes airborne while retreating, such as  Axl's RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3.

Though P Mist FinerGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15 also pokes upwards, its longer startup and low reward makes it an overall unreliable anti-air option.

Approaches

c.S starts pressure, 2K is a low and 6K moves forward. Mist finer dash can result in long-range pressure. Mist finer dash into anti-approach PMF is strong. j.P, j.S and j.H control airspace.

Fullscreen Zoning

Heavy conditioning Keep opponents afraid of Mist Finer and use Deal up wherever you can sneak it in. P Deal for approaches, K Deal for your own approach. j.236H~H with 50 meter is extremely threatening.

Resource Use

Johnny loves Wild Assault and can easily convert off of it. 50 meter as usual is super good for confirms. 236236S absolutely wrecks zoners and anyone attempting to poke Johnny down.

Offense

Deal Up

Deal up is Johnny’s goal in pressure as it is a strong guard crush. plus frames and mixup conditioner supreme He can get it off of grabs (P Deal), combos (usually K deal) or in the corner (throw > deal, combo ender > deal)

Okizeme and Pressure

Without card, use c.S and 5K to strike throw people.

  • 2K > 2D > SMF works and leads to card, throw gets either a safejump with 44 > IAD j.H or a card.
  • With MF cancelling, 5H can work as a okizeme tool, as can 6H.
  • Ensenga ends pressure safely and throw baits for full combo
  • Goal is generally to set a card somehow and at worst, Deal > RC can work to get one out.

With a card, your goal is to set up a 50/50.

  • Johnny’s easiest one is card > c.S >2147S/214S for a high/low which converts with Deal.
  • Opponents who are scared of card may be vulnerable to MF dash > throw or even card > stepdash > throw.
  • Alternatively, card can be used to pressure reset by cashing it out.
  • Card can scare people into forgetting about 2S, which can result in 2S > 5H > KMF.
  • Card basically makes all spacing traps real and lead to full combos, such as ensenga > 214S.
  • Wild assault allows Johnny to convert at max range if necessary.

Mist Cancel

Johnny's moves have lots of recovery, which can make some pressure normals like 5H unappealing to use. However, cancelling into Mist Finer stance and then leaving it immediately can reduce the recovery of each move by a considerable amount. Here's how to do it:

  1. Do a move that is special cancelable.
  2. Special cancel in to a Mist Finer.
  3. Hold button to stay in Mist Stance.
  4. While holding button, press H to Stance Cancel.
   Example: 5H>214[P/K/S]~H

The button you choose to use for Mist Cancelling can be , K, or S, but you should ideally choose the version you hold based on hitconfirm situations. For example, mist cancelling ground strings with K is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. Near the corner, using P in order to go into a delayed Mist Finer High after blocking is also very viable.

Mist Cancel Frame Advantage Chart

Shows the frame advantage for each attack level assuming fastest possible mist cancel. The fastest recovery of Mist Finer Cancel is 7+15=22.

  • Hits are assumed to hit at the first active frame.
Attack Level Normals On-Block MFC On-Block
Level 2 f.S -11 -9
Level 4 2H, 5H, 6H -14, -15, -19 -4

Notable Knockdowns

2K > 2D

Throw

KMF tumble

SMF HKD

Resource Use

Wild Assault converts everything. 236H~H is a pressure reset with 50 meter. Card > PRC is expensive, but it helps stabilize corner pressure. opponents jumping out? j.S > RC or j.S > j.KMF > RC > c.S > combo

Defense

Abare and Reversal

Legally mandated 2P 5f mash ... that's kinda it. Reversal super in 623146H, good hitbox and speed. Johnny defense isn’t particularly special, but can work fine.

Defensive Buttons

6P is really good. 2S halts all ground approaches and can convert if they don't get the message.

Resource Use

236236S snipes all zoning attempts. RC off of any mist finer to convert and push a corner situation. Deflect Shield is really good on Johnny as it allows him to space opponent pressure and then 5H them for a counterhit into big damage. FD is as always king

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