GGACR/Johnny/Combos

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Revision as of 05:59, 25 October 2020 by DQRF (talk | contribs)
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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
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 Stance Dash.
KJ = Killer Joker.
KJT = Joker Transport.
DB = Divine Blade.
DBT = Blade Transport.
Air Combo = See the Air Combo Explanation section for details.
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Combo Theory Concepts

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.

You can also end any air combo with your Air Super, which can lead to some very ideal routes, though somewhat advanced. Air super is generally comboed from j.H, so see the above explanation of how to combo into j.H, though converting from something like j.K > j.S > dj > j.K also can work. It's important to note that the position of the opponent after the Air Super is based on where the opponent is relative to Johnny when the super initially connects. The farther away the opponent is when it connects, the farther it will be after the super hits.

Some example air super followups:

  • Air Super > Coin > (5H >) MF Lvl 2 High > Loop
  • Air Super > Coin > Jackhound > Mist or Continuation
  • Air Super > 6K > Up Coin > Enkasu
  • Air Super > 6K > MC > Coin > (5H >) MF Lvl 2 High > Loop


If you are already at Level 2, you can connect air super into 5H or 6H > MF Lvl 2 High for damage / loop continuation, 6K for Level 3 Enkasu, or Jackhound for raw mist KD.


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 > ([dash 5H > 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.
  • ... > (dash) iad 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. On some characters, superjump is suggested. Default string is dash iad j.PKD Enkasu.
  • ... > Air Combo - Does less damage than a normal air combo due to coin proration, but lets you keep level 2.
  • ... > iad j.H - for the hard knockdown. Good for when you dont want to spend meter. Generally very universal and easy, unlike the Enkasu ender. Replaces the old DBT > DB loop ender since +R made DBT travel less far, making it often impractical out of the corner.
  • Up Coin
  • ... > dash Mist - Up Coin will hit them OTG as you mist them, letting them tech but misted. If they don't tech, just do a meaty and unblockable etc. If they backtech without realizing the situation, you are still far enough to throw out a mid or low mistfiner level 2 for another combo. Note that they can backdash this attempt if they're wary. If they're wary or decide to tech differently and you're not sure about the outcombo, you can opt to wait and see, as you're still in a strong position at lvl 2 with a mist on them. Note that the coin will not OTG in time if the combo is heavily prorated, and tends to drop if they are too low when being juggled (lower = hits ground faster)
  • ... > 3H > (up coin hits) > 6H > MF Lvl 2 High > etc - Good damage extension and continuation of the loop, but very screen position / spacing specific. This is commonly done off the first MF high you do near the corner. Can replace with 2S > 5H for less damage but much easier execution.
  • Air Super - See the Air Super section under Air Combo Theory for details.
  • ... > Coin > dash Air Combo or iad j.H
  • ... > Up Coin > 5K > Aerial string > Air Super



Wall Juggle

A common way to convert meter into damage near the corner is to perform a sort of re-land loop using Killer Joker Transport. An extremely basic one looks like:

  • [Corner] Stuff > KJT > KJ FRC > DB FRC > j.K > j.D > land > rising j.K > KJ FRC > j.H > j.D > land > rising j.K > KJ FRC > j.H > j.D > etc etc.

The idea is generally to end with a very low j.D near the ground, go into an air combo, and recreate the situation using killer joker FRC.

Here are some basic variations:

  • Falling j.D low to the ground > land >
  • ... > Rising j.K > KJ FRC > j.H / j.K > j.D > land etc
  • ... > 6H > forward TK KJ FRC > j.H / j.K > j.D > land etc
  • ... > TK KJ FRC > etc

using 6H or c.S on a low airborne opponent can allow you to go into this route from anything in the corner. A common example is

  • Stuff > MF Lvl 2 Mid > 6H > forward TK KJ FRC > j.K / j.H > j.D > land > etc

OR

  • Stuff > MF Lvl 2 Mid > 6H > (Mist) Jackhound > c.S > forward TK KJ FRC > j.H > j.D > land > etc

While this route isn't necessarily crucial to playing Johnny, as it's more of a situational advanced route, it's very useful for pushing out damage in the corner when you have extra meter - ESPECIALLY if you are at level 1, as this basic loop can be done without any levels.



Jackhound Theory

Jackhound combos are essential for converting your long ranged pokes into various routes. Though converting pokes into Mist Finer can lead to good reward, Jackhound conversions allow much more variance and control over your route, and are often essential for getting good knockdowns while preserving mist finer level. Jackhound is one of your primary ways of spending meter, and does not require you levels, allow you to be a threat even at level 1. Proper knowledge of jackhound routes is also crucial if you end up running out of coins, or must conserve levels.


There are three Jackhound variants: Regular Jackhound, Mist Stance Jackhound, and Dash Jackhound. Check the GGACR/Johnny#Frame_Data#Force_Breaks|Frame Data]] section for exact details.


Regular Jackhound

  • The shortest stagger time and untech time. Generally not used outside of neutral situations where you need to input it fast to react to a situation (an opponent making a fireball, etc)

Stance Jackhound

  • Medium stagger time and the most untech time. Also floats them highest. Should always be used when juggling due to having the best float/untech properties. Can be used for ground confirms, but must be followed up by 5K or similar speed, as anything slower is escapable.

Stance Dash Jackhound

  • Longest stagger and medium untech time. Most difficult to execute but has the best stagger time. 5H and 2D followups are not escapeable. In addition to harder execution, Dash Jackhound also has more startup. As a result, we don't recommend using Dash Jackhound at Level 1. For Level 1 Jackhound confirms, we recommend using Stance Jackhound.



Momentum Preservation

When not fully cornered, there is a particular mechanic that helps make Enkasus easier from certain situations, called Momentum Preservation. It works like such: When a jump cancelable air normal connects with an opponent, during hitstop of that attack, if you attempt to jump cancel AND gatling both within the duration of the previous attack's hitstop, you'll get a forward jump cancel into the new attack, but you will preserve extra momentum that you had prior to the jump cancel.

For Johnny, the most common one is j.K > j.P. The easiest way to input this is j.K > (during j.K hitstop) 9+P.

While performing this trick in conjunction with a dash jump can give you some extra momentum, it's extremely effective AND noticeable when combined with the momentum from Killer Joker Transport.

As such, the most applicable usage of this mechanic, one that you should know and practice, is the following:

5K > (JI) > 5H > KJT > KJ > FRC > j.K > dj+j.P > j.K > j.S > j.D > Enkasu

The actual jump normals after j.P can be changed, and it's generally suggested just to adlib based on character / height / etc. The combo itself can get you an enkasu from practically anywhere on the screen. And while this is most effective midscreen, this technique can still help "push" you further into the corner to make Enkasu's easier even if you're near the wall.

Combo Lists

Midscreen Combos

Level 1 or Any

  • 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. See Enkasu section for Midscreen Enkasu explanation.
  • 5K > 8 (ji) > 5H > KJT KJ > FRC > j.H > delayed j.D > land > 6K > sj. Aircombo
Any level. Advanced midscreen damage with no levels. Somewhat character specific.
  • Throw > Air Combo or Coin
You generally chose to go for damage or coin when you land a throw. Can extend air combo for enkasu / extra damage etc. On some characters you can do Throw > Coin > Dash jump or Super jump into an air combo. Throw > 6P > Coin can also be an interesting route in terms of affecting where they tech from, giving you different options for tech chasing.
  • j.H > KJ FRC > j.SSHDE / j.SKSDE / etc
Any level. Easy solid damage using meter, anywhere.
  • Throw > 5H > DBT > Divine Blade
Hard knockdown, works on most non-lightweights. Does not give you much time to set any oki up, but is extremely easy and consistent. If possible, the below combo is preferred.
  • Throw > dashing dl j.P > j.S > j.H > Divine Blade
Any level. Advanced midscreen knockdown off throw. Spends zero resources - great for when you're already at level 2 and just want more momentum and hard KD. Also great for building meter etc. Works on almost every character, though timing is often character specific. You want them as low as possible so delay your jump and j.P as much as you can. +R's extra untech on throw makes this universal rather than character specific like in AC.
  • 5K or c.S > 6P > Up Coin > 5K / f.S / etc > (coin hits) > MF Lvl 2 High > Air Combo
Initial hit must be point blank. Great if confirmed. Very spacing / character specific.

Level 2

  • 5K > 5H > MF Lvl 2 Low > Air Combo
Level 2. Basic midscreen meterless damage combo Video Example


  • 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.
  • Anything > Mist Stance Jackhound > 5K > MF Lvl 2 Low > (opponent goes past you) > Coin > MF Lvl 2 High > Air Loop
Level 2. Initial string needs to create enough distance so that you are close enough to 5K after Stance Jackhound. Dash Jackhound is not recommended for this route as the extra distance usually puts you too far. See Dash Jack modified route below.
  • Anything > Mist Stance Dash Jackhound > MF Lvl 2 Low > (opponent goes past you) > Coin > MF Lvl 2 High > Air Loop
Level 2. Modified Dash Jackhound variant of above. Less susceptible to shake, but bad if they burst after Jackhound, as you'll whiff but waste a level. Though if you chose to do f.S instead of LV2 (different route), you can punish that burst.

Level 3

  • Stuff > MF Lvl 3 Mid > (FRC) > 6K > Coin / Air Combo
Depending on distance, may need to FRC to followup
  • Stuff > MF Lvl 3 Mid > FRC > Stuff > Jackhound
Basic damage extension, though it's more optimal to confirm into other routes instead of going into Lvl 3 first, but if you went ahead and combo'd into Lvl 3 but want to extend damage after the fact (changed your mind or messed your confirm up etc), this is probably the best way to do it.
  • Sweep > Lvl 3 Mid > Loop Theory Ender (see section)
Works on most characters, good if you want to go into a loop easily without meter.

Jackhound Combos

Many listed combos are basically the same between stance/dash jack, but listed for completeness. Understanding the differences is key to building your own foundation of routing knowledge. Note that while most of the dash jackhound combos assume you're at level 2 or 3 (dash jack @ level 1 is not recommended), the same isn't the case for Stance Jackhound.

Typical starters are 5K > (c.S>) 5H, f.S, 2S > 5H, etc

  • Stuff > Stance Jackhound > ...
  • ... > 5K > 2D > Coin
Level Any. For building levels
  • ... > 2D > (Mist)
Level Any. Basic mist setup
  • ... > 5H > KJT > KJ FRC > Air Combo
Level Any. Basic extra meter damage combo, good for preserving current level / saving coins.
  • ... > 5K > 5H > LV2 Low > Air Combo
Level 2. Basic Jackhound into damage conversion
  • ... > 5K > 2D > mist cancel > 5K > 5H > MF Lvl 2 High > Loop
Level 2. Advanced low meter 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. Good choice when you want to loop on the side you're facing post-jackhound
  • ... > 5K > MF Lvl 2 Low > Coin > MF Level 2 High > Loop
Level 2. Similar to above but easier, though swaps sides. Must be close after Stance Jackhound. Difficult on heavy/large characters.
  • ... > 5K > (c.S>) 5H > KJT > KJ FRC > j.H > j.D > (5H) > MF Lvl 2 High > Loop
Level 2. Advanced corner carry / damage route. One of the best post-dash jackhound routes. To do j.H after KJ FRC properly you must FRC with PKS then piano to H in order to get j.H first frame after FRC.
  • ... > 5K > (c.S>) 5H > KJT > KJ FRC > delay > j.D > (5H) > MF Lvl 2 High > Loop
Level 2. Same as above but easier due to no requirement on piano FRC. Swaps sides though.


NOTE: Regardless of level, you can follow-up Stance Jackhound with 2P > 2K > c.S/f.S to be burst safe and get a strong punish. Post-jackhound is a very common burst point so use this if they like to panic burst.


  • Stuff > Dash Jackhound > ...
  • ... > 2D > (Mist)
For confirming far pokes into oki or mist.
  • ... > 2D > Stance 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.
  • ... > 5H > KJT > KJ FRC > Air Combo
Basic extra meter damage combo, good for preserving current level / saving coins.
  • ... > (5K) > 5H > MF Lvl 2 Low > Air Combo
Level 2. Simple damage combo route from Jackhound. Can use f.S > 6H on crouchers if close enough, or 3H > f.S > 6H if spaced correctly.
  • ... > 2D > mist cancel > 5K/2P > 5H > MF Lvl 2 High > Air Combo
Level 2. Advanced low meter 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. Good choice when you want to loop on the side you're facing post-jackhound
  • ... > MF Lvl 2 Low > Coin > MF Level 2 High > Loop
Level 2. Similar to above but easier, though swaps sides. Difficult on heavy/large characters.
  • ... > 5H > KJT > KJ FRC > j.H > j.D > (5H) > MF Lvl 2 High > Loop
Level 2. Advanced corner carry / damage route. One of the best post-dash jackhound routes. To do j.H after KJ FRC properly you must FRC with PKS then piano to H in order to get j.H first frame after FRC.
  • ... > 5K > (c.S>) 5H > KJT > KJ FRC > delay > j.D > (5H) > MF Lvl 2 High > Loop
Level 2. Same as above but easier due to no requirement on piano FRC. Swaps sides though.
  • ... > (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. On crouchers, f.S > (3H) > 6H > Jackhound.

Corner Combos

Level 1

  • Throw > Up Coin
For when a normal coin will whiff in the corner, do Up Coin instead. The position where they tech is different, so be aware.
  • 5K > 5H > KJT KJ FRC > Air Combo
Basic corner bnb using meter for extra damage
  • 5K > 5H > KJT KJ FRC > j.K > j.D > Enkasu
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
Advanced corner damage combo
  • 5K > 5H > KJT KJ FRC > DB FRC > j.K / j.H > j.D > land > Air Combo
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

Level 2

  • 5K > 5H > MF Lvl 2 Mid > Coin > dash 5K/c.S > 5H > MF Lvl 2 High > Up Coin > 5K > (Coin hits) > (sj) iad j.PKD Enkasu [144 dmg]
Level 2. Basic meterless corner Enkasu combo. Spacing and character dependent. On characters that float too high, superjump is often required, though in general if you time the 5K late enough, you can get a normal iad, which is preferred as it gives you more frame advantage on knockdown. If the character's air hurtbox is big, you need to be more conscious about the exact spacing - fat characters will get hit by the upcoin if spaced incorrectly (compare doing this on Slayer as opposed to Eddie, for example). If you start this combo from too far away, instead of up coin > 5K, you can do a basic Coin > iad Enkasu ender. From farther away, can try similar variants to get into the first MF Lvl 2 High portion: MF Lvl 2 Mid > Dash 6H or 5H or 3H > Coin > MF Lvl 2 High > etc. Generally works from a farther away.
  • 5K > 5H > MF Lvl 2 Mid > Coin > dash 5K > 5H > MF Lvl 2 High > Up Coin > 3H > 6H > MF Lvl 2 High > Coin > iad j.PKD Enkasu / other Loop options
Level 2. Longer extension above combo. Spends more coins for more damage. Spacing dependent. The upcoin will hit too early or whiff depending on where you start the combo from, so depending on spacing you may need to omit 5K or add extra hits. In addition, the iad enkasu is only possible on certain characters. It's recommended to add extra reps if going for Enkasu on certain characters, or to go for other enders.
  • 5K > 5H > MF Lvl 2 Mid > dash 6H > (Mist) Jackhound > c.S > MF Lvl 1 High > j.S > Ensenga
Level 2. Basic damage combo with 25%. Here the MF Lvl 1 High air combo ends up being more optimal than basic j.K > j.S variants. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details.
  • 5K > 5H > MF lvl 2 Mid > dash 6H > forward tk KJ FRC > j.H / j.K > j.D > land > c.S > MF Lvl 1 High > j.S > Ensenga
Advanced 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. Can replace air combo portion with a wall juggle continuation - See Wall Juggle section for details.
  • 5K > 5H > MF Lvl 2 Mid > Coin > (dash) iad j.K > j.S > j.D > Enkasu / Land > Continue
Level 2. Standard meterless Enkasu setup. Difficult, but important. character specific, can replace with j.PKSD, j.PSD, j.KPSD, etc depending on char / distance / preference. See Enkasu explanation for details. Can opt to land and go for an air combo instead of enkasu, good for extra damage and sometimes easier to get Enkasu's off of the air combo portion, though generally not optimal for damage.
  • 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.
  • 5K > 5H > MF Lvl 2 Mid > Coin > Coin > MF Lvl 3 High > [...]
Extremely coin heavy route that gives you a lot of route options. Not damage optimal but good if you have a particular route you want to force. Common followups after MF Lvl 3 High are Coin > Coin > iad Enkasu, Coin > Jackhound, Coin > MF Lvl 2 Mid, Coin > 5H > MF Lvl 2 High, etc etc.
  • Stuff > MF Lvl 2 Mid > Coin > 6K/Dash 6K (mist cancel) > iad j.K > j.D > Enkasu
Combo into knockdown against ZA, AX, and AN. Doesn't give much damage, but good if you want a guaranteed knockdown. I recommend taking other routes against other characters, but against ZA and AN this is most beneficial due to how challenging it is to Enkasu them.
  • Stuff > MF Lvl 2 Mid > Dash 6H > (MS)Jackhound > c.S > MF Lvl 1 High > 6K > Up Coin > dash j.D > Enkasu
Advanced combo into recoin Enkasu. Good for when the lvl 2 high loop routes are unstable, based on distance or character. Mainly works on medium / heavy weight. Can replace c.S with 2S or add 2P if needed. They need to be low enough so that LV1 high > 6K combos, so be aware of height. On some characters, to get an enkasu you will need to do sj.K or j.D into KJ FRC etc. Very character specifice nder

Level 3

  • Stuff > MF Lvl 3 Mid > (FRC) > 6K > Up Coin > Air Combo
Spacing dependent, can lead to enkasu or whatever air ender you want.
  • Stuff > MF Lvl 3 Mid > (FRC) > 6K > Up Coin > 5H > MF LV2 High > Loop / Ender
Advanced spacing dependent combo, can lead to enkasu or whatever air ender you want.
  • Stuff > MF lvl 3 High > whatever you want
You can basically do whatever route you want from here. See the final Lvl 2 combo for common route starters.

Enkasu Explanation and Combos

What is an Enkasu?

Enkasu another name for a One-Hit Ensenga, which refers to connecting with only the 1st hit of Ensenga. (Kasu means whiff in Japanese)

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 > dash j.P > j.P > j.S > j.D > Enkasu
Main throw Enkasu combo in +R. Works on almost every enkasu'able character provided you add the correct amount of delay. How early / late you start your first j.P will also greatly affect the combo, as it establishes the initial relative height. For light characters, for example, hitting the first j.P very high up may make things a bit more difficult, since they will rise very quickly, and the Ensenga can just completely whiff. For ultra-light characters, such as Kliff or Baiken, use the standard j.KSD, or dash j.PKSD with no delay. Because of the dash momentum, this combo is preferable to the basic j.KSD / j.PSD route, because you end closer to them. This makes it easier to re-coin the opponent if you're at level 1, or keep you close enough to mist and then meaty with 2K / c.S for backdash OS'ing. Be aware, however, that you may want to use the old combos to stay at 3H range if your opponent has a reversal you'd rather not deal with blocking (CH, BR, RO, SL, KY). The dash also means this combo can be performed when not fully cornered, as long as the opponent is at the corner by the time you do Ensenga.
  • Throw > j.KSD > 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, JU, KL (no delay).
  • Throw > j.PSD > Enkasu
Works on: BA, BR, IN, JA, RO, TE, CH, SL, JU, KL 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. Recommended vs JA
  • Throw > j.KPSD > Enkasu
Recommended for FA
  • Throw > j.PPSD > Enkasu
Recommended for TE, ZA
  • Throw > dash j.PKSD > Enkasu
Recommended for JO
  • Throw > dash j.PPKSD or j.KPKSD > Enkasu
Recommended for PO, BA(
  • Throw > 6K (mist cancel) > iad j.D > Enkasu
Enkasu combo vs AN, AB, SO, CH, ZA
  • Throw > 6K (mist cancel) > sj iad j.D > Enkasu
Works on ED, OR, CH
  • Throw > 6K > delayed Up Coin > rising j.D > Enkasu
Works on AB, JU, CH, AX, ED(?), SL, OR, ZA(works, but it is very hard), MA (hard)
  • Throw > 6K > delayed Up Coin > Enkasu
Works on AX
  • Throw > 6K > delayed Up Coin > rising j.H > KJ FRC > j.K > j.D > Enkasu
Works on VE
  • Throw > 6K > Up Coin > sj.K > j.S > j.D > Ensenga
Extremely amazing combo VS FA
  • Throw > Up Coin > dash j.P > j.P > j.S > j.D > Enkasu (Can also change to j.P > j.P > j.K > j.S > j.D > Enkasu if you're very close)
Works on PO, solid for saving meter to land a coin + knockdown
  • Throw > Up Coin > sj.P > j.K > j.P > j.K > j.D > Enkasu
Works on I-No, Slayer
  • Throw > Delayed Up Coin (Around when the body is falling vertically) > j.P > j.P > j.S > j.D > Enkasu
Works on Zappa (easier than the 6k > up coin > j.D combo)
  • Throw > MF lvl 1 high > TK Ensenga
Works on JA, possibly other lights - extremely situational since you need to be at level 1 for this combo, but it's incredibly easy, to the point where its pretty much 100% reliable.
  • Throw > j.K > KJ FRC > j.D > Enkasu
Unconfirmed
  • Throw > Coin > sj.P
Unconfirmed

Corner Throw FRC Combos

  • Throw > FRC > Up Coin > j.D > Enkasu
Works on SL, BA, MA, ?TE? (might be really hard)
  • Throw > FRC > Up Coin > neutral superjump j.D > KJ frc (whiff) > j.K (must plink from FRC) > dj > j.K > j.D > Enkasu
Works on lights (confirmed on DI)
  • Throw > FRC > Up Coin > foward sj.D > KJ frc > j.K > j.D > Enkasu
Forgot who this works on orz
  • Throw > FRC > Up Coin > sj.D > KJ frc > j.K > j.D > Enkasu
Works on VE
  • Throw > FRC > Up Coin > j.K > j.S > j.D > Enkasu
Works on Potemkin
  • Throw > FRC > Walk Back Up Coin > sj.K > j.S > j.H > KJ frc > j.K > j.D > Enkasu
Works on IN, JA, KY, JU
  • Throw > FRC > Walk Back Up Coin > j.P > j.S > j.D > Enkasu
Works on AB
  • Throw > FRC > Walk Back Up Coin > sj.P > j.K > KJ frc > j.K > j.D > Enkasu
Works on RO
  • Throw > FRC > Walk Back (significantly) Up coin > sj.P > j.K > j.S > KJ frc > j.D > Enkasu
Works on BR
  • Throw > FRC > Walk Back (slight) Up coin > j.K > j.P > j.D > Enkasu
Works on ZA
  • Throw > FRC > Walk Back Up coin > sj.P > j.K > j.S > KJ frc > j.K > j.K > j.D > Enkasu
Works on CH
  • Throw > FRC > Up Coin > j.d > Ensenga > RC
For when you just want the Enkasu no matter what - RO / SO / KY / TE / JU / HO / VE

Basic Meterless Mist Finer Lvl 2 Mid Enkasu loops

Be aware that many other corner combos ending in Enkasu can be found in the main Combo section. This section is dedicated towards short basic recoin enkasu loops and their variants.

Enkasu loop difficulty based on character. There are many reasons why some characters are more difficult to Enkasu than others. The main difference simply has to do with their air hurtbox, which affects your window for whiffing the 1st hit. The shape of their sliding hurtbox can also affect how early or late the coin will land, which determines how much time you have to dash iad. This can also dictate whether you can use j.K or j.P as the initial iad hit. Some characters also have small hurtboxes which makes j.P difficult to hit. Weight is obviously also a major factor, as Enkasu difficulty and specificity generally increases with weight.

  • Easy: JA, DI, MA, MI, BR, BA, CH, SL, JU, IN
  • Medium: AB, KL, RO, ED, FA, TE
  • Hard: JO, KY, AX, ZA, PO, VE
  • Very Hard (Need to Landing Enkasu): SO, OR, AN


  • Stuff > MF Lvl 2 Mid > Coin > dash iad j.PKD > Enkasu [111 dmg from 5K > c.S]
The core enkasu loop. Replace the airdash string with others to your liking / depending on character: iad j.PKD / PSD / KSD / PKSD / PPPD / PPSD / sj iad KSD

Misc notes per character

  • KL / PO / AX - KPD
  • ED - KSD
  • RO - KPPD
  • TE - KPD (only slight delay between K and P)
  • FA - sj.KSD or PKD
  • CH - use KPD or KSD
  • ZA - KPD or PSD
  • BR - KPD is really easy
  • JO - sj.KPD or KPPD or PPPD or KSD - the key is to start your string high above him, so that you have extra time before you land, letting him rise enough. If you start too low, Johnny will be too low to Enkasu unless you do a perfect landing Enkasu. Starting the combo farther from the corner makes this easier, since the later coin hit gives you more time to jump before airdashing. The idea here is to NOT do a perfect iad. using superjump airdash j.KSD can be a consistent way to get the height you need, and is recommended, though spacing specific.


  • Stuff > MF lvl 2 Mid > dash 6K > Up Coin > dash jump j.S > j.K > j.S > j.D > Enkasu
Corner Enkasu combo against Venom, many other routes often drop, especially at far range
  • Stuff > MF lvl 2 mid > Coin > iad j.K > j.S > j.D > land > j.S / j.K > dj > j.K > j.S > j.D > Enkasu
Corner Enkasu combo against Ky, important because normal coin iad enkasu is difficult vs KY

Midscreen Throw

  • Throw > Coin > MF Lvl 2 High > (slight delay) Coin > dash iad j.P > j.K > j.D > Enkasu
Works on JA, AB, ZA. KF, OR, FA, JO, BR, CH, ED, IN, RO (iad j.KSDE), DI (hard). Works but haven't confirmed iad enkasu on: KY, AN, SO(impossible probably). Works but you need to throw FRC and walk backwards: TE, JU, MA, AX, SL, MI, PO.

Great corner carry, amazing reward off of throw, though char specific. The general timing for the post-mistfiner coin is as they start to bounce back towards you from the wall. Note that you can go into different routes after MF Lvl 2 High, see the loop explanation section for details. In this case, add extra reps of Coin > dash 5H > MF lvl 2 high for corner carry / adjustment, or do Coin > Jackhound for the easier knockdown at the cost of meter. Up coin dash mist is also okay if you're not confident in your enkasu ability - the combo does terrible damage anyways.

Video Examples

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