GGST/Johnny/Strategy: Difference between revisions

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| height      = 140
| height      = 140
| File:GGST_Johnny_fS.png
| File:GGST_Johnny_fS.png
  | '''Exceptional {{clr|S|f.S}}'''<br>A fast, slightly disjointed poke for checking spacing
  | '''{{clr|S|f.S}}'''<br>A lightning fast, large poke for checking spacing.
| File:GGST_Johnny_5H.png
| File:GGST_Johnny_5H.png
  | '''{{clr|S|f.S}}'s Level 4 Cousin'''<br>Higher reward and safe when MFC'd on block.
  | '''{{clr|H|5H}} '''<br>Poke that trades speed for even more range. Terrible on whiff but safe on block with a MFC.
| File:GGST_Johnny_2S.png
| File:GGST_Johnny_2S.png
  | '''Low Check'''<br>Long range and a low hitbox for checking low profile options
  | '''{{clr|S|2S}}'''<br>Long range and a low hitbox for checking low profile options.
| File:GGST_Johnny_5K.png
| File:GGST_Johnny_5K.png
  | '''Low Commitment'''<br>A low crush with fast frame data
  | '''{{clr|K|5K}}'''<br>Fastest and safest poke to throw out, with low crushing capabilities.
| File:GGST_Johnny_214K.png
| File:GGST_Johnny_214K.png
  | '''Whiff Punish'''<br>Long, disjointed punish option
  | '''{{prompt|GGST|K|16px}} Mist Finer'''<br>Long, disjointed punish option.
}}
}}
Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliable whiff punish opponents from a long range. {{clr|S|f.S}} is fast and has enough range to pose a serious threat to opponents with poor spacing, and offers reliable confirms into hard knockdown on hit. {{clr|H|5H}} plays a similar role to f.S, though it has longer range, better reward on hit, and is significantly safer on block at the cost of a much long startup. {{clr|S|2S}} fills a similar role, although it can catch low profile moves like {{Character Label|GGST|Sol|label=Sol's}} {{MMC|chara=Sol Badguy|game=GGST|input=214S|label=Night Raid Vortex}}. When the opponent gets too close, {{clr|K|5K}} is a useful check thanks to its low crush properties and fast frame data. It (alongside {{clr|K|2K}}) gatlings into {{clr|D|2D}}, giving it reasonable reward on hit in the form of okizeme.
Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliably whiff punish opponents from a long range.  


The {{prompt|GGST|K|18px}} version of Mist Finer has incredible range and a quick startup, allowing it to whiff punish options that {{clr|S|f.S}} or {{clr|H|5H}} cannot reach. It's disjointed nature also makes it less vulnerable to reversals or {{clr|P|6P}}s. Unfortunately, Johnny gets less reward than with his normal pokes, and can find himself in trouble as this move is -15 on block.
{{clr|S|f.S}} is fast and has enough range to pose a serious threat to opponents with poor spacing. Being able to hitconfirm into a hard knockdown with {{clr|3|S Mist Finer}} to set up card {{keyword|okizeme}} is very important. It's also equally important to recognize the ranges in which {{clr|S|f.S}} > {{clr|3|SMF}} will whiff, which means you'll have to confirm into {{clr|2|KMF}} instead.
 
{{clr|H|5H}} plays a similar role to f.S, though it has longer range, better damage on hit, and is significantly safer on block at the cost of much longer startup and recovery. This is the button you use to punish whiffed {{keyword|DP}}s and YRCs, if you're not able to get a {{clr|S|c.S}} punish in time.
 
{{clr|S|2S}} fills a similar role to {{clr|S|f.S}}, although it can catch low profile moves like {{Character Label|GGST|Sol|label=Sol's}} {{MMC|chara=Sol Badguy|game=GGST|input=214S|label=Night Raid Vortex}}. When the opponent gets too close, {{clr|K|5K}} is a useful check thanks to its low crush properties and fast frame data. It (alongside {{clr|K|2K}}) gatlings into {{clr|D|2D}}, giving it a  fantastic risk to reward ratio in the form of okizeme.
 
{{prompt|GGST|K|18px}} {{MMC|chara=Johnny|game=GGST|input=214]K[|label=Mist Finer}} has incredible range and a quick startup, allowing it to whiff punish options that {{clr|S|f.S}} or {{clr|H|5H}} cannot reach. It's disjointed nature also makes it less vulnerable to reversals or {{clr|P|6P}}s. Unfortunately, Johnny gets less reward than with his normal pokes, and can find himself in trouble as this move is -15 on block.
}}
}}
</div>
</div>


===Anti-Airs===
===Anti-Airs===
{{clr|1|6P}} is a good anti air, {{clr|1|PMF}} is excellent on reaction akin to a DP but with no invulnerability.
----
{{clr|2|6K}} and {{clr|4|5H}} can catch people attempting to IAD back out
Most of Johnny's grounded pokes are easy to punish on read with a jump-in, making representing anti-air options a core part of Johnny's neutral gameplan.
 
<div>
{{card
|header = Anti-Airs
|content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_6P.png
| '''{{clr|P|6P}}'''<br>A low reward anti-air with upper-body invulnerability.
| File:GGST_Johnny_5P.png
| '''{{clr|P|5P}}'''<br>Fastest air check, with higher risk and reward than {{clr|P|6P}}.
| File:GGST_Johnny_cS.png
| '''{{clr|S|c.S}}'''<br>Giant anti-air with highest damage potential.
| File:GGST_Johnny_214H.png
| '''Ensenga'''<br>Niche anti-air that can reliably call out specific tools.
| File:GGST_Johnny_6K.png
| '''{{clr|K|6K}}'''<br>Advancing AA used to snipe backwards air movement. Somewhat unreliable.
 
}}
As Johnny's grounded pokes have long recoveries, he is particularly susceptible to jump-ins in neutral. With good reactions, both {{clr|P|6P}} and {{clr|P|5P}} can reliably anti-air most approach options. While {{clr|P|6P}} gives middling reward on normal hit, scoring a counter hit can net significantly more damage and corner carry. In general, {{clr|P|5P}} offers higher reward on hit than {{clr|P|6P}}, as it very consistently juggles into {{clr|S|c.S}} for better damage and corner carry. However, a lack of any disjoint or hurtbox retraction means it's risker to use, relying on pure speed to check jump-ins. A general rule of thumb is that for any air normal that beats Johnny's {{clr|P|6P}}, such as {{Character Label|GGST|Testament|label=Testament's}} {{MMC|game=GGST|chara=Testament|input=j.H|label=IAD jH}}, Johnny's {{clr|P|5P}} will win instead. And for any air normal that beats Johnny's {{clr|P|5P}}, such as a high hitting jump-ins like {{Character Label|GGST|Baiken|label=Baiken's}} {{MMC|game=GGST|chara=Baiken|input=j.S|label=IAD jS}},  Johnny's {{clr|P|6P}} will win instead.
 
{{clr|S|c.S}} is Johnny's preferred anti-air tool, as it gives massive reward on both normal and counter hit. However due to its proximity requirements, it can't be used all the time, such as when the opponent is too far away. In general, you won't be able to use it to stop IAD approaches, but it can act as a sunroof to shield you from any approaches on top of your head.
 
{{MMC|game=GGST|chara=Johnny|input=214H|label=Ensenga}} and {{clr|K|6K}} both have their share of niche uses with exceptional CH reward, with Ensenga being better for punishing forwards advancing neutral tools like {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=236P|label=Megafist}}. {{clr|K|6K}} is mainly used in situations where the opponent goes airborne while retreating, such as {{Character Label|GGST|Faust|label=Faust's}} {{MMC|game=GGST|chara=Faust |input=j.236P|label=Love}}.
 
While {{prompt|GGST|P|18px}} {{MMC|game=GGST|chara=Johnny|input=214]P[|label=Mist Finer}} may look like a great anti-air, it's not. With longer than average startup for an anti-air, lack of hurtbox retraction, unreliable and generally low reward on hit, using {{prompt|GGST|P|18px}} {{MMC|game=GGST|chara=Johnny|input=214]P[|label=Mist Finer}} will more often than not hurt you rather than help you.
}}
</div>
 
===Jump-Ins===
----
Though Johnny is at his strongest on the ground, he can jump in using IAD or his excellent dash-jump to mix things up.
 
<div>
{{card
|header = Jump-Ins
|content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_jH.png
| '''{{clr|H|j.H}}'''<br>Standard jump-in and safejump tool.
| File:GGST_Johnny_jS.png
| '''{{clr|S|j.S}}'''<br>Great normal with long but narrow reach, good for defending space.
| File:GGST_Johnny_jK.png
| '''{{clr|K|j.K}}'''<br>Jack of all trades air normal with cross-up potential.
| File:GGST_Johnny_j.214S.png
| '''Aerial {{prompt|GGST|S|18px}} Mist Finer'''<br>Niche anti-anti air option.
}}
 
{{clr|H|j.H}} is Johnny's best air normal to use after an IAD. Due to it's slower than average startup, you will be able to hit {{clr|P|6P}}'s if the opponent reacts too slowly. After a super wallbreak, IAD {{clr|H|j.H}}  will safejump reversals 10F startup or slower, but will lose to 3F mash options, as well as trade with 4F mash options.
 
{{clr|S|j.S}} is an interesting jump-in as it whiffs on the entire roster standing after an IAD except for {{Character Label|GGST|Faust|label=Faust}} and {{Character Label|GGST|Potemkin|label=Potemkin}}, potentially allowing for whiff setups into throws against opponents expecting {{clr|H|j.H}}. The most common use case for this normal is after a backwards IAD, where you can safely poke at the enemy and defend the space infront of you without much risk. It's narrow hitbox means this move can whiff against most low profiles.
 
{{clr|K|j.K}} is notable for its long downwards reach and overall great frame data. It also hits behind Johnny, allowing for it to be used as a cross-up tool. IAD {{Keyword|FDC}} {{clr|K|j.K}} can snipe the startup of 6Ps if the opponent reacted too late, as well as naturally combo into {{clr|S|c.S}}. While it's not recommended to use {{clr|K|j.K}} after an IAD, it can be followed up with {{MMC|game=GGST|chara=Johnny|input=j.236H|label=Aerial Deal}} to land and allow for a mixup opportunity. Be careful though, as this can be thrown both during and after the {{MMC|game=GGST|chara=Johnny|input=j.236H|label=Aerial Deal}}, as you are not plus enough to jail a {{clr|S|c.S}}.
 
It should be noted that all of Johnny's aerials feature a gatling into {{clr|D|j.D}}, allowing for double overhead setups or the ability to make jump-ins safer on block. Unfortunately, {{clr|D|j.D}}'s use cases are fairly limited outside of that, as it has massive blowback on hit and will whiff on crouching opponents.
 
Aerial {{prompt|GGST|S|18px}} {{MMC|game=GGST|chara=Johnny|input=j.214]S[|label=Mist Finer}} is an interesting tool in Johnny's air game, as it can out-range many traditional anti-air options. This, paired with the slight air stall Mist Finer Stance provides, can give it niche usage as an anti-anti air. However, this option is very unsafe on block, and should only be used as a mixup to more conventional air options.
}}
</div>
 
===Approaches===
===Approaches===
{{clr|3|c.S}} starts pressure, {{clr|2|2K}} is a low and {{clr|2|6K}} moves forward.
{{clr|3|c.S}} starts pressure, {{clr|2|2K}} is a low and {{clr|2|6K}} moves forward.
Line 80: Line 155:
50 meter as usual is super good for confirms.
50 meter as usual is super good for confirms.
{{clr|3|236236S}} absolutely wrecks zoners and anyone attempting to poke Johnny down.
{{clr|3|236236S}} absolutely wrecks zoners and anyone attempting to poke Johnny down.
==Offense==
==Offense==
===Deal Up===
===Deal Up===
Line 99: Line 175:
* Card basically makes all spacing traps real and lead to full combos, such as ensenga > {{clr|3|214S}}.
* Card basically makes all spacing traps real and lead to full combos, such as ensenga > {{clr|3|214S}}.
* Wild assault allows Johnny to convert at max range if necessary.
* Wild assault allows Johnny to convert at max range if necessary.
===Mist Cancel===


Johnny's moves have lots of recovery, which can make some pressure normals like {{clr|4|5H}} unappealing to use. However, cancelling into Mist Finer stance and then leaving it immediately can reduce the recovery of each move by a considerable amount. Here's how to do it:
===Pressure===
 
Johnny is a character that wants to get in and ''stay in'' after winning interactions in neutral with his pokes. As a result, he can be extremely meter and Burst hungry due to a reliance on {{MMC|input=236D |label=Orange Wild Assault}} and Roman Cancels.
 
Johnny's pressure sequences usually begin with a hard knockdown. Depending on if he has time to place a card with {{MMC|input=236P/K/S |label=Deal}} before the opponent wakes up, he can either utilize Tension to perform a mixup, use a placed card to build RISC with resets, use a placed card to perform a high/low mixup, or perform a simple blockstring off of a {{clr|S|c.S}} starter.
 
===={{InvisibleText|Mist Finer Cancel}}====
<div>
{{card
|header = Mist Finer Cancel  (MFC)
|content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_214(X).png
| More than just the center piece.
}}
One of the most important components of Johnny's pressure game is the Mist Finer Cancel (or ''MFCs''), as they allow his {{clr|H|H}} normals to be only -4 on block as opposed to being somewhere in the double digits!
To MFC:


#Do a move that is special cancelable.
#Do a move that is special cancelable.
Line 108: Line 204:
#'''While holding button''', press {{clr|4|H}} to Stance Cancel.
#'''While holding button''', press {{clr|4|H}} to Stance Cancel.


     Example: {{clr|4|5H}}>214[{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}]~{{clr|4|H}}
     Example: {{clr|4|5H}} > 214[{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}]~{{clr|4|H}}


The button you choose to use for Mist Cancelling can be {{clr|1||P}}, {{clr|2|K}}, or {{clr|3|S}}, but you should ideally choose the version you hold based on hitconfirm situations. For example, mist cancelling ground strings with {{clr|2|K}} is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. Near the corner, using {{clr|1|P}} in order to go into a delayed Mist Finer High after blocking is also very viable.
Optionally, off of {{clr|4|H}} or {{clr|5|D}} normals, you can simply hold the button used to execute the attack and then input Mist Finer. As an example with {{clr|4|5H}}:


==== Mist Cancel Frame Advantage Chart ====
    Example: {{clr|4|5[H]}} > 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}  ( {{clr|4|]H[}} after MFC occurs )
Shows the frame advantage for each attack level assuming fastest possible mist cancel. The fastest recovery of Mist Finer Cancel is 7+15=22.


The version of Mist Finer you choose to use for Mist Cancelling can be {{clr|1|P}}, {{clr|2|K}}, or {{clr|3|S}}, but you should ideally choose the version you hold based on hitconfirm situations. For example, mist cancelling ground strings with {{clr|2|K}} is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. Near the corner, using {{clr|1|P}} in order to go into a delayed Mist Finer High after blocking is also very viable.
Below is a chart detailing the frame advantage for moves of each attack level.
{{{!}} class="wikitable"
! Attack Level !! Normals !! On-Block !!  MFC On-Block !!
{{!}}-
{{!}}
Level 2
{{!}}
{{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|2D}}
{{!}}
-11, -10, -15
{{!}} 
-9
{{!}}-
{{!}}-
{{!}}
Level 4
{{!}}
{{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}
{{!}}
-14, -15, -19
{{!}} 
-4
{{!}}-
{{!}} colspan=4 {{!}}
* The fastest recovery of Mist Finer Cancel is 7+15=22.
* Hits are assumed to hit at the first active frame.
* Hits are assumed to hit at the first active frame.
{{!}}}
MFC has applications for pressure, mixups, resets, and more! Be sure to practice ending strings in MFC to make yourself safer, otherwise you open yourself up to some nasty punishes if the opponent ever {{keyword|IB}}s or Johnny is too close at the end of a string.
}}
</div>
===Blockstrings===
Johnny's pressure once he has gotten in on the opponent generally involves a ''blockstring'' followed by a ''reset''. He has a number of options for either, allowing him to vary his pressure based on the situation or opponent.
===={{InvisibleText|Core Blockstrings}}===={{card
| header = Core Blockstrings
| content =
When Johnny lands a {{clr|S|c.S}} on block and lacks the resources or Card placement to perform a mix-up, it's generally a good idea to perform one of two core blockstrings to build {{Keyword|RISC}}, Tension, and reset to a safe position in neutral.
All of Johnny's main strings end in MFC, leaving him at -4 and able to perform a limited RPS afterwards. There are other ways to end strings utilizing special cancels, which will be detailed later under ''Resets''.
{{TheoryBox
| Title = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > MFC
| Oneliner = Your primary blockstring and pressure sequence.
| Video = GGST_Johnny_Strategy_Blockstring_1.webm
| Autoplay = yes
| content =
This blockstring is the best route for quickly accumulating RISC on the opponent, which can turn even small combo opportunities into devastating ones. It should be noted that this is also a ''true blockstring'', and cannot be interrupted with reversals or {{clr|P|6P}}.
Notably, as {{clr|S|2S}} is a low, this string can condition opponents into blocking low after {{clr|S|c.S}}, increasing the effectiveness of metered {{keyword|IAS}} {{prompt|GGST|S|18px}} {{MMC|input=j.214]S[ |label=[[#Mist Finer : Downward|Mist Finer]]}} when he has resources.
* Accumulates 5625 RISC.
* Individual hits can be delayed to allow for frame traps.
}}
{{TheoryBox
| Title = {{clr|S|c.S}} > {{clr|H|2H}} > MFC
| Oneliner = An alternative blockstring with some useful properties.
| Video = GGST_Johnny_Strategy_Blockstring 2.webm
| Autoplay = yes
| content =
Though it does not offer as much RISC or Tension as the other blockstring, there are some useful aspects of this string. Namely, {{clr|S|c.S}} > {{clr|H|2H}} is a 2F frame trap that leads to extremely high reward, and this route does not push Johnny as far away from his opponent. Johnny can also use MFC after the first hit of {{clr|H|2H}}, allowing for some interesting reset opportunities.
* Note that the opponent can {{keyword|IB}} the {{clr|S|c.S}} and throw Johnny on read if he is close enough.
* Accumulates 4400 RISC.
}}
Johnny's options after a full blockstring are largely dependent on the opponent's defensive choices. If the string was {{keyword|FD}}ed, Johnny is likely too far away to easily continue pressure without exhausting resources. If the opponent {{keyword|IB}}ed any hits of the string, Johnny may be too close to comfortably reset due to being -4 after MFC.
Recognizing spacing and responding accordingly is a critical aspect of Johnny's gameplan, and will require constant adaptation if you want to make the most of your offensive sequences.
}}
Blockstrings eventually have to come to an end, in which case Johnny can either disengage or reset to get back in for another blockstring or a mixup. Generally, whether you reset or disengage is dependent on whether or not you have a card down or if you have the resources to keep pressure rolling. Though MFC is the ideal way to end pressure sequences, it is not the ''only'' option.
===={{InvisibleText|Ending Blockstrings}}===={{card
| header = Ending Blockstrings
| content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_214(X).png
| '''MFC'''<br>End pressure at a respectable -4 from H normals.
| File:GGST_Johnny_214H.png
| '''Ensenga'''<br>An alternate way to end strings up close, also -4.
| File:GGST_Johnny_214K.png
| '''(Delayed) Mist Finer'''<br>Use with caution! -15 on block.
}}
'''MFC''' is the preferred string ender for Johnny, as it will function at all ranges and lets him disengage from afar without being punished.
'''Ensenga''' is Johnny's answer to opponents {{keyword|IB}}ing his blockstrings, allowing him to disengage up close with the same -4 disadvantage as MFC though additionally generating some extra RISC and Tension. If Ensenga itself is IBed, Johnny is open to a throw punish. Only represent this option if you are not close enough for it to be a risk.
'''Delayed Mist Finer''' is the final (and riskiest) way to disengage, and has a number of caveats. As Mist Finer is -15 on block, it can be punished severely if the opponent is patient. On the other hand, entering Mist Finer stance can also signal that Johnny is going for a Mist Step reset. As a result, ending strings with a Mist Finer frame trap can call out mashes, with S Mist Finer granting a hard knockdown and K Mist Finer offering a safejump in the corner in situations where S would not reach.
}}
===Resets===
TODO
===Mixups===
====Metered Mixups====
With resources, Johnny can opt to perform a mixup off of blocked {{clr|S|c.S}} or in lieu of a traditional reset, cashing out the RISC he has accumulated. It should be noted that ''Fast Roman Cancels'' (FRCs) are favored wherever possible, as they allow Johnny to refund the meter spent on mixups in many cases. This results in an overall stronger gameplan, and lets Johnny keep his offense rolling without having to tap into his Burst for Wild Assault.
<tabber>
Metered TK SMF =
{{card
| header = Metered {{keyword|TK}} {{clr|S|SMF}}
| content =
Off of a blocked {{clr|S|c.S}}, Johnny has enough time to jump cancel and perform an aerial {{clr|S|SMF}} as a true blockstring. With meter, this can become a safe and potent mixup tool.
{{TheoryBox
| Title = TK {{clr|S|SMF}} FRC
| Oneliner = Those 2S strings are starting to pay off.
| Video = GGST_Johnny_Strategy_TK_SMF_Overhead.webm
| Autoplay = yes
| content = {{ComboText|{{clr|S|c.S}} jc {{clr|S|j.SMF}} 66FRC {{clr|H|j.H}} > {{clr|S|c.S}}}}
Johnny performs an instant overhead TK {{clr|S|SMF}} and cancels into {{clr|H|j.H}} > {{clr|S|c.S}}. On hit, Johnny can convert into a full combo with {{clr|H|2H}}, and on block he can instead perform a standard blockstring.
*It should be noted that Johnny does not have a frame to spare in this mixup - {{clr|S|c.S}} has 16F of blockstun and IAS {{clr|S|SMF}} comes out in exactly 16F at the earliest!
}}
{{TheoryBox
| Title = Dl. {{clr|S|SMF}} FRC
| Oneliner = Less useful, but worth representing after attempting TK {{clr|S|SMF}}.
| Video = GGST_Johnny_Strategy_TK_SMF_Low.webm
| Autoplay = yes
| content = {{ComboText|{{clr|S|c.S}} dl. {{clr|S|SMF}} 66FRC {{clr|H|2H}}}}
Though it may seem counter-intuitive to delay {{clr|S|SMF}}, failing to do so will make Johnny vulnerable to {{keyword|fuzzy guard}}.
Unlike the overhead option, Johnny has to FRC into 2H, leading to a slightly worse situation on block.
* Ideally, {{clr|S|SMF}} is delayed ~4 frames to make fuzzy blocking impossible against this mixup.
* This option should only be represented when the opponent is aware of the threat of TK {{clr|S|SMF}}, or if you identify that they are fuzzy blocking during your blockstrings (i.e., you delay {{clr|S|2S}} and it consistently catches)
}}
}}
|-|
Ensenga FRC =
{{card
| header = Ensenga FRC
| content =
{{MMC|game=GGST|chara=Johnny|input=214H|label=Ensenga}} is a surprisingly useful tool in Johnny's pressure, as it commonly frame traps from many normals (making it a good answer to IBs) and is relatively safe on block. However, by utilizing a 66FRC on block, Johnny can represent a number of mixup options that are largely in his favor.
{{TheoryBox
| Title = Ensenga FRC Double Overhead
| Oneliner = Two times for good measure.
| Video = GGST_Johnny_Strategy_Ensenga_FRC_Overhead.webm
| Autoplay = yes
| content = {{ComboText|{{clr|H|214H}} 66FRC {{clr|P|j.P}} > {{clr|P|j.PMF}}}}
This option allows Johnny to represent a double overhead. Though the {{clr|P|j.PMF}} leaves Johnny slightly plus, there is a gap between it and {{clr|P|j.P}} where Johnny can be {{clr|P|6P}}ed by a knowledgeable opponent.
}}
{{TheoryBox
| Title = Ensenga FRC Low
| Oneliner = Naturally.
| Video = GGST_Johnny_Strategy_Ensenga_FRC_Low.webm
| Autoplay = yes
| content = {{ComboText|{{clr|H|214H}} 66FRC {{clr|H|j.H}}w > {{clr|D|2D}}}}
This option allows Johnny to represent a low, which can give him okizeme to loop his offense. If the opponent attempts to {{clr|P|6P}} expecting the double overhead, Johnny can earn a full CH punish that breaks the wall.
}}
{{TheoryBox
| Title = Ensenga FRC Throw
| Oneliner = A sneaky way to reset your pressure.
| Video = GGST_Johnny_Strategy_Ensenga_FRC_Throw.webm
| Autoplay = yes
| content = {{ComboText|{{clr|H|214H}} 66FRC {{clr|P|j.P}} > j.MFC lc {{clr|D|6D}}}}
This option acts as a throw that looks like the overhead option. The MFC can be omitted entirely, though the throw will be more telegraphed.
* This is the riskiest option, and gives similar reward to the low. It should only be used against players that reliably {{keyword|fuzzy guard}} the other options.
}}
{{TheoryBox
| Title = Ensenga FRC Frame Trap
| Oneliner = Continue your pressure and set up a future mixup.
| Video = GGST_Johnny_Strategy_Ensenga_FRC_Frametrap.webm
| Autoplay = yes
| content = {{ComboText|{{clr|H|214H}} 66FRC {{clr|H|j.236H}} lc {{clr|S|c.S}} / {{clr|P|2P}}}}
This option places a card and leaves Johnny +3 on block by using {{MMC|game=GGST|chara=Johnny|input=j.236H|label=Aerial Deal}} as a blockstring tool. Following this, Johnny can use {{clr|S|c.S}} to frame trap against 5F mash or {{clr|P|2P}} to frame trap against 3/4F mash. If the trap is blocked, Johnny gets a free mixup or reset using the card placed by Aerial Deal.
* Depending on whether the opponent {{keyword|FD}}s your blockstring or the distance the initial Ensenga was blocked at, it may be possible for the opponent to throw Johnny on wake up.
}}
}}
</tabber>
</div>


{| class="wikitable" style="text-align:center; width:500px;"
|-
!  Attack Level
!  Normals
!  On-Block
!  MFC On-Block
|-
| Level 2
| {{clr|3|f.S}}
| -11
| -9
|-
| Level 4
| {{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}
| -14, -15, -19
| -4
|}
===Notable Knockdowns===
===Notable Knockdowns===
{{clr|2|2K}} > {{clr|5|2D}}
{{clr|2|2K}} > {{clr|5|2D}}
Line 148: Line 419:
Card > PRC is expensive, but it helps stabilize corner pressure.
Card > PRC is expensive, but it helps stabilize corner pressure.
opponents jumping out? {{clr|3|j.S}} > RC or {{clr|3|j.S}} > {{clr|2|j.KMF}} > RC > {{clr|3|c.S}} > combo
opponents jumping out? {{clr|3|j.S}} > RC or {{clr|3|j.S}} > {{clr|2|j.KMF}} > RC > {{clr|3|c.S}} > combo
===Safejumps===
----
===={{InvisibleText|Super Wallbreak: IAD j.H}}====
<div>
{{card
|header=Super Wallbreak: IAD {{clr|H|j.H}}
|content=
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_jH.png
| Nope, still my turn.
}}
Johnny is able to perform an {{keyword|IAD}} {{clr|H|j.H}} safejump after a super wallbreak via his Overdrives or Wild Assault to bait out some reversals and mash options, while still being able to cover backdashes or other defensive options. Notably, IAD {{clr|H|j.H}} loses to 9F reversals and trades with 4F mash options (it will outright lose to 3F mash). The table below outlines which characters can pose a threat to this safejump.
{{{!}} class="wikitable"
! IAD {{clr|H|j.H}} is Safe !! 4F Mash !! 9F Reversals !!  Both 4F Mash and 9F Reversal !!
{{!}}-
{{!}}
{{Character Label|GGST|Axl Low|label=Axl}}
{{Character Label|GGST|Potemkin|label=Potemkin}}
{{Character Label|GGST|Faust|label=Faust}}
{{Character Label|GGST|Zato-1|label=Zato}}
{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}
{{Character Label|GGST|Jack-O|label=Jack-O'}}
{{Character Label|GGST|Happy Chaos|label=Chaos}}
{{Character Label|GGST|Testament|label=Testament}}
{{Character Label|GGST|Bedman|label=Bedman?}}
{{Character Label|GGST|Asuka R|label=Asuka}}
{{Character Label|GGST|Johnny|label=Johnny}}
{{Character Label|GGST|Elphelt|label=Elphelt}}
{{!}}
{{Character Label|GGST|May|label=May}}
{{Character Label|GGST|A.B.A|label=A.B.A}}
{{!}}
{{Character Label|GGST|Ky Kiske|label=Ky<sup>1</sup>}}
{{Character Label|GGST|Leo Whitefang|label=Leo}}
{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki<sup>1</sup>}}
{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal<sup>1</sup>}} {{Character Label|GGST|I-No|label=I-No<sup>1</sup>}}
{{Character Label|GGST|Anji Mito|label=Anji<sup>1</sup>}}
{{Character Label|GGST|Bridget|label=Bridget}}
{{Character Label|GGST|Sin Kiske|label=Sin}}
{{!}} 
{{Character Label|GGST|Sol|label=Sol<sup>2</sup>}}
{{Character Label|GGST|Chipp Zanuff|label=Chipp<sup>2</sup>}}
{{Character Label|GGST|Millia Rage|label=Millia<sup>1</sup>}}
{{Character Label|GGST|Giovanna|label=Giovanna<sup>1</sup>}}
{{Character Label|GGST|Baiken|label=Baiken<sup>1</sup>}}
{{!}}-
{{!}} colspan=4 {{!}} '''''Key:'''
* ''<sup>(1)</sup> 9F reversal costs 50% Tension''
* ''<sup>(2)</sup> character has 3F mash''
{{!}}}
In situations post hard knockdown wallbreak where Johnny cannot safely perform a safejump, it is advisable to instead utilize Deal to allow for limited setplay.
* Using {{clr|S|j.S}} instead of {{clr|H|j.H}} will cause it to whiff on most characters, allowing for a gimmicky throw mix-up against opponents that are playing defensively and not fuzzy delay teching.
* As {{clr|S|j.S}} uniquely hits {{Character Label|GGST|Potemkin|label=Potemkin}} and {{Character Label|GGST|Faust|label=Faust}} when they stand block after Johnny uses IAD, {{clr|S|j.S}} > {{clr|D|j.D}} can be used to perform a double overhead safejump if they stand block expecting {{clr|H|j.H}}.
* {{Character Label|GGST|Baiken|label=Baiken}} additionally posesses {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=Hiiragi}}, a unique F1 parry. By {{keyword|kara cancel}}ling the startup of Hiiragi into {{MiniMoveCard|game=GGST|chara=Baiken|input=236236S|label=Tsurane Sanzu-watashi}} on wakeup, she is capable of {{keyword|OS}}ing safejumps almost universally. Take caution when performing safejumps against Baiken!
}}
</div>
==Defense==
==Defense==
===Abare and Reversal===
===Abare===
Legally mandated {{clr|1|2P}} 5f mash
Johnny's defensive toolkit is seemingly small at first glance, though he does have some tools to take back his turn or check attempted resets.
... that's kinda it.
 
Reversal super in {{clr|4|623146H}}, good hitbox and speed.
<div>
Johnny defense isn’t particularly special, but can work fine.
{{card
===Defensive Buttons===
|header = Abare
{{clr|1|6P}} is really good.
|content =
{{clr|3|2S}} halts all ground approaches and can convert if they don't get the message.
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_2P.png
| '''{{clr|P|2P}}'''<br>The real mash option
| File:GGST_Johnny_2K.png
| '''{{clr|K|2K}}'''<br>Reliable tool to check low-profiles up close
| File:GGST_Johnny_5K.png
| '''{{clr|K|5K}}'''<br>A low crush with fast frame data
| File:GGST_Johnny_jK.png
| '''{{clr|K|j.K}}'''<br>A useful abare tool, even against grounded opponents.
| File:GGST_Johnny_5P.png
| '''{{clr|P|5P}}'''<br>The not-so-real mash option
}}
 
Johnny's abare tools are somewhat interesting. Up close, {{clr|P|2P}} is his mandatory 5F mash, and does it's job fairly well. On normal hit, {{clr|P|2P}} > {{clr|P|2P}} > {{clr|S|SMF}} is a functional knockdown, and on counter hit he can get {{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|6SMF}}.
 
{{clr|K|2K}} trades {{clr|P|2P}}'s fast startup for a bit more range and lower reach, allowing Johnny to check tools like {{Character Label|GGST|Sol|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} or {{Character Label|GGST|I-No|label=I-No's}} {{MMC|game=GGST|chara=I-No|input=236S|label=Stroke the Big Tree}} that normally can go under {{clr|P|2P}}. On hit, Johnny earns a {{clr|D|2D}} for hard knockdown.
 
{{clr|K|5K}} is a versatile poke that can function well in hectic situations, though like {{clr|P|2P}} it is vulnerable to low profile moves. It has a bit more range than {{clr|K|2K}} and can catch options that might high crush it, like {{Character Label|GGST|A.B.A|label=A.B.A's}} normal mode {{MMC|game=GGST|chara=A.B.A|input=236K|label=Intertwine and Tilt}}.
 
{{clr|K|j.K}} is an interesting tool, as its low hitbox and relatively fast startup can make it useful is scrambles where Johnny has a bit more time to throw out a button. Considering prejump frames, this move as a 12F startup from the ground and can intercept options that might go over {{clr|K|5K}}, like the startup of {{Character Label|GGST|Millia|label=Millia's}} {{MMC|game=GGST|chara=Millia Rage|input=214H|label=Artemis}}.
 
Like {{Character Label|GGST|Goldlewis|label=Goldlewis}}, Johnny's {{clr|P|5P}} has a slower than average startup at 6F and whiffs on crouchers (and even some characters standing). As a result, it is primarilly used as a mash option against airborne opponents, offering better reward and a less commital recovery period than {{clr|P|6P}}.
}}
</div>
 
===Resource Use===
===Resource Use===
{{clr|3|236236S}} snipes all zoning attempts.
 
RC off of any mist finer to convert and push a corner situation.
<div>
Deflect Shield is really good on Johnny as it allows him to space opponent pressure and then {{clr|4|5H}} them for a counterhit into big damage.
{{card
FD is as always king
|header = Joker Trick
|content =
{{Gallery
| align        = center
| noborder    = yes
| whitebg      = no
| width        = 200
| height      = 140
| File:GGST_Johnny_236236S.png
| A literal card up your sleeve.
}}
 
Joker Trick is a core part of Johnny's defensive toolkit, allowing him to snipe zoning attempts and get back to a neutral state. This tool is used primarily to punish options on ''reaction'', though there are some important considerations to take when using this move.
 
* {{Character Label|GGST|Axl}}'s {{MMC|chara=Axl| input=[4]6S |label=Sickle Flash}}  can be punished on reaction with Joker Trick as it invalidates the projectile, effectively stealing back neutral in one interaction. Otherwise, avoid using Joker Trick in situations where Axl can represent {{MMC|chara=Axl| input=41236H |label=Winter Mantis}}, as it will punish Johnny if Joker Trick was attempted on reaction to its startup at full screen.
 
* {{Character Label|GGST|Faust}} is particularly vulnerable to Joker Trick as Johnny can react to and punish {{MMC|chara=Faust| input=236P |label=item toss}} with the move, though in other situations Faust is capable of using {{MMC|chara=Faust| input=[1] or [3] |label=Crawl}} to low profile the card.
 
* {{Character Label|GGST|Happy Chaos}} is not as vulnerable to Joker Trick as you might expect. During {{MMC|chara=Happy Chaos| input=214S |label=Steady Aim}}, Chaos can quickly cancel into {{MMC|chara=Happy Chaos| input=214K |label=Roll}} and low profile the card on reaction to super flash if he is far enough away.
 
* {{Character Label|GGST|Asuka}} is a match up where Joker Trick is an important neutral tool to prevent snowballing situations, as it is possible for Johnny to punch through {{MMC|chara=Asuka R| input=632146P/K |label=Submicron Particle Sphere}} with the card and land a devastating resource swap punish. Other situations where Joker Trick can be particularly effective are when Asuka is casting [[File:GGST Asuka R Metron Arpeggio Icon.png|18px]] Metron Arpeggio or [[File:GGST Asuka R Bit Shift Metron Icon.png|18px]] Bit Shift Metron on the ground, though it may be possible for Asuka to escape if he has [[File:GGST Asuka R Aquila Metron Icon.png|18px]] Aquila Metron to invuln through the card or [[File:GGST Asuka R Go to Marker Icon.png|18px]] Go To Marker to reposition during recovery and avoid the punish.
 
}}
</div>
 
==Advanced==
===Kara Cancels===
Johnny has two special types of {{keyword|kara cancel}} that are unique to him. The first of these is the ''Dash-Jump Kara'' (or DJk), which allows him to cancel the startup of his dash-jump into specials and Overdrives. The second is the ''Mist Finer Dash Kara'' (or MFk), which allows him to cancel Mist Finer Cancel into Overdrives.
 
<tabber>
Dash-Jump Kara =
{{card
| header = Dash-Jump Kara Cancel
| content =
Though all of Johnny's specials and Overdrives can utilize the Dash-Jump Kara, few are actually practical. This Kara is inputted by buffering {{ComboText|214}} or {{ComboText|236}}, dashing, and then inputting {{ComboText|7}}, {{ComboText|8}}, or {{ComboText|9}} and the attack button corresponding to the desired special simultaneously. This input can be simplified considerably by using a dash macro.
{{TheoryBox
| Title = DJk {{prompt|GGST|P|18px}} Deal
| Oneliner = Spacing at the cost of execution.
| Video = GGST_Johnny_Strategy_DJ_Kara_Deal.webm
| Autoplay = yes
| content = {{prompt|GGST|P|18px}} {{MMC|game=GGST|chara=Johnny|input=236P/K/S|label=Deal}} is a common setplay tool for Johnny's okizeme, though oftentimes the opponent is knocked too far away for the card to be placed in an optimal position. To solve this, Johnny can use DJk to position himself closer to the opponent without sacrificing too many frames.
 
* Delaying the DJk can allow Johnny to slide further, making this a useful way to fine tune card placement.
* This is by far the most practical use case for DJk.
}}
 
{{TheoryBox
| Title = DJk {{prompt|GGST|S|18px}} Mist Finer
| Oneliner = A niche punish tool with some neutral applications.
| Video = GGST_Johnny_Strategy_DJ_Kara_SMF.webm
| Autoplay = yes
| content =
Johnny can use DJk to give {{prompt|GGST|S|18px}} {{MMC|game=GGST|chara=Johnny|input=214]S[|label=Mist Finer}} a bit more range. {{clr|S|SMF}} is a useful hard knockdown tool, and is a preferable whiff punish to {{clr|K|KMF}} where applicable. DJk can give this move a bit more range to help it compete with similar pokes like {{clr|S|2S}}, though the situation on block still leaves this move lacking in neutral.
 
A better use case for DJk {{clr|S|SMF}} is as an okizeme tool, since it allows Johnny to represent {{clr|S|SMF}} from further away. This is especially useful if a card is already on the ground, but slightly out of reach.
}}
 
{{TheoryBox
| Title = DJk Ensenga
| Oneliner = Exceptionally niche option for very specific situations.
| Video = GGST_Johnny_Strategy_DJ_Kara_Ensenga.webm
| Autoplay = yes
| content =
DJk {{MMC|game=GGST|chara=Johnny|input=214H|label=Ensenga}} is uniquely able to reach opponents at round start distance without requiring an extended hurtbox, though delaying the move further into the dash itself can give it some niche usage for catching distant airborne opponents.
 
* This option is a lot worse than it probably appears.
* Using this at round start is unlikely to win any interactions that regular Ensenga would not.
 
}}
 
}}
|-|
Mist Finer Dash Kara =
{{card
| header = Mist Finer Dash Kara
| content =
Mist Finer Dash Kara is a surprisingly useful input technique both for neutral and combo applications. This Kara can be inputted by either inputting {{ComboText|{{clr|H|632146H}}}} or {{ComboText|{{clr|S|236236S}}{{clr|H|H}}}} while in Mist Finer stance or by inputting {{ComboText|{{clr|H|632146H}}}}/{{ComboText|{{clr|S|236236S}}}} while exiting a Mist Finer dash.
{{TheoryBox
| Title = MFk That's My Name
| Oneliner = Viable combo ender and risky RPS tool.
| Video = GGST_Johnny_Strategy_Mist_Finer_Kara_That's_My_Name.webm
| Autoplay = yes
| content = MFk {{MMC|game=GGST|chara=Johnny|input=632146H|label=That's My Name}} is a useful tool for Johnny's combo structure, as That's My Name does more damage than {{MMC|game=GGST|chara=Johnny|input=236236S|label=Joker Trick}} and Johnny often sticks opponents to the wall just out of range for That's My Name to normally land.
 
MFk That's My Name also has uses in neutral, where it can act as a hard call out for opponents conditioned to mash against Mist Step resets in neutral.
}}
 
{{TheoryBox
| Title = MFk Joker Trick
| Oneliner = Metered alternative to {{clr|K|4KMF}}.
| Video = GGST_Johnny_Strategy_Mist_Finer_Kara_Joker_Trick.webm
| Autoplay = yes
| content =
It is not uncommon for opponents to attempt to punish Johnny for entering Mist Finer stance. Due to {{MMC|game=GGST|chara=Johnny|input=236236S|label=Joker Trick}}'s fast startup and high projectile priority, it is possible for Johnny to cancel Mist Finer stance into Joker Trick on read to projectiles like {{Character Label|GGST|Asuka|label=Asuka's}} {{MMC|game=GGST|chara=Asuka R|input=632146P/K|label=High Compression Submicron Particle Sphere}} that would otherwise catch him out of all other options.
 
Johnny can also pair Joker Trick with a backwards Mist Finer dash, acting as a damaging alternative to {{clr|K|4KMF}} that gives  better okizeme on hit.
}}
}}
</tabber>
</div>
 
===Knockdown Frame Advantage===
 
Johnny's common knockdown options (namely {{clr|D|2D}} and {{clr|S|SMF}}) are highly prone to gravity scaling. As a result, it can be difficult to identify exact frame advantage. The below table lists the frame advantage that Johnny gets off of common situations, both in neutral and within a short combo. The advantage value in brackets indicates the frame advantage if the knockdown has a Deal followup for okizeme.
{|class="wikitable"
! Knockdown !! Advantage [w/ Deal] !! Notes
|-
| {{ComboText|({{clr|K|5K}}/{{clr|S|c.S}}) > {{clr|D|2D}}}} || +42 [+38] || Maximum frame advantage for {{clr|D|2D}} knockdown.
|-
| {{ComboText|({{clr|K|5K}}/{{clr|S|c.S}}) > {{clr|D|2D(1)}}}} || [+35] || Cancelling {{clr|D|2D}} into Deal early for single hit only loses 3F of advantage.
|-
| {{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}} || +41 [+37] || {{clr|K|2K}} imposes slight gravity scaling, even as a grounded starter.
|-
| {{ComboText|{{clr|K|2K}} > {{clr|D|2D(1)}}}} || [+34] || Similarly, {{clr|D|2D(1)}} > Deal loses a single frame of advantage due to {{clr|K|2K}}'s imposed gravity scaling.
|-
| {{ComboText|({{clr|K|5K}}/{{clr|S|c.S}}) > {{clr|D|2D}} > {{clr|S|SMF}}}}  || +50 [+18] || {{clr|S|SMF}}'s lack of a special cancel makes it an unfavorable option in situations where {{clr|D|2D}} > Deal is possible, such as stray {{clr|K|K}} button hits in neutral.
|-
| {{ComboText|{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|SMF}}}}  || +46 [+14] || See above. The additional gravity scaling of {{clr|D|2D}} makes this a particularly poor knockdown option.
|-
| {{ComboText|{{ComboText|({{clr|K|5K}}/{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|H|5H}}/{{clr|H|6H}}) > {{clr|S|SMF}}}}  || +52 [+20] || Many of Johnny's attacks do not impose gravity scaling as a starter, so they do not affect frame advantage. The exception here is mash options or lows as a general rule. {{clr|S|SMF}} has a base frame advantage of +52 for grounded knockdowns.
|-
| {{ComboText|{{ComboText|({{clr|K|5K}}/{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|H|5H}}/{{clr|H|6H}}) > {{clr|K|KMF}}}}  || +41 [+9] || See above. The same rules regarding gravity scaling apply to {{clr|K|KMF}} as {{clr|S|SMF}}, though {{clr|K|KMF}} has a base frame advantage of +41 for grounded knockdowns.
|-
| {{ComboText|{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|SMF}}}}  || +48 [+16] || Grounded {{clr|S|SMF}} will lose about 2F of advantage per hit ''after'' gravity scaling has first been applied for grounded strings (in this case, by {{clr|S|2S}}). Longer strings will eventually force gravity scaling, even if not using lows or mash buttons.
|-
| {{ComboText|{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|KMF}}}}  || +37 [+5] || {{clr|K|KMF}} knockdowns follow the same rules as above.
|-
| {{ComboText|{{clr|P|6P}}}} || +24 [+14] || If not hitconfirmed, {{clr|P|6P}} can give +24 advantage on its own for normal hit and allow for a card to be safely placed after the special cancel window has already passed.
|-
| {{ComboText|{{clr|P|6P}} > {{clr|S|SMF}}}}  || +45 [+13] || Normal hit {{clr|P|6P}} can give slightly better oki via {{clr|S|SMF}}. Hitconfirming the {{clr|S|SMF}} can be difficult and lead to very different frame advantage (as low as +40 [+8] if done late, which would actually be worse than confirming raw {{clr|P|6P}} > Deal).
|-
| {{ComboText|[{{clr|P|5P}}/{{clr|P|2P}}]xN > {{clr|S|SMF}}}}  || +46-50 [+14-18] ||{{clr|P|5P}} / {{clr|P|2P}} both force gravity scaling. You will lose 2F of advantage per additional {{clr|P|5P}} / {{clr|P|2P}} with only a single press being +50.
|-
| {{ComboText|{{clr|K|j.K}} > {{clr|D|j.D}} lc dl. {{clr|S|f.S}} > Vault}} || ~ +11<sup>1</sup> || This option allows Johnny to secure meaty {{clr|S|c.S}} oki off of an IAD {{clr|K|j.K}} backdash catch while also moving the opponent to the corner.
|-
| {{ComboText|Ensenga}} || +39 [+7] || In situations where Johnny cannot combo from Ensenga, setting a card will still leave him plus enough to threaten TK {{clr|S|SMF}} relatively safely. In corner, Johnny can always combo normal hit Ensenga into {{clr|S|f.S}} > {{clr|S|SMF}} to instead be +47 (+15 with Deal)
|-
{{!}} colspan=3 {{!}}
Additional Notes:
 
* {{clr|K|KMF}} and {{clr|S|SMF}} do not change their frame advantage on counterhit
* Routes starting in {{clr|P|P}}, {{clr|K|K}}, or {{clr|S|S}} normals do not have altered frame advantage on knockdown for counterhit with an exception for CH {{clr|S|c.S}} and {{clr|P|6P}} cancelled immediately into {{clr|S|SMF}} or {{clr|D|2D}}.
* All single hit knockdowns are assumed to be their normal hit variant.
 
<br><sup>1</sup> Height dependent
|}
 
In routing, it is generally advised to end all airborne routes in either Vault > Deal or {{clr|S|SMF}} if a wallbreak is not possible. Unfortunately, the frame advantage Johnny gets in these situations is highly dependent on the height of the opponent, gravity scaling, combo length, opponent hurtbox, and more. For this reason, there is no easy rule to calculating frame advantage in these situations. Despite not knowing the exact value, Johnny is generally always able to perform Deal after {{clr|S|SMF}} and stay plus enough to at least perform meaty {{clr|S|c.S}} (at least +39 without Deal, +7 with it). Similarly, Vault > Deal enders will always leave Johnny at least +10 while placing a card provided the attack hits.
 
===Framekills===
 
TODO
 
==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}
{{Overview/SEO
{{Overview/SEO
|summary=Johnny was cool in ACPR. test}}
|summary=Stylish Iaido Samurai Pirate. Loved by half the world, hated by the god of failure. A tricky swordsman who uses lighting fast slashes to control the screen and pacing of the match.}}

Latest revision as of 04:27, 17 April 2024



  • WIP*

General Overview

Johnny is a character with a strong focus on controlling neutral with his Mist Finer specials. Given the "Zoner" designation by the game, Johnny's ideal playstyle is to train the opponent down with his long pokes. Once he's established himself, Johnny can move into a more reactive style of play by using Mist Finer to punch opponent approaches back. If opponents choose to respect Mist Finer, Johnny can then approach and begin his own excellent pressure.

The biggest problem with Johnny's gameplan is his need for precision and strong decision making. Johnny has few moves that pull double-duty for anything, and a large number of his moves are highly committal. For example, P Mist Finer covers a very specific angle despite the speed and range, allowing opponents to sneak under if it they make a read. While you can easily succeed if you're good at making the right call, Johnny can certainly overbet on his options if you play too deliberately.

Glossary

Move Notation

As Mist Finer stance is used in a number of unique ways in combos and pressure sequences, there are a number of shorthand notations used for different actions revolving around actions in stance.

Notation Full name Meaning
PMF P Mist Finer Mist Finer : UpwardsGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15
KMF K Mist Finer Mist Finer : HorizontalGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15
SMF S Mist Finer Mist Finer : DownwardsGGST Johnny 214S.pngGuardLowStartup7+5Recovery30Advantage-15
6XMF Forwards Mist Finer The notated Mist Finer includes a forwards Mist Finer Dash before releasing the button.
4XMF Backwards Mist Finer The notated Mist Finer includes a backwards Mist Finer Dash before releasing the button.
MFC Mist Finer Cancel Indicates that Johnny enters Mist Finer stance and immediately leaves it as a type of cancel.
MS Mist Step Johnny enters Mist Finer stance, dashes forwards, and exits the stance.
DJk Dash-Jump Kara Cancel Johnny kara cancels the startup of a dash-jump into a special or Overdrive.
MFk Mist Finer Kara Cancel Johnny kara cancels Mist Finer Cancel into an Overdrive.

Neutral

Pokes


Johnny excels in the midrange, utilizing fast pokes with long range to keep the opponent out. It should be noted, however, that many of Johnny's pokes sport long recoveries, making them risky in situations where they are likely to whiff.

Neutral Pokes

Johnny's pokes are the building blocks of his neutral gameplan, offering great space control and the ability to reliably whiff punish opponents from a long range.

f.S is fast and has enough range to pose a serious threat to opponents with poor spacing. Being able to hitconfirm into a hard knockdown with S Mist Finer to set up card okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. is very important. It's also equally important to recognize the ranges in which f.S > SMF will whiff, which means you'll have to confirm into KMF instead.

5H plays a similar role to f.S, though it has longer range, better damage on hit, and is significantly safer on block at the cost of much longer startup and recovery. This is the button you use to punish whiffed DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and YRCs, if you're not able to get a c.S punish in time.

2S fills a similar role to f.S, although it can catch low profile moves like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17. When the opponent gets too close, 5K is a useful check thanks to its low crush properties and fast frame data. It (alongside 2K) gatlings into 2D, giving it a fantastic risk to reward ratio in the form of okizeme.

K Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 has incredible range and a quick startup, allowing it to whiff punish options that f.S or 5H cannot reach. It's disjointed nature also makes it less vulnerable to reversals or 6Ps. Unfortunately, Johnny gets less reward than with his normal pokes, and can find himself in trouble as this move is -15 on block.

Anti-Airs


Most of Johnny's grounded pokes are easy to punish on read with a jump-in, making representing anti-air options a core part of Johnny's neutral gameplan.

Anti-Airs

As Johnny's grounded pokes have long recoveries, he is particularly susceptible to jump-ins in neutral. With good reactions, both 6P and 5P can reliably anti-air most approach options. While 6P gives middling reward on normal hit, scoring a counter hit can net significantly more damage and corner carry. In general, 5P offers higher reward on hit than 6P, as it very consistently juggles into c.S for better damage and corner carry. However, a lack of any disjoint or hurtbox retraction means it's risker to use, relying on pure speed to check jump-ins. A general rule of thumb is that for any air normal that beats Johnny's 6P, such as  Testament's IAD jHGGST Testament jH.pngGuardHighStartup13Recovery16Advantage+5 (IAD), Johnny's 5P will win instead. And for any air normal that beats Johnny's 5P, such as a high hitting jump-ins like  Baiken's IAD jSGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD), Johnny's 6P will win instead.

c.S is Johnny's preferred anti-air tool, as it gives massive reward on both normal and counter hit. However due to its proximity requirements, it can't be used all the time, such as when the opponent is too far away. In general, you won't be able to use it to stop IAD approaches, but it can act as a sunroof to shield you from any approaches on top of your head.

EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 and 6K both have their share of niche uses with exceptional CH reward, with Ensenga being better for punishing forwards advancing neutral tools like  Potemkin's MegafistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6. 6K is mainly used in situations where the opponent goes airborne while retreating, such as  Faust's LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-.

While P Mist FinerGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15 may look like a great anti-air, it's not. With longer than average startup for an anti-air, lack of hurtbox retraction, unreliable and generally low reward on hit, using P Mist FinerGGST Johnny 214P.pngGuardAllStartup7+5Recovery30Advantage-15 will more often than not hurt you rather than help you.

Jump-Ins


Though Johnny is at his strongest on the ground, he can jump in using IAD or his excellent dash-jump to mix things up.

Jump-Ins

j.H is Johnny's best air normal to use after an IAD. Due to it's slower than average startup, you will be able to hit 6P's if the opponent reacts too slowly. After a super wallbreak, IAD j.H will safejump reversals 10F startup or slower, but will lose to 3F mash options, as well as trade with 4F mash options.

j.S is an interesting jump-in as it whiffs on the entire roster standing after an IAD except for  Faust and  Potemkin, potentially allowing for whiff setups into throws against opponents expecting j.H. The most common use case for this normal is after a backwards IAD, where you can safely poke at the enemy and defend the space infront of you without much risk. It's narrow hitbox means this move can whiff against most low profiles.

j.K is notable for its long downwards reach and overall great frame data. It also hits behind Johnny, allowing for it to be used as a cross-up tool. IAD FDC "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together. j.K can snipe the startup of 6Ps if the opponent reacted too late, as well as naturally combo into c.S. While it's not recommended to use j.K after an IAD, it can be followed up with Aerial DealGGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage- to land and allow for a mixup opportunity. Be careful though, as this can be thrown both during and after the Aerial DealGGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage-, as you are not plus enough to jail a c.S.

It should be noted that all of Johnny's aerials feature a gatling into j.D, allowing for double overhead setups or the ability to make jump-ins safer on block. Unfortunately, j.D's use cases are fairly limited outside of that, as it has massive blowback on hit and will whiff on crouching opponents.

Aerial S Mist FinerGGST Johnny j.214S.pngGuardHighStartup7+5RecoveryUntil Landing+12Advantage- is an interesting tool in Johnny's air game, as it can out-range many traditional anti-air options. This, paired with the slight air stall Mist Finer Stance provides, can give it niche usage as an anti-anti air. However, this option is very unsafe on block, and should only be used as a mixup to more conventional air options.

Approaches

c.S starts pressure, 2K is a low and 6K moves forward. Mist finer dash can result in long-range pressure. Mist finer dash into anti-approach PMF is strong. j.P, j.S and j.H control airspace.

Fullscreen Zoning

Heavy conditioning Keep opponents afraid of Mist Finer and use Deal up wherever you can sneak it in. P Deal for approaches, K Deal for your own approach. j.236H~H with 50 meter is extremely threatening.

Resource Use

Johnny loves Wild Assault and can easily convert off of it. 50 meter as usual is super good for confirms. 236236S absolutely wrecks zoners and anyone attempting to poke Johnny down.

Offense

Deal Up

Deal up is Johnny’s goal in pressure as it is a strong guard crush. plus frames and mixup conditioner supreme He can get it off of grabs (P Deal), combos (usually K deal) or in the corner (throw > deal, combo ender > deal)

Okizeme and Pressure

Without card, use c.S and 5K to strike throw people.

  • 2K > 2D > SMF works and leads to card, throw gets either a safejump with 44 > IAD j.H or a card.
  • With MF cancelling, 5H can work as a okizeme tool, as can 6H.
  • Ensenga ends pressure safely and throw baits for full combo
  • Goal is generally to set a card somehow and at worst, Deal > RC can work to get one out.

With a card, your goal is to set up a 50/50.

  • Johnny’s easiest one is card > c.S >2147S/214S for a high/low which converts with Deal.
  • Opponents who are scared of card may be vulnerable to MF dash > throw or even card > stepdash > throw.
  • Alternatively, card can be used to pressure reset by cashing it out.
  • Card can scare people into forgetting about 2S, which can result in 2S > 5H > KMF.
  • Card basically makes all spacing traps real and lead to full combos, such as ensenga > 214S.
  • Wild assault allows Johnny to convert at max range if necessary.

Pressure

Johnny is a character that wants to get in and stay in after winning interactions in neutral with his pokes. As a result, he can be extremely meter and Burst hungry due to a reliance on Orange Wild AssaultGGST Johnny 236D.pngGuardAllStartup16~28Recovery20Advantage-4 and Roman Cancels.

Johnny's pressure sequences usually begin with a hard knockdown. Depending on if he has time to place a card with DealGGST Johnny 236PKS.pngGuardStartupRecoveryTotal 32Advantage- before the opponent wakes up, he can either utilize Tension to perform a mixup, use a placed card to build RISC with resets, use a placed card to perform a high/low mixup, or perform a simple blockstring off of a c.S starter.

Mist Finer Cancel

Mist Finer Cancel (MFC)

One of the most important components of Johnny's pressure game is the Mist Finer Cancel (or MFCs), as they allow his H normals to be only -4 on block as opposed to being somewhere in the double digits! To MFC:

  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.
   Example: 5H > 214[P/K/S]~H

Optionally, off of H or D normals, you can simply hold the button used to execute the attack and then input Mist Finer. As an example with 5H:

   Example: 5[H] > 214P/K/S  ( ]H[ after MFC occurs )

The version of Mist Finer you choose to use for Mist Cancelling can be P, K, or S, but you should ideally choose the version you hold based on hitconfirm situations. For example, mist cancelling ground strings with K is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. Near the corner, using P in order to go into a delayed Mist Finer High after blocking is also very viable.

Below is a chart detailing the frame advantage for moves of each attack level.

Attack Level Normals On-Block MFC On-Block

Level 2

f.S, 2S, 2D

-11, -10, -15

-9

Level 4

2H, 5H, 6H

-14, -15, -19

-4

  • The fastest recovery of Mist Finer Cancel is 7+15=22.
  • Hits are assumed to hit at the first active frame.
MFC has applications for pressure, mixups, resets, and more! Be sure to practice ending strings in MFC to make yourself safer, otherwise you open yourself up to some nasty punishes if the opponent ever IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.s or Johnny is too close at the end of a string.

Blockstrings

Johnny's pressure once he has gotten in on the opponent generally involves a blockstring followed by a reset. He has a number of options for either, allowing him to vary his pressure based on the situation or opponent.

Core Blockstrings

Core Blockstrings

When Johnny lands a c.S on block and lacks the resources or Card placement to perform a mix-up, it's generally a good idea to perform one of two core blockstrings to build RISC A mechanic that affects damage received by an attack in the Guilty Gear series. Risc is built by repeatedly blocking normals or specials, and higher levels of risc will increase the damage future attacks will deal. Occasionally referred to as Guard Bar, Tension, and reset to a safe position in neutral.

All of Johnny's main strings end in MFC, leaving him at -4 and able to perform a limited RPS afterwards. There are other ways to end strings utilizing special cancels, which will be detailed later under Resets.

c.S > 2S > 5H > MFCYour primary blockstring and pressure sequence.

This blockstring is the best route for quickly accumulating RISC on the opponent, which can turn even small combo opportunities into devastating ones. It should be noted that this is also a true blockstring, and cannot be interrupted with reversals or 6P.

Notably, as 2S is a low, this string can condition opponents into blocking low after c.S, increasing the effectiveness of metered IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
S Mist FinerGGST Johnny j.214S.pngGuardHighStartup7+5RecoveryUntil Landing+12Advantage- when he has resources.

  • Accumulates 5625 RISC.
  • Individual hits can be delayed to allow for frame traps.


c.S > 2H > MFCAn alternative blockstring with some useful properties.

Though it does not offer as much RISC or Tension as the other blockstring, there are some useful aspects of this string. Namely, c.S > 2H is a 2F frame trap that leads to extremely high reward, and this route does not push Johnny as far away from his opponent. Johnny can also use MFC after the first hit of 2H, allowing for some interesting reset opportunities.

  • Note that the opponent can IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. the c.S and throw Johnny on read if he is close enough.
  • Accumulates 4400 RISC.


Johnny's options after a full blockstring are largely dependent on the opponent's defensive choices. If the string was FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.ed, Johnny is likely too far away to easily continue pressure without exhausting resources. If the opponent IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ed any hits of the string, Johnny may be too close to comfortably reset due to being -4 after MFC.

Recognizing spacing and responding accordingly is a critical aspect of Johnny's gameplan, and will require constant adaptation if you want to make the most of your offensive sequences.

Blockstrings eventually have to come to an end, in which case Johnny can either disengage or reset to get back in for another blockstring or a mixup. Generally, whether you reset or disengage is dependent on whether or not you have a card down or if you have the resources to keep pressure rolling. Though MFC is the ideal way to end pressure sequences, it is not the only option.

Ending Blockstrings

Ending Blockstrings

MFC is the preferred string ender for Johnny, as it will function at all ranges and lets him disengage from afar without being punished.

Ensenga is Johnny's answer to opponents IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing his blockstrings, allowing him to disengage up close with the same -4 disadvantage as MFC though additionally generating some extra RISC and Tension. If Ensenga itself is IBed, Johnny is open to a throw punish. Only represent this option if you are not close enough for it to be a risk.

Delayed Mist Finer is the final (and riskiest) way to disengage, and has a number of caveats. As Mist Finer is -15 on block, it can be punished severely if the opponent is patient. On the other hand, entering Mist Finer stance can also signal that Johnny is going for a Mist Step reset. As a result, ending strings with a Mist Finer frame trap can call out mashes, with S Mist Finer granting a hard knockdown and K Mist Finer offering a safejump in the corner in situations where S would not reach.

Resets

TODO

Mixups

Metered Mixups

With resources, Johnny can opt to perform a mixup off of blocked c.S or in lieu of a traditional reset, cashing out the RISC he has accumulated. It should be noted that Fast Roman Cancels (FRCs) are favored wherever possible, as they allow Johnny to refund the meter spent on mixups in many cases. This results in an overall stronger gameplan, and lets Johnny keep his offense rolling without having to tap into his Burst for Wild Assault.

Metered TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. SMF

Off of a blocked c.S, Johnny has enough time to jump cancel and perform an aerial SMF as a true blockstring. With meter, this can become a safe and potent mixup tool.

TK SMF FRCThose 2S strings are starting to pay off.

c.S jc j.SMF 66FRC j.H > c.S

Johnny performs an instant overhead TK SMF and cancels into j.H > c.S. On hit, Johnny can convert into a full combo with 2H, and on block he can instead perform a standard blockstring.

  • It should be noted that Johnny does not have a frame to spare in this mixup - c.S has 16F of blockstun and IAS SMF comes out in exactly 16F at the earliest!


Dl. SMF FRCLess useful, but worth representing after attempting TK SMF.

c.S dl. SMF 66FRC 2H

Though it may seem counter-intuitive to delay SMF, failing to do so will make Johnny vulnerable to fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.. Unlike the overhead option, Johnny has to FRC into 2H, leading to a slightly worse situation on block.

  • Ideally, SMF is delayed ~4 frames to make fuzzy blocking impossible against this mixup.
  • This option should only be represented when the opponent is aware of the threat of TK SMF, or if you identify that they are fuzzy blocking during your blockstrings (i.e., you delay 2S and it consistently catches)

Ensenga FRC

EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 is a surprisingly useful tool in Johnny's pressure, as it commonly frame traps from many normals (making it a good answer to IBs) and is relatively safe on block. However, by utilizing a 66FRC on block, Johnny can represent a number of mixup options that are largely in his favor.

Ensenga FRC Double OverheadTwo times for good measure.

214H 66FRC j.P > j.PMF

This option allows Johnny to represent a double overhead. Though the j.PMF leaves Johnny slightly plus, there is a gap between it and j.P where Johnny can be 6Ped by a knowledgeable opponent.


Ensenga FRC LowNaturally.

214H 66FRC j.Hw > 2D

This option allows Johnny to represent a low, which can give him okizeme to loop his offense. If the opponent attempts to 6P expecting the double overhead, Johnny can earn a full CH punish that breaks the wall.


Ensenga FRC ThrowA sneaky way to reset your pressure.

214H 66FRC j.P > j.MFC lc 6D

This option acts as a throw that looks like the overhead option. The MFC can be omitted entirely, though the throw will be more telegraphed.

  • This is the riskiest option, and gives similar reward to the low. It should only be used against players that reliably fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. the other options.


Ensenga FRC Frame TrapContinue your pressure and set up a future mixup.

214H 66FRC j.236H lc c.S / 2P

This option places a card and leaves Johnny +3 on block by using Aerial DealGGST Johnny j.236H.pngGuardAllStartup15RecoveryUntil Landing+22Advantage- as a blockstring tool. Following this, Johnny can use c.S to frame trap against 5F mash or 2P to frame trap against 3/4F mash. If the trap is blocked, Johnny gets a free mixup or reset using the card placed by Aerial Deal.

  • Depending on whether the opponent FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.s your blockstring or the distance the initial Ensenga was blocked at, it may be possible for the opponent to throw Johnny on wake up.

Notable Knockdowns

2K > 2D

Throw

KMF tumble

SMF HKD

Resource Use

Wild Assault converts everything. 236H~H is a pressure reset with 50 meter. Card > PRC is expensive, but it helps stabilize corner pressure. opponents jumping out? j.S > RC or j.S > j.KMF > RC > c.S > combo


Safejumps


Super Wallbreak: IAD j.H

Super Wallbreak: IAD j.H

Johnny is able to perform an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H safejump after a super wallbreak via his Overdrives or Wild Assault to bait out some reversals and mash options, while still being able to cover backdashes or other defensive options. Notably, IAD j.H loses to 9F reversals and trades with 4F mash options (it will outright lose to 3F mash). The table below outlines which characters can pose a threat to this safejump.

IAD j.H is Safe 4F Mash 9F Reversals Both 4F Mash and 9F Reversal

 Axl  Potemkin  Faust  Zato  Goldlewis  Jack-O'  Chaos  Testament  Bedman?  Asuka  Johnny  Elphelt

 May  A.B.A

 Ky1  Leo  Nagoriyuki1  Ramlethal1  I-No1  Anji1  Bridget  Sin

 Sol2  Chipp2  Millia1  Giovanna1  Baiken1

Key:
  • (1) 9F reversal costs 50% Tension
  • (2) character has 3F mash

In situations post hard knockdown wallbreak where Johnny cannot safely perform a safejump, it is advisable to instead utilize Deal to allow for limited setplay.

  • Using j.S instead of j.H will cause it to whiff on most characters, allowing for a gimmicky throw mix-up against opponents that are playing defensively and not fuzzy delay teching.
  • As j.S uniquely hits  Potemkin and  Faust when they stand block after Johnny uses IAD, j.S > j.D can be used to perform a double overhead safejump if they stand block expecting j.H.
  •  Baiken additionally posesses HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-, a unique F1 parry. By kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ling the startup of Hiiragi into Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 on wakeup, she is capable of OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.ing safejumps almost universally. Take caution when performing safejumps against Baiken!

Defense

Abare

Johnny's defensive toolkit is seemingly small at first glance, though he does have some tools to take back his turn or check attempted resets.

Abare

Johnny's abare tools are somewhat interesting. Up close, 2P is his mandatory 5F mash, and does it's job fairly well. On normal hit, 2P > 2P > SMF is a functional knockdown, and on counter hit he can get 2P > c.S > 2H > 6SMF.

2K trades 2P's fast startup for a bit more range and lower reach, allowing Johnny to check tools like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 that normally can go under 2P. On hit, Johnny earns a 2D for hard knockdown.

5K is a versatile poke that can function well in hectic situations, though like 2P it is vulnerable to low profile moves. It has a bit more range than 2K and can catch options that might high crush it, like  A.B.A's normal mode Intertwine and TiltGGST A.B.A 236K.pngGuardAllStartup17Recovery12Advantage-1.

j.K is an interesting tool, as its low hitbox and relatively fast startup can make it useful is scrambles where Johnny has a bit more time to throw out a button. Considering prejump frames, this move as a 12F startup from the ground and can intercept options that might go over 5K, like the startup of  Millia's ArtemisGGST Millia Rage 214H.pngGuardAllStartup24Recovery15Advantage-2.

Like  Goldlewis, Johnny's 5P has a slower than average startup at 6F and whiffs on crouchers (and even some characters standing). As a result, it is primarilly used as a mash option against airborne opponents, offering better reward and a less commital recovery period than 6P.

Resource Use

Joker Trick

Joker Trick is a core part of Johnny's defensive toolkit, allowing him to snipe zoning attempts and get back to a neutral state. This tool is used primarily to punish options on reaction, though there are some important considerations to take when using this move.

  •  Axl's Sickle Flash can be punished on reaction with Joker Trick as it invalidates the projectile, effectively stealing back neutral in one interaction. Otherwise, avoid using Joker Trick in situations where Axl can represent Winter Mantis, as it will punish Johnny if Joker Trick was attempted on reaction to its startup at full screen.
  •  Faust is particularly vulnerable to Joker Trick as Johnny can react to and punish item tossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- with the move, though in other situations Faust is capable of using CrawlGGST Faust Crawl.pngGuardStartupRecoveryAdvantage- to low profile the card.
  •  Happy Chaos is not as vulnerable to Joker Trick as you might expect. During Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-, Chaos can quickly cancel into RollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- and low profile the card on reaction to super flash if he is far enough away.
  •  Asuka is a match up where Joker Trick is an important neutral tool to prevent snowballing situations, as it is possible for Johnny to punch through Submicron Particle SphereGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] with the card and land a devastating resource swap punish. Other situations where Joker Trick can be particularly effective are when Asuka is casting GGST Asuka R Metron Arpeggio Icon.png Metron Arpeggio or GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron on the ground, though it may be possible for Asuka to escape if he has GGST Asuka R Aquila Metron Icon.png Aquila Metron to invuln through the card or GGST Asuka R Go to Marker Icon.png Go To Marker to reposition during recovery and avoid the punish.

Advanced

Kara Cancels

Johnny has two special types of kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. that are unique to him. The first of these is the Dash-Jump Kara (or DJk), which allows him to cancel the startup of his dash-jump into specials and Overdrives. The second is the Mist Finer Dash Kara (or MFk), which allows him to cancel Mist Finer Cancel into Overdrives.

Dash-Jump Kara Cancel

Though all of Johnny's specials and Overdrives can utilize the Dash-Jump Kara, few are actually practical. This Kara is inputted by buffering 214 or 236, dashing, and then inputting 7, 8, or 9 and the attack button corresponding to the desired special simultaneously. This input can be simplified considerably by using a dash macro.

DJk P DealSpacing at the cost of execution.

P DealGGST Johnny 236PKS.pngGuardStartupRecoveryTotal 32Advantage- is a common setplay tool for Johnny's okizeme, though oftentimes the opponent is knocked too far away for the card to be placed in an optimal position. To solve this, Johnny can use DJk to position himself closer to the opponent without sacrificing too many frames.

  • Delaying the DJk can allow Johnny to slide further, making this a useful way to fine tune card placement.
  • This is by far the most practical use case for DJk.


DJk S Mist FinerA niche punish tool with some neutral applications.

Johnny can use DJk to give S Mist FinerGGST Johnny 214S.pngGuardLowStartup7+5Recovery30Advantage-15 a bit more range. SMF is a useful hard knockdown tool, and is a preferable whiff punish to KMF where applicable. DJk can give this move a bit more range to help it compete with similar pokes like 2S, though the situation on block still leaves this move lacking in neutral.

A better use case for DJk SMF is as an okizeme tool, since it allows Johnny to represent SMF from further away. This is especially useful if a card is already on the ground, but slightly out of reach.


DJk EnsengaExceptionally niche option for very specific situations.

DJk EnsengaGGST Johnny 214H.pngGuardAllStartup18Recovery20Advantage-4 is uniquely able to reach opponents at round start distance without requiring an extended hurtbox, though delaying the move further into the dash itself can give it some niche usage for catching distant airborne opponents.

  • This option is a lot worse than it probably appears.
  • Using this at round start is unlikely to win any interactions that regular Ensenga would not.

Mist Finer Dash Kara

Mist Finer Dash Kara is a surprisingly useful input technique both for neutral and combo applications. This Kara can be inputted by either inputting 632146H or 236236SH while in Mist Finer stance or by inputting 632146H/236236S while exiting a Mist Finer dash.

MFk That's My NameViable combo ender and risky RPS tool.

MFk That's My NameGGST Johnny 632146H 2.pngGuardAllStartup9+2Recovery60Advantage-44 is a useful tool for Johnny's combo structure, as That's My Name does more damage than Joker TrickGGST Johnny 236236S 2.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16 and Johnny often sticks opponents to the wall just out of range for That's My Name to normally land.

MFk That's My Name also has uses in neutral, where it can act as a hard call out for opponents conditioned to mash against Mist Step resets in neutral.


MFk Joker TrickMetered alternative to 4KMF.

It is not uncommon for opponents to attempt to punish Johnny for entering Mist Finer stance. Due to Joker TrickGGST Johnny 236236S 2.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16's fast startup and high projectile priority, it is possible for Johnny to cancel Mist Finer stance into Joker Trick on read to projectiles like  Asuka's High Compression Submicron Particle SphereGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] that would otherwise catch him out of all other options.

Johnny can also pair Joker Trick with a backwards Mist Finer dash, acting as a damaging alternative to 4KMF that gives better okizeme on hit.

Knockdown Frame Advantage

Johnny's common knockdown options (namely 2D and SMF) are highly prone to gravity scaling. As a result, it can be difficult to identify exact frame advantage. The below table lists the frame advantage that Johnny gets off of common situations, both in neutral and within a short combo. The advantage value in brackets indicates the frame advantage if the knockdown has a Deal followup for okizeme.

Knockdown Advantage [w/ Deal] Notes
(5K/c.S) > 2D +42 [+38] Maximum frame advantage for 2D knockdown.
(5K/c.S) > 2D(1) [+35] Cancelling 2D into Deal early for single hit only loses 3F of advantage.
2K > 2D +41 [+37] 2K imposes slight gravity scaling, even as a grounded starter.
2K > 2D(1) [+34] Similarly, 2D(1) > Deal loses a single frame of advantage due to 2K's imposed gravity scaling.
(5K/c.S) > 2D > SMF +50 [+18] SMF's lack of a special cancel makes it an unfavorable option in situations where 2D > Deal is possible, such as stray K button hits in neutral.
2K > 2D > SMF +46 [+14] See above. The additional gravity scaling of 2D makes this a particularly poor knockdown option.
(5K/c.S/f.S/5H/6H) > SMF +52 [+20] Many of Johnny's attacks do not impose gravity scaling as a starter, so they do not affect frame advantage. The exception here is mash options or lows as a general rule. SMF has a base frame advantage of +52 for grounded knockdowns.
(5K/c.S/f.S/5H/6H) > KMF +41 [+9] See above. The same rules regarding gravity scaling apply to KMF as SMF, though KMF has a base frame advantage of +41 for grounded knockdowns.
c.S > 2S > 5H > SMF +48 [+16] Grounded SMF will lose about 2F of advantage per hit after gravity scaling has first been applied for grounded strings (in this case, by 2S). Longer strings will eventually force gravity scaling, even if not using lows or mash buttons.
c.S > 2S > 5H > KMF +37 [+5] KMF knockdowns follow the same rules as above.
6P +24 [+14] If not hitconfirmed, 6P can give +24 advantage on its own for normal hit and allow for a card to be safely placed after the special cancel window has already passed.
6P > SMF +45 [+13] Normal hit 6P can give slightly better oki via SMF. Hitconfirming the SMF can be difficult and lead to very different frame advantage (as low as +40 [+8] if done late, which would actually be worse than confirming raw 6P > Deal).
[5P/2P]xN > SMF +46-50 [+14-18] 5P / 2P both force gravity scaling. You will lose 2F of advantage per additional 5P / 2P with only a single press being +50.
j.K > j.D lc dl. f.S > Vault ~ +111 This option allows Johnny to secure meaty c.S oki off of an IAD j.K backdash catch while also moving the opponent to the corner.
Ensenga +39 [+7] In situations where Johnny cannot combo from Ensenga, setting a card will still leave him plus enough to threaten TK SMF relatively safely. In corner, Johnny can always combo normal hit Ensenga into f.S > SMF to instead be +47 (+15 with Deal)

Additional Notes:

  • KMF and SMF do not change their frame advantage on counterhit
  • Routes starting in P, K, or S normals do not have altered frame advantage on knockdown for counterhit with an exception for CH c.S and 6P cancelled immediately into SMF or 2D.
  • All single hit knockdowns are assumed to be their normal hit variant.


1 Height dependent

In routing, it is generally advised to end all airborne routes in either Vault > Deal or SMF if a wallbreak is not possible. Unfortunately, the frame advantage Johnny gets in these situations is highly dependent on the height of the opponent, gravity scaling, combo length, opponent hurtbox, and more. For this reason, there is no easy rule to calculating frame advantage in these situations. Despite not knowing the exact value, Johnny is generally always able to perform Deal after SMF and stay plus enough to at least perform meaty c.S (at least +39 without Deal, +7 with it). Similarly, Vault > Deal enders will always leave Johnny at least +10 while placing a card provided the attack hits.

Framekills

TODO

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