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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6K |
---|
6H |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
3H |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Throw |
---|
Air Throw |
---|
Specials
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance 236P/K/S |
---|
Mist Finer: Upper 236P |
---|
Mist Finer: Middle 236K |
---|
Mist Finer: Lower 236S |
---|
Glitter Is Gold 236H |
---|
Bacchus Sigh 214P |
---|
Ensenga j.41236H |
---|
Divine Blade 623S |
---|
Air Divine Blade j.236S |
---|
Killer Joker 214S |
---|
Air Killer Joker j.214S |
---|
Force Breaks
Jackhound 214D |
---|
Return Jack During Jackhoud, 236D |
---|
Overdrives
That's My Name 632146H |
---|
Instant Kill
Joker Trick During IK Mode, 236236H |
---|
Tactics
General Strategy
The Quick and Dirty:
How do I hit them?: Use your long range to either out-poke characters with inferior range, or to chase down and pressure zoning characters. Use mist cancels in combination with strong pokes to hit opponents who attempt to escape your pressure. Use throws and TK Ensenga to compliment your counter-poke game, and use coins to either continue pressure or give you more close range mixup/poke opportunities.
What do I do once I hit them?: Combo into coins to improve your mist finer level for future damage output, spend tension to improve damage, combo into 1 hit ensenga for mist setups or re-coins, or end in knockdown for setups / oki.
Offense
Most of what Johnny does is +, so while you may not have amazing mixup potential, you excel at punishing players for attempting to escape or counterattack improperly. Walk forward after mist cancels, and continue harassing them with properly placed normals if they attempt to mash you out. Sneak in dash-ins if they respect your pokes too much, for extra pressure. Use coins or Killer Joker FRC to maintain air-tight or semi-airtight pressure. Punish jumping with Mist Finer high, 5H, coins, or 6K.
Move breakdown
6K: Low profile and moves you forward and + if mist cancelled. Stagger / cancel into Coin gives you good frame traps and combos on hit. Great for punishing lots of desperate backdashes, jumps, or pokes. A good move to use to get back in but very vulnerable to sweeps and other low profile moves. If FD'd, this move doesn't put you very close to them, so be aware of that.
5K: Jump cancellable on block and -2 on block, but has great range for its speed! Generally gatling this into 2S, c.S/f.S, 5H, or 2D to continue pressure. Mainly used as pressure starter.
f.S: One of your primary pokes, f.S has amazing range. Be careful that it doesn't whiff over their crouching hitbox, and it will also go over many character's forward dashes / low profile moves. Use this move to punish attempted counterattacks while walking forward, as many characters do not have strong equivalent's to this moves range/speed. If blocked, you can gatling into 6H, or mist cancel.
5H: Huge hitbox, use this move to catch people jumping, or similarly to f.S, to mist cancel and maintain advantage. Better +frame than f.S, it also racks more guard bar than f.S as well, though much worse on block. It has less of a deadzone than f.S as well, though it will still lose to moves like Grand Viper.
2S: Slower, less +, and less range than f.S, 2S is primarily used as one of the few ways to stuff out low profile moves that throw a wrench into Johnny's plan, such as Testament 2H, I-no's Stroke the Big Tree, etc. It also functions as one of your primary lows, with longer range than 2K. Use this to keep them honest / punish people for blocking high / holding up back. It also functions as a good meaty.
3H: Similar to 2S, this move is great for beating out low profile attacks, as well as for safely dealing with DP's from a distance, but is much slower. Racks up a TON of guard bar, but puts you far from the opponent. It has as much frame advantage as 5H, making it very nice if you are able to get them blocking it close enough. Just be aware of how much pushback it has as well as it's vulnerability to FD due to its multihit nature.
6H: Similar to 5H, but with farther reach and slower startup. Due to it's range, 6H is often used as your only attack option if you're out of f.S range, and can be used to compliment dash-in f.S. It's also jump cancellable! Can also be used as a strong way to punish counterattacks if used properly. Just don't whiff this move.
Killer Joker Transport -> Killer Joker: One of the best ways to punish players who mash backdash / jump after 5H or other strings, KJ is also one of your main tools for forcing re-pressure, as it is often airtight. Use j.K > j.D or j.H > j.D afterwards to continue on block. Be aware that if they do not block high, your air moves may whiff their crouching hitbox. Delay your jump in normal and punish them in this case.
Coin: Cancelling into Coin will usually allow you a free dash in, giving you an extra chance at tick throws or more pressure games. Common strings are 5H > Coin, f.S > Coin, 2D > Coin, 6K > Coin
Divine Blade: Best used as a way to punish throws, or continue pressure with an FRC.
Neutral
Johnny's neutral game is very dependent on his limited movement. It's important to vary the way you move, as your movement dictates your spacing, which dictates what poke range you're at. Focus on using wavedashing, jumpcancelling your dash, and varying backdashes / other movement to be sure your opponents cannot freely anticipate when you are going to be standing still.
Another fundamental issue with Johnny's neutral game is learning how to deal with your dead zones. Moves like f.S, 5K, and even 5H/6H can whiff against a variety of low profile moves, and f.S will whiff over many crouchers / forward runs. Preventing yourself from whiffing normals is one of the primary goals of mastering Johnny's spacing game. Learn the pros and cons of each normal and understand them. Be especially wary of opponents who use FD dash or other means of abruptly changing their movement.
5K: Primary close range poke.
6P: Your primary anti air. Punish people for jumping / iad'ing recklessly at you. It's also useful as a counterpoke due to its upper body inv, allowing you to deal with moves like Ky or Faust f.S, or Slayer's Mappa. Also can be used to go through Stunedge.
f.S: One of your primary pokes due to your range. Just make sure it doesn't whiff. Great after backdashing to punish.
2S: Will not be beaten by low profile, making it a very useful tool against characters who can simply run under f.S, such as Sol.
j.S: Due to it's amazing range, j.S can be an incredible tool for getting an opponent to block at neutral as it's hard to anti-air if spaced correctly. Strong as an anti-air as well, this move is very good for chasing people with, or protecting your air retreat.
6H: A great way to punish an opponent for whiffing or incorrectly spacing their pokes.
Coin: Generally good for you on trade, coin stays out a while and covers a good amount of ground, usually resulting in forcing the opponent to block. Coin can be a very useful way to force your way in, but at the cost of spending coins. Has lots of character specific usages for beating pokes / moves.
Divine Blade: One of your primary anti-anti-airs, this move is great for forcing opponents to block (if you can FRC it), or for punishing opponents for mindlessly 6P'ing you.
Killer Joker: Like divine blade, a strong anti-anti-air, though it can clash rather than win, unlike Divine Blade. However, the reward off of it if FRC'd is great. It's also much faster, giving you a good way to deal with anti airs such as rising j.P/K, or airthrow. It's also a good way to alter your trajectory, giving you an extra air option, which can help you get in against zoners or protect vulnerable air movement.
Airthrow: Johnny's superjump is very good due to how high he jumps, so Airthrowing is a very effective option even if they are quite high up. A very reliable anti-air if timed, airthrowing is an essential tool to utilize. Leads to knockdown, and mist or coin in the corner.
Defense
2H: At 5f startup, it's as fast as your 5P or 2P, but with much better range. On Counterhit, you can combo for free if they don't shake - otherwise RC to followup. It's -16 on block, but gatlings to 5D. Won't combo, but gatling'ing to 5D can make it slightly safer. Use this move to beat out opponents who stagger or re-dash at you. Just be careful of getting baited, as it's CH the entire time, and horrible on whiff, making it extremely easy to punish.
5P: Can be used as a fast anti-air for opponents who like to airdash over you a lot.
5K: Johnny lift's his foot up, allowing him to go over some pokes such as Slayer 2K, Axl 2K/2D, etc, giving 5K some character specific use when defending.
Coin: Useful for its ability to at least trade even in disadvantagous positions, the angle of coin is good for covering an opponent who's attempting to re-dash at you or stagger. In addition, its trajectory gives it some use as an anti air as well, particularly against air dashes. Just be sure they don't run under it.
Super: One of his only defensive options, Johnny's super is great if it works, not so great if it doesn't. Loses to a lot of low profile moves such as various sweeps, as well as various upper body inv moves like misc 6P's. It's hitbox also does not extend behind him, allowing some characters to simply move forward if they're right in front of you with certain moves, like Jam's 6H. Be aware of super's weakness, and use it if you feel it necessary. However at 50% tension, it's a big gamble.
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
FD Dash
FD Dash, also called Wave Dashing by some, refers to Johnny's ability to cancel his dash recovery into FD in order to chain successive dashes together faster than normal. On the 11th frame of Johnny's forward dash, he can cancel the recovery of his dash into anything, except additional ground movement or a SB.
An example of a single dash into a FD-cancel: 66[PK]4
- Punch and Kick are not need for the FD. You can use any combination of buttons that will produce a FD.
A FD-dash into a dash (double hop): 66[PK]4646
N FD-dashes: 66[PK]{4646}xN
there's an extra '4', inbetween each additional dash past the first, that you don't need. But for most, it acts like a mental-metronome and helps keep a steady tempo.
Coin into a double hop: Stuff > 236[H~P], 664646
MistCancel into a double hop: Stuff >236[P]~[H], 664646
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
Johnny's standard air combo 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. Note that j.P > j.S does not link after 13 hits.
The optimized route is j.K > j.S > j.S > j.H > j.D > Ensenga. This also leads to the most optimized Killer Joker route.
Killer Joker FRC followup is j.S > j.S > j.H > j.D > Ensenga, if done after j.H > KJ FRC. 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.SSHDE
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 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
- -standard j.KSKSDE variant or optimized j.S > j.S > j.H route
- -Extended damage air combo using Killer Joker
- 25% Airdash Enkasu - j.KSK > KJ FRC > airdash j.KSDE(1) or similar variant
- Air Combo with Divine Blade ender (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
- Coin > ([MF Lvl 2 High > Coin] x N) > ... - Number of times to loop depends on distance / height needed for the desired ender. Remember that each coin has forced 80% proration
- ... > Jackhound > mist - Leads to knockdown into Mist / Oki setups.
- ... > iad j.K > j.S > j.D > Enkasu - Better corner carry than above and meterless, but only leads to mist setup if you're near the corner. Air string and timing is character specific for Enkasu
- ... > Divine Blade Transport > Divine Blade - Maintains lvl 2 and gives you hard knockdown. Enough time for meaty, but no mist setup. Meterless and works midscreen. Great if the situation makes Enkasu ender hard.
- ... > Air Combo - Does less damage than a normal air combo due to coin proration, but lets you keep level 2.
Midscreen Combos
NOTE: These generally work in the corner as well.
- Stuff > 2D > Mist
- Any level. Standard meterless mist setup. 2S is meaty, 3H meaty requires FRC
- Stuff > 2D > Coin
- Any level. 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
- Any level. Basic anti-air combo. See Air Combo explanations for further details on air combo variations / enders.
- TK Ensenga > RC > airdash j.S > Ensenga
- Any level. Basic midscreen TK Ensenga combo
- 5K > 8 (ji) > 5H > KJT KJ > FRC > Air Combo
- Any level. Basic midscreen damage with no levels
- 5K > 5H > MF Lvl 2 Low > Air Combo
- Level 2. Basic midscreen damage combo
- 5K> 5H > KJT KT > FRC > j.H > j.D > 5H > MF Lvl 2 High > Air Combo
- Level 2. 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 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
- Level 2. 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.
- Stuff > Dash Jackhound > ...
- Typical starters are 5K > 5H, f.S, 2S > 5H, etc
- ... > 2D > Mist
- For confirming far pokes into mist, or for slightly more damage before mist
- ... > 2D > Mist Jackhound (> Mist)
- 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 > mist cancel, leading to better oki options.
- ... > 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.
- ... > 5H > MF Lvl 2 Low > Air Combo
- Simple damage combo route from Jackhound. Can use f.S > 6H on crouchers if close enough
- ... > 5H > KJT > KJ FRC > etc
- Damage combos from KJT KJ FRC - good for extending damage
- ... > (5K) > 5H > Dash Jackhound > see above options
- 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.
- 6K (CH) > delayed Coin > f.S > Lvl 2 MF High > etc
- Great confirm from midscreen, with many different options afterward. Can go into coin loop into midscreen jackhound ender, or coin into air combo, etc. Iad combos will also work well from this starter due to positioning
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
Explanation
Enkasu is another name for a One-Hit Ensenga, which refers to connecting with only the 1st hit of Ensenga.
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
- Throw > j.K > j.S > j.D > Enkasu
- The most basic version of the corner throw Enkasu setup, and one of the least character specific. Works on: AB, AX, BA, BR, CH, DI, ED, IN, JA, KY, MA, MI, RO, SL, TE, VE.
- Throw > j.P > j.S > j.D > Enkasu
- Works on: BA, BR, IN, JA, RO, TE, CH, SL 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.
- Throw > j.K > j.P > j.S > j.D > Enkasu
- Works on: FA, PO, TE, ZA. Important for FA, PO, ZA.
- Throw > j.P > j.P > j.S > j.D > Enkasu
- Easy combo for TE, FA
- Throw > dash j.K > j.P > j.S > j.D > Enkasu
- Works on: JO, PO(?), possibly other heavys. Extremely important for JO
- Throw > j.K > j.S > j.D > KJ FRC (whiff)> j.D > Enkasu
- Works on: SO, HO(?)
- Throw > j.K > KJ FRC > j.D > Enkasu
- Unconfirmed
Alternate Color Chart
P | K | S | H | D | |
---|---|---|---|---|---|
AC | ![]() |
![]() |
File:Johnny normal s.png | ![]() |
![]() |
EX | ![]() |
![]() |
![]() |
![]() |
File:Johnny ex d.png |
Slash | ![]() |
![]() |
![]() |
![]() |
![]() |
#R | ![]() |
![]() |
![]() |
![]() |
![]() |
- File:GGAC A.B.A Icon.pngA.B.A [★]
- File:GGAC Anji Mito Icon.pngAnji Mito [★]
- File:GGAC Axl Low Icon.pngAxl Low [★]
- File:GGAC Baiken Icon.pngBaiken [★]
- File:GGAC Bridget Icon.pngBridget [★]
- File:GGAC Chipp Zanuff Icon.pngChipp Zanuff [★]
- File:GGAC Dizzy Icon.pngDizzy [★]
- File:GGAC Eddie Icon.pngEddie [★]
- File:GGAC Faust Icon.pngFaust [★]
- File:GGAC I-No Icon.pngI-No [★]
- File:GGAC Jam Kuradoberi Icon.pngJam Kuradoberi [★]
- File:GGAC Johnny Icon.pngJohnny [★]
- File:GGAC Justice Icon.pngJustice [★]
- File:GGAC Kliff Undersn Icon.pngKliff Undersn [★]
- File:GGAC Ky Kiske Icon.pngKy Kiske [★]
- File:GGAC May Icon.pngMay [★]
- File:GGAC Millia Rage Icon.pngMillia Rage [★]
- File:GGAC Order-Sol Icon.pngOrder-Sol [★]
- File:GGAC Potemkin Icon.pngPotemkin [★]
- File:GGAC Robo-Ky Icon.pngRobo-Ky [★]
- File:GGAC Slayer Icon.pngSlayer [★]
- File:GGAC Sol Badguy Icon.pngSol Badguy [★]
- File:GGAC Testament Icon.pngTestament [★]
- File:GGAC Venom Icon.pngVenom [★]
- File:GGAC Zappa Icon.pngZappa [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc