GGXRD-R2/Johnny/Combos: Difference between revisions

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!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
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| {{clr|2|2K}}/{{clr|2|5K}} (>{{clr|3|c.S}}) > {{clr|5|2D}} > {{clr|4|236H}} || Any || - || - || All || {{clr|2|Easy}} || Basic meterless ground combo for levels. After the coin, you can follow up with various OTGs. Dash ({{clr|3|c.S}} >) Coin is probably the most stable. {{clr|3|c.S}} will work as long as you're close enough, but there are some ranges where only Dash Coin will work. || [https://youtu.be/cvgsn5AmhIQ?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| {{clr|2|2K}}/{{clr|2|5K}} (>{{clr|3|c.S}}) > {{clr|5|2D}} > OTG {{clr|4|236H}} (66 {{clr|3|c.S}} > {{clr|4|236H}})  || Any || 83 || - || All || {{clr|2|Easy}} || Basic meterless ground combo for levels. After the coin, you can follow up with various OTGs. Dash ({{clr|3|c.S}} >) Coin is probably the most stable. {{clr|3|c.S}} will work as long as you're close enough, but there are some ranges where only Dash Coin will work. || [https://www.youtube.com/watch?v=gowmt4MRG5U&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw Video Example]
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| {{clr|1|6P}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > JC > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|214S}} || Any || - || - || All || {{clr|2|Easy}} || Basic anti-air combo. Can omit {{clr|1|j.P}} depending on height / character weight. {{clr|2|j.K}}PS is also fine. || [https://youtu.be/eoHclSupKbw?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| {{clr|1|6P}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > JC > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|214S}} || Any || 107 || - || All || {{clr|2|Easy}} || Basic anti-air combo. Can omit {{clr|1|j.P}} depending on height / character weight. {{clr|2|j.K}}PS is also fine. || [https://www.youtube.com/watch?v=WoS6jBpD388&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=2 Video Example]
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| ({{clr|2|5K}}/{{clr|3|c.S}} >) {{clr|5|2D}}(1) > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || - || - || All || {{clr|3|Medium}} || Situational starter into optimal route. Only works if very close to the opponent when doing {{clr|5|2D}}.  || [https://youtu.be/PdqwdHv5WFQ?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| ({{clr|2|5K}}/{{clr|3|c.S}} >) {{clr|5|2D}}(1) > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 135 || - || All || {{clr|3|Medium}} || Situational starter into optimal route. Only works if very close to the opponent when doing {{clr|5|2D}}.  || [https://www.youtube.com/watch?v=nUvsiAvO4yk&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=3 Video Example]
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| ... > RC > Dash {{clr|5|2D}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} || Any || - || - || All || {{clr|3|Medium}} || For converting from far pokes with meter. || [https://youtu.be/PdqwdHv5WFQ?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| ... > RC > Dash {{clr|5|2D}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} || Any || 110 || - || All || {{clr|3|Medium}} || For converting from far pokes with meter. || [https://www.youtube.com/watch?v=A4iKIM0uFhA&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=4 Video Example]
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| {{clr|2|6K}} (CH) > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > {{clr|4|236H}} > dash > ... > {{clr|2|j.623K}} || Any || - || - || All || {{clr|3|Medium}} || Basic {{clr|2|6K}} counterhit starter. If they are too close, {{clr|4|6H}} can be replaced with another normal such as {{clr|3|c.S}}, or omitted entirely for stability. || [https://youtu.be/rccx0O8AO24?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| {{clr|2|6K}} (CH) > {{clr|4|6H}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > {{clr|4|236H}} > dash > ... > {{clr|2|j.623K}} || Any || 106 || - || All || {{clr|3|Medium}} || Basic {{clr|2|6K}} counterhit starter. If they are too close, {{clr|4|6H}} can be replaced with another normal such as {{clr|3|c.S}}, or omitted entirely for stability. || [https://www.youtube.com/watch?v=D6MlZxyArPQ&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=5 Video Example]
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| {{clr|2|j.623K}} > YRC > land {{clr|3|c.S}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || - || - || All || {{clr|3|Medium}}|| Basic combo from air Zweihander starter.  || [https://youtu.be/russqfxWE5E?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK Video Example]
| {{clr|2|j.623K}} > YRC > land {{clr|3|c.S}} > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 131 || - || All || {{clr|3|Medium}}|| Basic combo from air Zweihander starter.  || [https://www.youtube.com/watch?v=uleE0e3VT5I&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=6 Video Example]
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| ... > '''LV1''' {{clr|2|214K}} > RC > [66]x2 > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 128 || - || All || {{clr|4|Hard}} || Advanced '''LV1''' RC confirm.  || [https://youtu.be/iloHa-OYXLo Video Example]
| ... > '''LV1''' {{clr|2|214K}} > RC > [66]x2 > {{clr|4|236H}} > {{clr|1|5P}} > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 128 || - || All || {{clr|4|Hard}} || Advanced '''LV1''' RC confirm.  || [https://www.youtube.com/watch?v=iloHa-OYXLo&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=8 Video Example]
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| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}}(1) > {{clr|4|236H}} > {{clr|3|f.S}} (> {{clr|4|2H}}) > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 165 (AX) || - || AX, JO, MA, PO, SL || {{clr|4|Hard}} || Advanced close confirm. Great route, but only works on select characters. || [https://youtu.be/iloHa-OYXLo Video Example]
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}}(1) > {{clr|4|236H}} > {{clr|3|f.S}} (> {{clr|4|2H}}) > '''LV2''' {{clr|1|214P}} > ... > {{clr|2|j.623K}} || Any || 165 (AX) || - || AX, JO, MA, PO, SL || {{clr|4|Hard}} || Advanced close confirm. Great route, but only works on select characters. || [https://www.youtube.com/watch?v=AVVvATZq6nc&list=PLjflQhq4kB6pihsaJR-DidCMdet5H2myw&index=7 Video Example]
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Revision as of 20:50, 26 September 2022

Johnny
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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
MC = Mist Cancel
Zweikasu = Refers to hitting with the first portion of Zweihander only.
LV[1/2/3] [Low/Mid/High] = Refers to Mist Finer Level 1/2/3
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Combo List

Damage Values are all calculated on 1.00 defense modifier, from 5K > 5H starter.


For details on Air Combos, Enders, and LV2 High Loop theory, see the Combo Theory section.
For details on what to do after mist, refer to Mist Unblockable Basics.

Midscreen Combos


Level 1

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2K/5K (>c.S) > 2D > OTG 236H (66 c.S > 236H) Any 83 - All Easy Basic meterless ground combo for levels. After the coin, you can follow up with various OTGs. Dash (c.S >) Coin is probably the most stable. c.S will work as long as you're close enough, but there are some ranges where only Dash Coin will work. Video Example
6P > j.P > j.K > j.S > JC > j.K > j.S > j.H > 214S Any 107 - All Easy Basic anti-air combo. Can omit j.P depending on height / character weight. j.KPS is also fine. Video Example
(5K/c.S >) 2D(1) > 236H > 5P > LV2 214P > ... > j.623K Any 135 - All Medium Situational starter into optimal route. Only works if very close to the opponent when doing 2D. Video Example
... > RC > Dash 2D > 236H > 5P > LV2 214P Any 110 - All Medium For converting from far pokes with meter. Video Example
6K (CH) > 6H > 236H > 5P > LV2 214P > 236H > dash > ... > j.623K Any 106 - All Medium Basic 6K counterhit starter. If they are too close, 6H can be replaced with another normal such as c.S, or omitted entirely for stability. Video Example
j.623K > YRC > land c.S > 236H > 5P > LV2 214P > ... > j.623K Any 131 - All Medium Basic combo from air Zweihander starter. Video Example
... > LV1 214K > RC > [66]x2 > 236H > 5P > LV2 214P > ... > j.623K Any 128 - All Hard Advanced LV1 RC confirm. Video Example
5K > c.S > 2D(1) > 236H > f.S (> 2H) > LV2 214P > ... > j.623K Any 165 (AX) - AX, JO, MA, PO, SL Hard Advanced close confirm. Great route, but only works on select characters. Video Example

Level 2

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV2 214S > 6K > ... > j.623K Any - - All Easy Basic midscreen meterless damage combo. For when you are too far for better routes. This combo is included for completeness, but you should generally only do this combo if you absolutely must. -
... > LV2 214S > 66 > (2P/c.S > 236H > 5P > LV2 214P > 236H > 66 jump > j.P > j.K > j.S > dj > j.K > j.S > j.D > j.623K Any 152~159 - All Easy Basic midscreen LV2 route. Spacing specific. If you are too close initially, you may dash under them accidentally. See LV2 High Loop section for extentions and modifications. Can replace the normals before or after Coin depending on character, weight and spacing. After Coin, if far enough, replace 5P with f.S (>2H). For extreme stability, just omit the 2P and go straight into Coin. If you are close enough to the corner, go for dash air combo into Zweikasu. If you are not, end with j.H knockdown. You can get the Zweihander knockdown even if your back is to the corner against most characters, so long as you time your dash jump correctly. The key is to let your dash nearly complete and then jump, in order to get close enough for the Zweihander to connect. Video Example
... > LV2 214S > 66 > 2D > 236H > f.S (>2H) > LV2 214P > 236H > 66 (j.S >) j.H [j.623K] OR [land 66 Jump] > ... > j.623K] Any - - All except PO, JO, LE, BE, FA, EL Medium Advanced midscreen LV2 route when you are too far for dash 2P/c.S to reach. -
5K > 2D(1) > MC > (2P >) 5K/c.S > 5H > LV2 214P > ... > j.623K Any - - All Medium Advanced midscreen route using 2D Mist Cancel. Saved one coin compared to confirming into LV2 Low. Somewhat spacing specific - will not work from very far ranges. On heavy characters, use 2P. 2P is also 1 frame faster than 5K, so it can be used to reduce difficulty. In some cases from far distances, f.S (>2H) can be used to pick up off the 2D. -
... > LV2 214K > [66]x2 (> 6H) > MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K Any - - All Hard Essential Dash Treasure Hunt route. *Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. Works anywhere on the screen, but at ~40% screen or closer to the corner, the combo will lead to the corner, thus this route can be considered to have very strong corner carry. If the combo leads into the corner, continue with c.S > Air Combo > Zwei. Connecting the 6H is optional, but gives more damage. Dash x 2 > 6H may not work at all ranges, depending on both character / spacing. Wavedash x 2 rather than Dash x 2 will improve the effective range of landing the 6H > TH. -
... > LV2 214S > MSD 632146S > (Pickup >) 236H > 5P/c.S > LV2 214P > ... > j.623K Any - - All Hard Treasure Hunt pickup from LV2 Low. Situational route when you accidentally confirm to LV2 Low instead of Mid. Useful for sideswapping. -
... > LV2 214K > (66) 6H > MSD 632146S > [236H]x2 > c.S > j.DSDD > j.623K Any - - BE, CH, EL(2+ hits), IN, JA, KU, KY, LE, MA, RA, RV, SI, SO Hard Refer to How To Do Mist Stance Dash Treasure Hunt section for inputting and comboing off of Stance Dash Treasure Hunt. Is stricter to perform on LE and SI. -

Level 3

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV3 214S > 66 c.S > 236H > 5P > LV2 214P > 236H > 66 Jump > j.P > j.K > j.S > dj > j.K > j.S > j.D > j.623K Any - - All Hard Basic LVL 3 Low conversion. Same basic recipe as LV2 basically, except that LV3 bounces them towards you, making things much easier. At far range, you can omit the c.S/5P and just do LV3 214S > 236H > LV2 214P for simplicity and burst safeness. Video Example
... > LV3 214K > [66]x2 > (6H >) MSD 632146S > 2S > 236H > ... > j.623K Any - - All Hard Refer to How To Do Mist Stance Dash Treasure Hunt section for inputting and comboing off of Stance Dash Treasure Hunt. -

Midscreen Throw

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 236H > LV2 214P > 236H > 66 j.PKS > dj > j.KSD > ... > j.623K Any - - All Easy Essential throw combo. If starting from half screen or closer, can generally end with j.D > Zweihander knockdown into unblockable. Lightweights tend to require more specific timing on the coin. If you are having trouble connecting j.D > Zwei, try extended your forward dash longer before jump cancelling. Mastering this will allow you to connect the Zwei even away from the corner. Video Example
Throw > 66 j.PSH Any - - All Very Easy Basic combo into knockdown. Followup with Dash 2K Coin or Mist YRC. Good for when you are far from the corner and don't want to do the above route. -
Throw > Air Combo Any - - All Very Easy Basic air string example: j.KS dj KSD > Ender -
Throw > 236H > (66) j.S > j.H Any - - All Easy Character specific combo leading to unblockable or LV3 from anywhere. -
Throw > 236H > j.S > LV2 j.214P > Land > 236H > (66) 6K > 66 j.KS > djcKSD > j.623K Any - - IN/MA/VE/JC/CH/SO/AX/FA/JO: j.S/j.KS, SI/SL/KU/PO: j.D, LE/MI/RA: j.KS, KY/JA: j.PS, RV: j.SD, BE: 236H > 6K > j.D Hard Advanced throw combo leading to unblockable. More corner carry than the basic one.

On some characters, replace the first j.S with j.D. Adjust/shorten the final air string according to height in order to get your Zweihander knockdown (lights especially). With the right spacing and timing on the second Coin, you can do a dashing 6K in order to get more corner carry. Very character specific, however. || -

Throw > 236H > j.S > LV2 j.214P > Land > 236H > 6K > 66 j.SHD > LV2 j.214P > 41236P > OTG 2K Any - - SO/CH/SL/AX/PO/MA/IN: Do not delay final LV2, VE: Delay 6K, FA/SL/KU: (j.D), MI: (j.PS), RV: (j.SD, delay 6K, delay LV2 j.214P), JO: Strict Hard Advanced corner carry that ends in OTG mist setup. For characters this route does not work for, see the below route. -
Throw > 236H > j.PS > LV2 j.214P > Land > 236H > 66 j.KSHD > LV2 j.214P > 41236P > OTG 2K Any - - All Hard - -
Throw > 236H > j.PS > LV2 214P > 236H > 66 j.KSHD Any - - EL Hard - -
Throw > 236H > j.PS > LV2 214P > 236H > held 66 j.KSHD Any - - JA Hard - -
Throw > 236H > j.KS > LV2 214P > 236H > 6 6j.KSHD Any - - JC/RA/LE/JO Hard - -
Throw > 236H > j.D > LV2 214P > 236H > 66 j.KSHD Any - - IN/MI Hard - -
Throw > 236H > 2H > j.SD > 236H > 66 j.KSHD Any - - PO Hard - -

Corner Combos


Level 1

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2H (Blocked) > Falling LV1 j.214K > 236H > f.S > 2H > LV2 214P > ... > j.623K Any - - All Hard Situational combo from low height LV1 Mid in the corner. This is either hitting because you did a mist previously on them at LV1, or the LV1 Mid hit them raw as a frame trap etc. -
... > LV1 214K > RC > [66]x2 > c.S > 236H > c.S > ... > j.623K Any - - All Hard Situational starter to extend from a LV1 Mid combo in the corner -

Level 2

[NOTE: All instances of Dash x 2 can be replaced with Zweihander Transport for simplicity]

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV2 214K >[66]x2 > c.S/5H/6H > 236H > c.S > j.D > MC > j.D > j.623K Any 170~199 - All Easy Basic LV2 Mid corner combo leading to unblockable. If they are too light or you want to extend, you can do j.D > MC > j.S > dj > j.SD Zwei, or j.D > MC > j.S > > dj > j.D > MC > j.D Zwei. -
... > LV2 214K > [66]x2 > [c.S] OR [5H] OR [6H] > 236H > c.S > j.D > MC > j.S > djc > j.D > MC > j.D > j.623K Any 188~216 - All Medium Basic essential 1-coin corner combo. If j.DSDD doesn't work, try j.DSSD. For max damage, j.DD double jump j.DD. Video Example
... > LV2 214K > [66]x2 > 2H > LV1 214P > 236H > j.DSDD > j.623K Any 211 - FA/BE/PO/KU Medium Alternative 1-coin corner combo for select characters. Video Example
... > LV2 214K > [66]x2 > [c.S] OR [5H] OR [6H] > 236H > c.S > j.DSDD > LV2 j.214P > 236H > 66 j.DSDD > j.623K Any 195~221 - All Medium Basic optimized 2-coin combo. Does not work on lights. Can omit portions of the air combo for simplicity. VS Light characters, shorten the first air portion to j.DD. Video Example
... > LV2 214K > 6H > 236H > 2H > LV2 214P > 236H > 66 j.DSDD > j.623K Any 218 - All Medium Alternative 2-coin combo. Good burst safe starter and fairly universal. Spacing on the 6H is somewhat specific, though, so be sure to adjust by walking (or dashing) while they are tumbling. Video Example
... > LV2 214K > [66]x2 > c.S > 236H > c.S > [j.DD] OR [j.DHD] > LV2 j.214P > Land 41236P > 2K > 236H Any 174 - All Medium Advanced corner route ending in Mist > OTG 2K > Coin. Mainly works on mediums / heavies. can replace c.S with 5H or 6H, but can affect stability. jDHD works on MI, JA. Video Example
...> LV2 214K > 236H > 66 6P > j.DHD > LV2 j.214P > Land 41236P > OTG 2K > 236H Any 173 - All except KY. AX:(j.KSHD), PO: (j.KDHD, Very strict) Medium Burst safe universal variant of above. Does slightly less damage. Video Example
... > LV2 214K > (66) 236H > 66 f.S > 2H > j.214P > ... > j.623K Any 194 - All Medium More burst safe variant of the 2-coin route. Can simply land > Mist > OTG 2K > Coin after the Air LV2 High on many characters. Delaying your air LV2 High is suggested if going for that ender. If you are too far, try Dash Coin > (walk forward) f.S. Point blank this route may be difficult on some characters, try walking back slightly before doing Coin. Video Example
... > LV2 214K > (66) 6H > MSD 632146S > [2S] OR [2P/2K/5K/c.S] > 236H > c.S > j.D > j.623K Any 226- - All Hard Essential Stance Dash Treasure Hunt Combo. Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. If the [Stuff] string is more than 3 hits, becomes unstable after the pickup. Air string can be extended (j.DSDD etc) if starter and proration allow. -
TK LV2 j.214S > Land > Delay 6H > MSD 632146S > ... > j.623K Any - - All Hard Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. -

Level 3

Note: You can generally follow the LV2 starter recipes with some slight adjustments to work at Level 3.

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
.. > LV3 214K > [66]x2 > 6H > 236H > c.S > j.DSDD > j.623K Any - - All Easy Basic LV3 starter combo. Basically the same as the basic LV2 starter. Use Dashx2 > c.S vs SO/JC. For EL/RA/KU/BA/AN/IN/SL/VE/DI/FA/JA omit the normal before Coin. Video Example
... > LV3 214K > [66]x2 > 6H > 236H > c.S > j.DD > LV2 214P > 236H > 66 j.DSDD > j.623K Any - - All Medium Advanced LV3 starter combo. Basically the same as the advanced LV2 combo. -
... > LV3 214K > 66 41236P > 5K or 2K > 2D > 236H (> 236H) Any - - All Medium LV3 starter that leads to another meterless unblockable, but sacrifices damage. -
... > LV3 214K > [4] OR [6] 6H > 236H > 2H > LV2 214P > 236H > 66 j.DSDD > j.623K Any - - All Hard Advanced LV3 starter combo. Need a good sense to space the first 6H, but universal and burst safe. Does slightly less than the dashx2 6H route. -
... > LV3 214K > 41236P > [236H]x2 > 66 5K > 5H > MC > f.S > 6H > 632146S Any - - All Hard Very spacing dependant LV3 Mid combo. Can reset with another LV3 mid instead of ending with Treasure Hunt. Can Mist YRC after TH and then unblockable, allowing the 2nd mist to stick mid-combo afterwards. -

Corner Throw

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 66 j.PSHD > j.623K Any - - All Easy Extremely stable Zweikasu knockdown from corner throw. Works on everyone. When you are already at LV2 and just want an unblockable. Some of the characters with skinny air hurtboxes require somewhat tight timing for this combo, however. -
Throw > 236H > j.D > j.623K Any - - All Easy Basic throw combo leading to LV2 unblockable. Can add another j.D on some characters. Video Example
Throw > 236H > j.SHD > [j.623K] OR [LV2 214P > Land 41236P > OTG 2K > 236H] Any - - All Medium Better Throw combo into LV2 + Mist. They can air tech after the coin hit, so be prepared accordingly. On Potemkin, after first j.D, MC into 2nd j.D. On ZA / SL / BE / VE / LE / KU: Coin > j.D > MC > j.D > etc Video Example
Throw > [j.D > MC > j.H > MC > j.KD > land]x2 > [66 j.D > MC > j.HD > j.623K] OR [j.D (MC > j.H) > LV3 j.214K > Land [236H]x2 > 66 2D(1) > 41236P] Any - - SI/KI/ED/FA Hard Advanced LV3 Throw Combo. -

Combo Theory

Air Combo and Ender Explanation

A basic air combo filler looks something like: j.K > j.S > dj > j.K > j.S > j.D > Ender. Many combos will often use / lead with j.P to lift the opponent higher. An example air combo on a heavy character: j.PKS > j.PKSD. j.P combos into j.D, so you can even add it to the end of an adlib combo such as j.KS > dj > j.KPPPD > etc.

(j.K >) j.S > j.H > j.D is the ideal route, and should be aimed for once you have the basic air combo theory down, but j.S > j.H is somewhat height specific relative to the airborne opponent. the j.H > j.D ender also improves stability to connect to Zweihander or convert to Air LV2 High > land Mist > OTG 2K Coin ending routes.

j.P > j.S is a useful air gatling for transitioning into this route from a double jump. For example, on Sol Midscreen: Throw > dash j.PKS > dj > j.PSHD > Ender.

Note that j.P > j.S will cease to combo at heavy proration, so do not attempt to use this gatling far into a combo.

There are a few basic ways to end your air combo. The main emphasize is to score a knockdown.

  • j.D > Zweihander 1 hit - very reliable in the corner, but situationally works midscreen. The hitbox for the second hit of Zwei occurs around Johnny's midsection and downward. Connecting the Zweihander when the opponent is slightly above Johnny is a good guideline (but not too high, or Zweihander 1st hit will whiff). If you are having trouble connecting j.D > Zwei midscreen, be sure to extend your dash on the dash jump preceeding the air combo. Time your actual jump late as possible to get as much forward movement first.
  • (j.S >) j.H - is a hard knockdown if performed low enough to the ground. Usually used when too far from the corner for j.D > Zwei
  • (j.S >) j.H > Air LV1 Low - allows you to knockdown at heights where j.H is techable. Only works if you are at LV1 obviously. Very spacing specific. Often used after a 6K hit at LV1. Example: 6K > j.KS > dj >j.KSH > Air LV1 Low
  • j.D > Air LV1 High - Does not knock down. Do this ender when you have no other options.
  • j.D - tech chase option. Usually used midscreen when at LV2 already.


Any combo that ends in either j.H or Zweihander leaves them in a long OTG state. You can generally follow up with Dash > 2K/2S > Coin or Dash > Mist > YRC, provided you are close enough. Off of a midscreen far Zweihander knockdown, you generally do not have time to followup with an OTG.


LV2 High Loop Theory

If a combo leads into, or starts from (Air) LV2 High, one can choose to do one of the following:

Coin >

  • ... Dash Jump > Air Combo > Ender - leads to unblockable. Fundamental route. Best if you are close to the corner.
  • ... (Dash) 2H > LV2 High - Loops into another rep. Air LV2 High bounces much less than the ground version, so use this to be able to go for Coin > Dash Air Combo even when you are very close to the corner already.
  • ... Dash Filler > Zweihander (Ground) - good for when proration makes a followup air combo unstable or too far from the corner to get an Air Zweihander knockdown / don't want to spend extra coins
  • ... iad j.D > dl Air LV2 High - alternative rep for air LV2 corner carry.
  • ... 6K > Air Combo - for when they are too far for Dash Jump
  • ... Dash (j.S >) j.H or iad j.H - ends the combo into knockdown. Best when you don't think you can reach the corner. The j.S is optional for dash jumping, but often necessary for OTG'ing afterwards into coin.

Backdash > Coin > LV2 High - for when you are too close to the corner, which will cause the Ground LV2 High to bounce over or on top of you.
Air Combo - for when you just want to take the damage / knockdown.


How To Do Mist Stance Dash Treasure Hunt

The Treasure Hunt super ONLY pops them high in the sky if you are in the middle of Stance Dash (Mist Stance 66 or 44) when performing it, and they also must be in a non grounded state. Here are some basic techniques to do this. Note that this is generally one of the more execution heavy techniques in Revelator Johnny's arsenal. If you're new to Johnny, make sure you have all the BnBs down first before working on this.

NOTE: For these examples, I use P as the button for entering mist stance, but you can also use K. Use whichever is more comfortable for you.

Doing SDTH from neutral is very easy. Simply input 63214[P]66S OR 632146[P]6S You must do it somewhat quickly or the command interpreter will forget. 63214[P]64S is also a valid input, giving backwards Stance Dash instead of forward Stance Dash, and can be used in the following methods.

However, due to hitstop, performing SDTH from a move such as 6H will need a different kind of input. If you input it as above, with the timing of a typical special cancel, your Mist Stance entry will be delayed (due to hitstop), making the super input not come out. Here are four main ways to input 6H > Stance Dash Treasure Hunt:

1) 6H > 214[P] > 6321466S - everything here must be input very quicky to work, but if you have very fast hands, this is quite consistent.
1b) 6H > 214[P] > 6321464S - Same but backdash

2) 6H > delayed 63214[P]66S - in order to avoid the issue with hitstop, by delaying the entire input, you can still use the same technique as doing it at neutral. If TH isn't coming out, you must delay more or speed up your input. If TH isn't combo'ing, delay less. You can also do things like slow down only part of the half circle input, and speed up the later half, to change how long and when your buffering starts, to your preference. My recommendation for this input method is to wait until you see the 6H physically make input before beginning to buffer the motion. Alternatively, you can use method 4) in order to give yourself a natural delay.

3) 6H > delayed 632146[P]6S - similar to method #2

4) 6H > 4 OR 2 OR 6 > 632146[P]6S OR 63214[P]66S - this method is basically method 2/3, but by adding an extra directional input before the treasure hunt input, you create a natural delay that aligns well with the delay needed for hitstop. This method can also psychologically help you make your input cleaner, and helps avoid missing diagonals.

Comboing off of Stance Dash Treasure Hunt

If cornered after SDTH, the basic recipe is Stance Dash Treasure Hunt > [Normal] > Coin > c.S > j.D > Zweihander

(If your hitcount before SDTH was less than 5 hits, you can generally do a full j.DSDDZ after c.S.)

The normal used to pick up is usually one of the following: 2P, 5K, 2K, c.S, 2S, 2D. Choose based on preference and character. 2S is recommended to try first.
In some cases based on weight and proration, combo'ing after Coin > c.S can become awkward. You can choose to do > Coin > 5P/c.S > 5H > Zweihander if the air route feels unstable and you are spaced properly for the Zwei to 1 hit. Be aware with some characters that if you do the pickup normal too early, c.S will whiff after coin. In this case, be sure to delay your pickup normal so they are low enough. Longer air combos can be done after the pick up, but are very character dependent and specific to how many hits before Treasure Hunt. c.S > j.D > Zweihander is very universal, though.

Below is the suggested Normal and followup for each character, assuming 5 hits before Treasure Hunt, aka 3 hits before Mist Finer. Remember that other normals will work for other characters. Below is simply the normal found to be most consistent and stable.

  • ... 2S ... j.D > Zwei - MI, JC, CH, RA, AX, LE, JO, RV, SI, SO(j.DDZ)
  • ... 2K ... j.D > Zwei - SL, IN, VE
  • ... 2P ... j.DD > Zwei - BE, ZA, EL(j.DSDDZ), PO(j.DSDD)
  • ... 5K ... j.D > Zwei - MA(j.DS dj DZ)
  • ... Coin > c.S > j.DSDD - FA, JC
  • ... Coin > Coin > c.S > j.DSDD - Works on many characters. Check combo section for full list of characters this route works on. Recommended on JA and KY.
  • KY - Coin > c.S > j.D is inconsistent beyond 4 hits. Instead, use: 2S > Coin > c.S > 5H > Zwei
  • JA - similarly, with Jam, use ...2K > Coin > c.S > 5H > Zwei


If midscreen: Stance Dash Treasure Hunt > [Normal] > Coin > 5P/f.S > LV2 High > etc

Video Examples

Combo Basics Playlist
Advanced Route Showcase
Johhny Combo Guide

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