GGAC/Johnny

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Johnny

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
GGAC Johnny 5P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 1.44 3 8 1 HLF CJR 5 4 6 0

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.

5K
GGAC Johnny 5K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 2.64 6 7 2 HLF CJR 6 5 9 -2

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.

c.S
GGAC Johnny cS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
26 2.66 10 7 3 HLF CJR 6 3 8 +3

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.

f.S
GGAC Johnny fS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
34 3.84 14 6 4 HLF CR 8 3 25 -11

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.

5H
GGAC Johnny 5H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
42 3.84 20 3 5 HLF CR 11 2 33 -16

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.

6P
GGAC Johnny 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25 2.64 10 7 3 HLF CJR 11 6 10 -2

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.

6K
GGAC Johnny 6K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 3.84 14 20 4 HLF JRF 16 4 16 -3

FRC: 12f-13f, 7->13F Upper Body Invincibility. 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.

6H
GGAC Johnny 6H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
64 3.84 20 9 5 HLF CJR 18 2 32 -15

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.

5D
GGAC Johnny 5D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22 2.64 8 20 3 HF R 28 8 6 0

Very slow overhead. Johnny's only true standing overhead. On block, neutral at worst, +7 at best. Deceptive reach.

Dead Angle Attack
GGAC Johnny 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25 25 10 7 3 All R 14 10 10 -6

Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.

2P
GGAC Johnny 2P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

2K
GGAC Johnny 2K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

2S
GGAC Johnny 2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

2H
GGAC Johnny 2H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

2D
GGAC Johnny 2D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

3H
GGAC Johnny 3H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

j.P
GGAC Johnny jP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Your fastest air normal. Self-cancel.

j.K
GGAC Johnny jK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Crossup. Decent air to ground.

j.S
GGAC Johnny jS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

j.H
GGAC Johnny jH.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Good air to ground. Staggers on counter-hit. Induces plummet on air-hit.

j.D
GGAC Johnny jD.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Crossup. Best air to air for hitting opponents above you. Wallbounces. A small amount of recovery upon landing.


Throws

Throw
GGAC Johnny throw.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

Air Throw
GGAC Johnny airThrow.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

Specials

TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA

Mist Finer Stance
236P/K/S
GGAC Johnny MistStance.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Stance
Step Forward (66)
Step Backward (66)
Stance Cancel (H)
Mist Finer: Upper
236P
GGAC Johnny 236P.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1
Level 2
Level 3

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.

Mist Finer: Middle
236K
GGAC Johnny 236K.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1
Level 2
Level 3

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.

Mist Finer: Lower
236S
GGAC Johnny 236S.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Level 1
Level 2
Level 3

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.

Glitter Is Gold
236H
GGAC Johnny 236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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).

Bacchus Sigh
214P
GGAC Johnny 214P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

Ensenga
j.41236H
GGAC Johnny j41236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

Divine Blade
623S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Jump
Attack (623S~S)
Air Divine Blade
j.236S
GGAC Johnny 623SS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

FRC: 15f~16f - Cancels out projectiles.

Killer Joker
214S
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Jump
Attack (214S~S)
Air Killer Joker
j.214S
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

FRC: 12f~14f - On FRC, restores air movement

Force Breaks

Jackhound
214D
GGAC Johnny 214D.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Normal
Mist Stance Jackhoud
Mist Stance Dash Jackhoud

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.

Return Jack
During Jackhoud, 236D
GGAC Johnny 236D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Consumes 25% Tension. On hit, increases Mist Level by one.

Overdrives

That's My Name
632146H
GGAC Johnny 632146H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

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.

Instant Kill

Joker Trick
During IK Mode, 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff

Don't you dare.

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

  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 (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 Johnny normal p.png Johnny normal k.png File:Johnny normal s.png AC Johnny normal h.png AC Johnny normal d.png
EX Johnny ex p.png Johnny ex k.png Johnny ex s.png Johnny ex h.png File:Johnny ex d.png
Slash Johnny slash p.png Johnny slash k.png Johnny slash s.png Johnny slash h.png Johnny slash d.png
#R Johnny reload p.png Johnny reload k.png Johnny reload s.png Johnny reload h.png Johnny reload d.png

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