Very fast and lots of reach, both horizontally and a little bit vertically. Moves you backwards. Atrocious on whiff. A very specific move. Gatlings to 5D. Punishable on normal hit. Staggers on CH.
Very fast and lots of reach, both horizontally and a little bit vertically. Staggers on CH. Moves you backwards. Atrocious on whiff. A very specific move. Doesn't gatling into anything. Punishable on normal hit.
Staggers opponent on CH (max 35F). Johnny is in CH state during recovery.
Double Jump, 1 Air Dash, Dash Type: Step, Divine Blade Transport
Colors
P
K
S
H
D
Start
Normal
SP
Overview
Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (236P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face.
Strengths and Weaknesses
Strengths
Weaknesses
Great pokes with excellent range and advantage with Mist.
Extremely good space control and whiff-punishing ability with Mist Finer levels.
Very high damage potential.
Good reward off of throw.
Excellent pressure game thanks to Mist Cancelling.
Excellent supers and meter options complimented by fast tension gain.
Often awkward to combo.
Snowballs extremely well with unblockable setups, strong throw mixups, and high-damage burst-safe combos.
Has one of the best backdashes in the game with 7/11 frames of invincibility.
Mist finer can beat some projectiles.
Decent disjointed hitboxes.
High effective health.
Reversal requires meter.
Somewhat limited high/low mixups.
Long recovery on some pokes if not cancelled.
Many deadzones in his pokes.
Dependent on his limited resource: Coin.
Above average execution barrier.
Has many character-specific combo routes.
Unique Mechanics
Coin
Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round, or until he successfully hits the enemy with Treasure Hunt. Treasure hunt will grant Johnny 2 coins that use a non-standard graphic. The coins granted by Treasure Hunt have a unique appearance that corresponds to the enemy which he is fighting. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.
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.
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.
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. A great move to use as your throw option select.
Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. Risky to use, but has excellent reach for its speed. Chains to 6HS, but only combos on counter-hit or crouch-hit.
Big reach. Controls a lot of space, ground-wise and air-wise. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Can be low profiled. Great for stopping jump outs and as a pressure tool.
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 high enough on ground hit for an air combo.
Has some upper body invincibility in the middle of its startup. More of a ground to air poke than an anti-air. Floats on ground hit. Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash. Good for pressure and chasing opponents, but easily called out by low hitting pokes.
FRC point 12~13F. Floats opponent on hit. Initial proration 90%.
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.
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. Chains.
Hits low. Compliments your 5K. Good frame advantage on block, and has a long cancel window. Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. Properly meatied, 2K is reversal safe against many reversals.
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. Proper use of 2S is essential to many matchups.
Very fast and lots of reach, both horizontally and a little bit vertically. Staggers on CH. Moves you backwards. Atrocious on whiff. A very specific move. Doesn't gatling into anything. Punishable on normal hit.
Staggers opponent on CH (max 35F). Johnny is in CH state during recovery.
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.
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.
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. Note that you can't combo into coin if done in the corner.
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
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
50
Mid
R
6+4
4
22
-7
FRC: 19f~20f - Reduces Mist Level to 1. Cancels out projectiles.
Level 3
20*9
Mid
R
4+4
See notes
20
-5
9 hits. Reduces Mist Level to 1. Cancels out projectiles.
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).
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.
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.
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. Always places the opponent to the right of Johnny.
To edit frame data, edit values in GGReload/Johnny/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.