GGST/Johnny/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | Johnny
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|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, TU!, {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}
|position = Anywhere
|position = Anywhere
|damage = 205
|damage = 205
Line 766: Line 766:
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}
|position = Corner to Corner
|position = Corner to Corner
|damage = 175
|damage = 175

Revision as of 09:15, 29 March 2024



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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Notation

- MFC is shorthand for Mist Finer (214[P]/[K]/[S]) stance cancel (H/D). It's generally recommended that you Mist Finer cancel using 214XD, since input buffering may read 214XH as Ensenga (214H).


Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Starters

5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P/2P > 6P > 214S Anywhere 63 (60) All [1] Very Easy Tension Gain: 12
Quick HKD from abare. Skip the 6P if further away from the opponent. 6P can also be replaced with an extra 5P/2P for less damage in exchange for an easier confirm that also works from max 5P/2P range on counter hit.
1.35
5P/2P > 214S, TU! 66, c.S > 2H > 214[S]66]S[ Anywhere 101 (98) All [2] Easy Tension Gain: 29
Jab confirm extended with Turn Up. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
1.35
5P/2P > 214S > 66RRC, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 113 (110) All [3] Medium Tension Gain: 11 (-50)
Combo extension using 50% tension. Replace 214[S]66]S[ with 214[P]66]P[, c.S to wall stick when approaching the corner.
1.35
CH 5P/2P > 6K > 214[S]66]S[ Anywhere 63 (60) All [1] Very Easy Tension Gain: 16
Counter hit combo that works even at max range.
1.35
CH 5P/2P, c.S > 2H > 214[P]66]P[, f.S > 214K Anywhere 109 (106) All [2] Easy Tension Gain: 27
Close range counter hit combo. Will wall stick if the opponent reaches the corner.
1.35
CH 5P/2P > 6K > 236D > c.S, [6]c.S > 2H > 214[S]66]S[ Anywhere 93 (90) All [3] Medium Tension Gain: 31
Counter hit combo using 50% Burst. Can replace 6K with c.S > 2H at close range. Requires walking after the first c.S to guarantee the second c.S on the whole cast. Will wall stick if the opponent reaches the corner.
1.35
5P/2P > 214K, f.S > 2H > 214[K]66]K[, WS! 5[D] Corner 134 (131) All [4] Hard Tension Gain: 26
Requires a bufferable 1-frame link between 214K and f.S. Fortunately more lenient on some characters. A perfectly executed alternate ender... 2H > MFC, f.S > 214K, WS! 214K[K]66]K[ will allow 2 additional damage at the cost of your sanity.
1.35
5P/2P > 214S, TU! 66, c.S, c.S > 6H > 214H, WS! 5[D] Corner 154 (151) All [3] Medium Tension Gain: 33
Jab confirm extended with Turn Up.
1.35
5P/2P > 214S > 66RRC, 5[D], c.S > 6H > MFC, 2K > 6K > 214K, WS! 5[D] Corner 174 (171) All [3] Medium Tension Gain: 12 (-50)
Corner combo extended with 50% tension.
1.35
CH 5P/2P > 6K > 214P, 5K > 6H > 214H, WS! 5[D] Corner 144 (141) All [2] Easy Tension Gain: 30
Counter hit corner combo.
1.35
6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 214S Anywhere 61 All [1] Very Easy Tension Gain: 10
Replace 214S with 214K if the combo started beyond 6P's normal range (like when counter-poking) or if it hit as an anti-air.
1.35
6P > 236D > c.S > 2H > 236HH Anywhere 105 All [2] Easy Tension Gain: 22
Combo extension using 50% Burst. Fully charge 236D on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace 236HH with 214H if the combo started in the corner for better damage.
1.35
AA CH 6P > 214[P]66]P[, f.S > 214K Anywhere 98 All [2] Easy Tension Gain: 20
Anti-air counter hit 6P combo.
1.35
CH 6P > 214[P]66]P[, c.S > 6H > 214H, WS! 5[D] Corner 175 All [3] Medium Tension Gain: 27
Counter hit 6P corner combo.
1.35

K Starters

5K/2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 214S Anywhere 83 (65) All [1] Very Easy Tension Gain: 14
Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank c.S oki or long range f.S card oki.
1.41
5K/2K > 214P, f.S > 214K Anywhere 91 (72) All [2] Easy Tension Gain: 19
Close range 5K combo. 5K can be dash-kara canceled to extend the range at which this combo works.
1.41
5K > 214S, TU! c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 133 All [2] Easy Tension Gain: 35
5K confirm extended with Turn Up. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
1.41
5K > 6K > 214[P]66]P[, 5K > 6K > 214S Anywhere 112 All [3] Medium Tension Gain: 27
5K crouch confirm and counter hit combo. The second 6K can be replaced with 6H > 214K to wall stick when approaching the corner.
1.41
5K > 6P > 236D > c.S > 214[P]66]P[, 2K > 6K > 214S Anywhere 102 All, except Potemkin, Nago, Goldlewis, Baiken, Bedman? [3] Medium Tension Gain: 33
Character specific 5K combo. Drops against Heavies.
1.41
5K > 6P > 236D > c.S > 2H > 214[P]66]P[, 2K > 6K > 214S Anywhere 107 Ky, Potemkin, Faust, Leo, Baiken, Bedman? [3] Medium Tension Gain: 37
Character specific 5K combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.
1.41
5K/2K > 2D > 214S > 66RRC, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 150 (117) All [3] Medium Tension Gain: 16 (-50)
Combo extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Replace 214[S]66]S[ with 214H to wall stick when approaching the corner.
1.41
5K > 214P, f.S > 2H > MFC, f.S > 5H > MFC, WS! 6H Corner 168 All [3] Medium Tension Gain: 30
Close range 5K corner combo. 5K can be dash-kara canceled to extend the range at which this combo works.
1.41
5K/2K > 214S, TU! 66, c.S, c.S > 6H > 214H, WS! 5[D] Corner 180 (151) All [3] Medium Tension Gain: 36
5K/2K confirm extended with Turn Up.
1.41
5K/2K > 2D > 214S > 66RRC, 5[D], c.S > dc, c.S > 6H > 214H, WS! 5[D] Corner 211 (174) All [3] Medium Tension Gain: 17 (-50)
Corner combo extended with 50% tension.
1.41
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 214[P]66]P[, 5K > 6K > 214[S]66]S[ Anywhere 102 All [2] Easy Tension Gain: 27
Max range 6K combo.
Link 1.41
6K > 214[P]66]P[, c.S > 2H > MFC, f.S > 5H, WS! 6H Corner 174 All [3] Medium Tension Gain: 34
Max range 6K corner combo.
1.41
6K > 214[P]66]P[, 5K > 6H > 214[K]66]K[, f.S > MFC, WS! 6H Midscreen 163 All but May [5] Very Hard Tension Gain: 33
Must be close enough to the wall for 6H to wallbounce. 5K drops on May.
1.41
CH 6K, c.S > dc, c.S > 2H > 214[P]66]P[, 5K > 6K > 214S Anywhere 153 All [3] Medium Tension Gain: 40
Counter hit 6K combo. Will wall stick right before 214S when reaching the corner.
1.41
CH 6K, c.S > dc, c.S > 2H > 214[P]66]P[, c.S > 6H > MFC, WS! 6H Midscreen 200 All [3] Medium Tension Gain: 41
Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first 6H.
Link 1.41
CH 6K > 214S, c.S > 6H > MFC, 5K > 6H > 214H, WS! 5[D] Corner 203 All [3] Medium Tension Gain: 42
Link 1.41
CH 6K > MFC, c.S > 6H > MFC, c.S > 6H > 214H, WS! 5[D] Corner 209 All [4] Hard Tension Gain: 40
Optimal meterless CH 6K corner combo. The first c.S should be hit just as the opponent starts to fall back down after 6K.
Link 157818
(PC)
1.41

Slash Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 5H > 214K Anywhere 123 All [1] Very Easy Tension Gain: 21
Beginner c.S combo. At point-blank range, 214K can be replaced with 214S for better oki.
1.34
c.S > 2H > 214[P]66]P[, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 163 All but Elphelt [3] Medium Tension Gain: 36
Bread and butter c.S combo. Replace the second 2H with 6H when reaching the corner for better damage.
video video 175638
(PC)
1.34
c.S > 2H > 214[P]66]P[, c.S > dc, 5K > 6K > 214[S] Anywhere 154 All [3] Medium Tension Gain: 34
Version of the combo above that works on Elphelt.
14255
(PS)
1.34
c.S > 2H > 214[P]66]P[, c.S > dc, c.S > 2H > 236D > dl. c.S > 2H > 214[K]66]K[, WS! 5[D] Anywhere 201 All but Elphelt [4] Hard Tension Gain: 44
High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.
176726
(PC)
1.34
c.S > 2H > 214[P]66]P[, c.S > dc, c.S > 2H > 236HH > 66FRRC~j.214S, TU!, c.S > 2H > WS! 214[P]66, 5[D] Anywhere 205 All but Elphelt [4] Hard Tension Gain: ?
High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.
1.34
c.S > 2H > 214H, 5K > 6H > 214H, WS! 5[D] Corner 203 All but Baiken [2] Easy Tension Gain: 34
Basic corner combo.
video 176498
(PC)
1.34
c.S > 2H > MFC, 5K > 6H > MFC, 2K > 6K > 214S, WS! 5[D] Corner 214 All [4] Hard Tension Gain: 37
Max damage corner combo. On counter hit, 214S must be replaced with 214K in order to wall stick.
147444
(PC)
1.34
CH c.S > 5[D], 5K > 6H > 214[P]66]P[, c.S > 6H > MFC, WS! 5[D] Corner 231 All [3] Medium Tension Gain: 39
Point-blank range counter hit c.S corner combo.
1.34
c.S > 2H > MFC, 5K > 6H > 236HH, c.S > 6H > MFC, WS! 5[D] Round-start 223 All [4] Hard Tension Gain: 39
Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.
video 8768
(PC)
1.34
f.S/2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S > 5H > 214K Anywhere 89 (87) All [1] Very Easy Tension Gain: 15
Beginner combo. At close range, 214K can be replaced with 214S for better oki.
1.34
f.S/2S > 5H > 214[S]66]S[ Anywhere 89 (87) All [2] Easy Tension Gain: 15
Max range crouch confirm and counter hit combo.
1.34
f.S/2S > 5H > 236D > 2H > 214[P]66]P[, 5K > 6K > 214S Anywhere 114 (112) All [3] Medium Tension Gain: 35
Max range combo extended with Wild Assault. Replace 5K with 2K when starting with 2S. 6K will wall splat when approaching the corner.
1.34
f.S/2S > 214K, f.S > 214K Corner 94 (92) All [1] Very Easy Tension Gain: 19
Beginner corner combo. At very close range, 5H can be added before the last 214K for extra damage.
1.34
CH f.S > 2H > 214[P]66]P[, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 145 All but Elphelt [3] Medium Tension Gain: 36
Close range counter hit f.S combo. Replace the second 2H with 6H when reaching the corner for better damage.
video video 175638
(PC)
1.34
CH 2S > 2H > 214[P]66]P[, c.S > dc, 2K > 6K > 214S Anywhere 135 All but Elphelt [3] Medium Tension Gain: 36
Close range counter hit 2S combo. Will wall stick at either 6K or 214S when approaching the corner.
1.34
CH f.S/2S > 2H > 214[P]66]P[, c.S > 6H > 214H, WS! 5[D] Corner 188 (186) All [3] Medium Tension Gain: 38
Counter hit corner combo.
1.34
CH f.S/2S > 2H > 214[P]66]P[, c.S > 6H > MFC, c.S > 5H > 214[P]66, WS! 5[D] Corner 195 (193) All [4] Hard Tension Gain: 41
Counter hit corner combo using Mist Finer cancels.
1.34
CH f.S/2S > 236[D] > c.S > 5[D], c.S > 6H > 214H > WS! 5[D] Corner 183 (182) All [3] Medium Tension Gain: 38
Max range counter hit corner combo.
1.34
CH 2S > 236[D] > jc > j.S > j.H > dl j.D, c.s > 6H > MFC, WS! 5[D] Roundstart 175 All [2] Easy Tension Gain: 29
Works at any range
1.34
CH f.S > 236[D] > jc > j.S > j.H > j.D > djc > j.S > j.H > j.236H, c.S > 2H > 214H, WS! 5[D] Corner to Corner 175 testing [3] Medium Tension Gain: 37
Corner to corner counter hit f.S combo.
1.34

Heavy Slash Starters

5H/6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H/6H > 214H, f.S > 214K Anywhere 112 (122) All [1] Very Easy Tension Gain: 23
Close range combo.
1.34
5H/6H > 214[P]66]P[, 5K > 6K > 214[S]66]S[ Anywhere 114 (124) All [3] Medium Tension Gain: 28
Close range crouch confirm and counter hit combo.
1.34
5H/6H > 214H, 5K > 6K > 214P, f.S > MFC, WS! 5[D] Corner 171 (180) All [2] Easy Tension Gain: 33
Close range corner combo.
1.34
CH 5H/6H > 214H, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 149 (159) All [3] Medium Tension Gain: 37
Close range counter hit combo. Replace 214[S]66]S[ with 214[K]66]K[ to wall stick when approaching the corner.
1.34
CH 5H/6H > 236HH, c.S > 214S, (Turn-Up), 66c.S > 6K > 214S Anywhere 137 (147) All [3] Medium Tension Gain: 45
Mid to far range Counter hit combo. 236HH will whiff if the combo started at close range.
1.34
CH 5H/6H > 236HH, c.S > 6H > 214H, WS! 5[D] Corner 180 (190) All [2] Easy Tension Gain: 37
Counter hit corner combo. Can replace c.S with 2K for easier execution.
1.34
CH 5H > 214H, c.S > dc, c.S > 6H > 214H, WS! 5[D] Corner 200 All [2] Easy Tension Gain: 39
Close range counter hit 5H corner combo.
1.34
2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 214[P]66]P[, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 138 All [3] Medium Tension Gain: 33
2H combo. Switches sides at close range. Replace 214[S]66]S[ with 214[K]66]K[ to wall stick when approaching the corner.
1.34
2H > 214H, 5K > 6H > 214H, WS! 5[D] Corner 181 All [2] Easy Tension Gain: 30
Basic 2H corner combo.
1.34
2H > MFC, 5K > 6H > MFC, 5K > 6H > 214H, WS! 5[D] Corner 202 All [3] Medium Tension Gain: 34
2H corner combo using Mist Finer cancels.
1.34
CH 2H > 214[P/K/S]66, c.S > dc, c.S > 2H > 214[P]66]P[, c.S > 6K > 214S Anywhere 165 All [4] Hard Tension Gain: 42
Counter hit 2H combo. Switches sides twice at close range, once at long range.
1.34
CH 2H > 214[P/K/S]66, c.S > 5[D], c.S > 6H > 214H, WS! 5[D] Corner 218 All [3] Medium Tension Gain: 36
Counter hit 2H corner combo.
1.34
CH 2H > 214[P/K/S]66, c.S > 2H > 214[P]66]P[, c.S > 6H > MFC, WS! 5[D] Cornered 202 Testing [3] Medium Tension Gain: ?
Meterless 2H combo that swaps sides to break the wall while your cornered.
12937
(PS)
1.33

Dust Starters

2D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 214S Anywhere 65 All [1] Very Easy Tension Gain: 11
Basic combo that still allows for Deal oki, though not with a meaty c.S.
1.41
2D > 214P, f.S > 214K Anywhere 99 All [2] Easy Tension Gain: 19
Close range 2D combo.
1.41
2D > 214S > 66RRC, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 150 All [3] Medium Tension Gain: 13 (-50)
2D combo extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Replace 214[S]66]S[ with 214[P]66]P[, 5K to wall stick when approaching the corner.
1.41
2D > 214K, f.S > 2H > MFC, f.S > 214K, WS! 6H Corner 169 All [3] Medium Tension Gain: 29
Close range 2D corner combo.
1.41
CH 2D > 214[P]66]P[, 5K > 6K > 214S Anywhere 110 All [2] Easy Tension Gain: 24
Counter hit 2D combo.
1.41
CH 2D > MFC, c.S > 2H > 214[P]66]P[, 5K > 6K > 214S Anywhere 146 All [3] Medium Tension Gain: 33
Close range counter hit 2D combo.
1.41
CH 2D > 214[P]66]P[, c.S > 2H > 214H, WS! 5[D] Anywhere 174 All [3] Medium Tension Gain: 29
Counter hit 2D corner combo.
1.41
CH 2D > MFC, c.S > 2H > 214[P]66]P[, c.S > 6H > MFC, WS! 5[D] Anywhere 197 All [3] Medium Tension Gain: 35
Close range Counter hit 2D corner combo.
1.41
5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 66RRC, c.S > dc, c.S > 2H > 214[P]66]P[, 5K > 6K > 214[S]66]S[ Anywhere 116 All [3] Medium Tension Gain: 8 (-50)
Uncharged 5D hit extended with 50% tension. Requires a delay before the first c.S if the combo started at point-blank range. Will wall stick at either 214[P]66]P[ or 5K when approaching the corner.
1.41
5D > 66RRC, 5[D], c.S > dc, c.S > 6H > 214H, WS! 5[D] Corner 167 All [2] Easy Tension Gain: 8 (-50)
Uncharged 5D hit extended with 50% tension in the corner.
1.41
5D > 66RRC, 5[D], c.S > 6H > MFC, c.S > 6H > MFC, WS! 5[D] Corner 172 All [4] Hard Tension Gain: 8 (-50)
Uncharged 5D hit extended with 50% tension in the corner using Mist Finer Cancels.
1.41
5[D] > hjc > j.H > j.D > jc > j.D > j.P > j.D > j.HH Anywhere 218 Everyone [3] Medium Tension Gain: 22
Universal charged 5D combo.
1.41

Throw Starters

4D/6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D > 66RRC~5[D], c.S > dc, > c.S > 6K > 214S Anywhere 130 All [3] Medium Tension Gain: 14 (-50)
Throw extended into a combo with 50% tension.
1.41
4/6D > 66RRC > 5[D], (c.S > dc,) c.S > 6H > 214H, WS! 5[D] Anywhere 173 All [3] Medium Tension Gain: 13 (-50)
Throw extended into a corner combo with 50% tension. The dash canceled c.S only works if 5[D] connected at its max height, can be skipped for minimal damage loss but easier execution.
1.41
j.4D/j.6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.4/6D > 88RRC, c.S > dc, > c.S > 2H > 214[S]66]S[ Anywhere 121 All [3] Medium Tension Gain: 13 (-50)
Air throw extended into a combo with 50% tension. May need to walk forward after landing from the RC in order to use c.S. Will wall stick if the opponent reaches the corner.
1.41

Special Move Starters

Turn Up
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214S > Turn Up > c.S > dc > c.S > 2H > 214[P]66]P[ > 2P WS > 5[D] Round Start to Corner 172 All [3] Medium Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up. 1.29
214P (empty)
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214K (empty)
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214S (empty)
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j.214P (empty)
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j.214K (empty)
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j.214S (empty)
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j.236H or 236H~H (empty)
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214H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Combo Theory

Basic OverviewFor if you just want the fundamental principles.


Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of P Mist Finer (214P), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from 2H and 6H, and Vault~Deal (236H~H).

Once the combo has been extended, S Mist Finer (214S) will provide a HKD to allow for close oki and K Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.

LaunchersAnd how to route into them.


The standard launchers to use near the beginning of your combos once you've landed the hit are 2H, 214K, j.D, and 6K > 214[P]66]P[.

Example combo starters:

  • c.S > 2H > MFC: Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like 214P that have 2000 RISC loss and therefore scale the combo heavily.
  • CH 5P/2P/5K/2K > 6K > 214[P]66]P[: A way to confirm from any abare button into a launcher on CH. From 5K and 2K, you can connect to 6K on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.
  • Landing j.K > j.D: A corner-only launcher that adds minimal RISC and can lead into c.S.
  • 5P/2P/5K/2K/f.S/2S/5H/6H > 214K: Corner-only "launcher". K Mist Finer tumbles, allowing for 5K and f.S relaunches early into combos.
  • 5K > dc~214P: A midscreen launcher that doesn't quite work at max 5K range but works on non-CH standing hit.