GGXX Johnny Strategy Thread

I dunno, mix and match.
Concepts-

5H MC, 5S(f)
5H MC, 5H
5H MC, 6H
5H MC, 6K
2S MC, 2S
6H MC, 6K

After a L2, if you’re close enough, 6K to air combo is the standard no Tension followup.
If not, recoin and dash in, maybe OTG 5K > 5S MC, too.

25% Tension, you can dash, 5K8(JI) > 5H XX 623S > S FRC, air combo. Distancing and stuff, though.

50%, you can RC, dash, 6H into air combo

on heavier characters, use 236s. It lifts them a bit higher, allowing to dash in and combo…

um…sometimes I see in vids ppl FD after dash. Seems to make it stop faster maybe (?). Whats the timing on that…can’t seem to get it down.

Ah, that’s the faultless defense dash. Try this out.

With a small amount of meter, hold two buttons. Now, press, forward, then back and forth repeatedly, you’ll start to notice Johnny wave dashing really fast. It’s pretty hard to get it off on pad, but on a stick, it’s really easy.

Also, he does get a slight frame advantage if you just do faultless defense real fast after a normal dash, although it won’t seem as fast as that wave dash technique.

thx…gotta try that out. I watching sanma in the vids and he was doing that. Make johnny look like running character lol

so its just holding two buttons and then pressing front, back, front, back etc. ? cause now i feel stupid that i didn’t figure it out lol…

Edit: Whoops, nevermind, got it working.

Also, as I said on gamecombos, it’s all for flash. Doing the quickdash is, in essence, pretty useless. The only time it would be useful would be for blocking early. You never need to dash twice quickly with Johnny since you can throw/swing/dash again/whatever during his dash recovery, and you can jump out of the dash anytime. You can’t swing early if you do the quick FD dash, because it takes time for him to finish the dash regardless if he FDs it(otherwise this would be a severely abused tactic along with mist canceling, and very, very few people use it at all) All it allows you to do is dash twice really quick. Again, not necessary. You can cover much better ground without using tension with Divine Blade transport if you need to go across the screen, and there will never be a time when your opponent is standing where you have to be sneaky and dash in really fast.

Double Edit: Another reason why it’s not used is because it’s nigh on impossible to use in real play. You pretty much have to spaz the joystick with back+forward while holding two buttons…and well…Not that it has any applications in the first place. It’s not even useful for blocking now that I check it, since if you’re doing it, you’re of course going to be spazzing on the stick…and he’s vulnerable for most of the dash.

yeah…thats true. I haven’t seen it used much either. Its really not that hard to do. Best setup is after move hold the two buttons and start doing it. Its actually fast, and if u do that there won’t be any accidental punches out or whatever. Sometimes when you through a coin for an OTG, the opponent is too far away from corner and they recover, so u can’t do much. If u start dashing right away you can actually catch up with them, which i think is pretty cool. You also seem to get frame advantage, but I am not 100% sure. If I try it out on an opponent any time soon, I’ll post about it.

If you wanna catch up with someone after OTG coin, all you need is FRC D. Transport…you can fish for air throws/start your pressure again…

Yo, any know if Johnny can FDC any of his air attacks??? I was watching some of my older #R combo vids and saw on one where Johnny does launcher, j.s, j.h, (FDC??), j.k, j.d, land, j.s, j.h, FRC 236s, airdash, j.k, j.s, j.d, 41236h. I have the vid if anyone would like to see what I’m talking about. AIM SN is DaLastTestament.

Anyone know a good dust/Impossible combo? Danke.

N

B&B Dust: 5D (hold up) j.D j.D (release), j.K, j.S, dj j.K (j.P added in here, or multiple j.P’s if you need more height)j.S j.D, Ensenga

Slightly harder B&B Dust: 5D(Up) j.D j.D j.D(release) same combo (just requires stricter timing on the extra D)

1 hit ensenga dust: 5D(up) j.D j.D(release) j.P j.K j.P j.K j.S j.D, Ensenga

ID combos are too weird for me to explain, and they have no practical purpose.

ID’s have no use for johnny…He can get bigger damage off normal dust combos. Plus, he can do what ID’s do with 1-hit ensegnia…

I fucking hate Sol…his ass to so hard to 1-hit/combo…:mad:

is there some kind of advantage in FRCing johnnyys divine transport

Well, you fly slightly higher than normal when you frc the trasnport, and you can air block after. I’ve also seen a few Johnnys air throw someone after doing so.

I’ve been having trouble trying to FRC Johnnys divine transport…I can do it on pad easier then on stick for some reason. Well when I do it on my arcade stick I always come out with the down flame projectile (sorry don’t know what it’s called) most of the time. Which buttons do you guys usually use for FRC it? Any help will be appreciated. Thanks.

Jaime

when you FRC his transoprt, you can’t use thr Slash button. In order to FRC it, it must be: p+k+H. There are two reasons why you use FRC transport:

  1. to set up air throw tech trap after landing far OTG coin.

  2. to jump in with j. H from full screen.

Other than that it’s pretty unafe to use it randomly. You gotta know when to use.

Redbeard, did johhny’s throw receive any changes besides the 40% prorating in #R??? I’m curious because I think I found some ways to compesate that the higher prorating. Also, I think I found out how to FDC combo in that vid…

do the follow chars have 1-hit ensig combos without RCing

sol,zappa,anji,pot,faust

sorry if this has been posted already

I only know their one-hit ensengas from GGXX, so they probably don’t work in #Reload. These are all from a throw in the corner, because I was finding practical ones a while back.

Zappa: in corner, throw, jump Punch, Punch, Kick, dust, ensenga.
throw, jump kick, punch, punch, dust, ensenga.
Throw, jump kick, punch, slash, jump kick, slash, dust, ensenga.

On Sol do throw, j.s, j.hs, qcf+s (frc), air dash, k, s, d, ensenga

Faust throw, j.k, j.p, j.s, dj.k, dj.s, dj.d, ensenga

On Pot do…throw, j.k, j.p, j.s, dj.k, dj.p, dj.s, dj.d, ensenga

On Anji do…throw, j.k, j.p, j.p, j.d, ensenga

airthrow combo

what are some combos you can do of johnnys airthrow when close to the corner?

I posted a huge long list of combos for XX/#R on GCC a while ago, but I guess I can do it here too. It’s slightly sloppy, but ah well. Also, no other changes to his throw other than the 40% change, unless you take into account the +1 jumping lag frame, which makes it the tiniest bit harder to time his j.S for certain character’s one hits. Anyhow, here’s the list of Johnny info from XX and #R I compiled a while ago…

Most Damaging Combos(#R…should work for XX too, haven’t checked)

K S dj. K S D E::::: Eddie(K), Venom(K), Johnny(T, K)

K S dj. S H D E::::: Sol(T, K), Slayer(K), May(T), Axl(K, T), Anji(K), Baiken(T), Dizzy(T, K), Zappa(K), Millia(T, K),
Chipp(T, K), I-No(T, K), Testament(K), Faust(K), Jam(T), Bridget(T),

K P S dj. K S D E::: Robo-Ky(K)

K P S dj. S H D E::: Anji(T), Slayer(T), Ky(T, K), Zappa(T), Testament(T), Faust(T), Potemkin(T), Venom(T), Robo-Ky(T), Eddie(T)

hj K S H D E:::: May(K), Jam(K)

S dj. S H D E:: Bridget(K), Baiken(K)

Recoin after DB FRC? Ky, Baiken, Jam, Bridget, Robo-Ky, Testament: No(After you do a 1 hit DB FRC, you can recoin most of the cast with 2S/5H, coin as OTG. These characters it won’t work on.)

Mist Finer Level 2 After Sweep? Ky, Robo-Ky, and Dizzy: No(Can use S Mist Finer after sweep if timed correctly, I think. At least you can on Dizzy, I’m not sure if you can even level 2 MF Ky/Robo-Ky after a sweep. Since normally sweeping this characters and using MF mid level 2 will miss them entirely)

DB FRC won’t work on Potemkin/Robo-Ky(Normal JI DB FRC combos won’t work on these two, you have to use alternate versions.)

Use S MF on: Potemkin, Johnny, Robo-Ky(These characters are a little easier to combo with Mist Finer low)

Coin throw?: Baiken, Dizzy, Millia: No(Can’t coin these characters after a throw no matter what)

6H on corner combo?: Baiken, May, Dizzy, Millia, I-No, Bridget: Yes (This just means that after you mist someone and hit them after the initial mist finer as they get up, you can use a 6H on these characters for free and still do the corner loops. It’s extra damage)

1 Hit Ensenga

XX:

K, S, D, Ensenga: Axl, Ky, Dizzy, Bridget, Eddie, Millia, Slayer, May, Baiken, Chipp, I-No, Testament, Jam, Venom

Coin, K, S, D, Ensenga: Faust

K, S, H,(pause) D, land, jump, K, P, S, dj K, S, D, Ensenga OR K, P, S, dj. K P S D Ensenga: Potemkin

K, P, P, D, Ensenga: Johnny

S DB Air Dash S D Ensenga: Sol, Anji

S DB Air Dash D Ensenga: Zappa

#R:

Sol: S DB air dash S D Ensenga

Ky: K, S, D, Ensenga

Slayer: hj-forward D DB air dash S D Ensenga

May: K, S, D, Ensenga

Axl: hj-forward D DB air dash S D Ensenga

Anji: S DB air dash S D Ensenga

Baiken: K, S, D, Ensenga

Eddie: K, S, D, Ensenga

Dizzy: K, S, D, Ensenga

Zappa: hj-forward D DB air dash P S D Ensenga

Millia: hj-forward D DB air dash S D Ensenga

Chipp: S DB air dash S D Ensenga

I-No: K, S, D, Ensenga

Testament: P P K D Ensenga

Faust: K P S D Ensenga

Jam: K, S, D, Ensenga

Potemkin: K P S D Ensenga

Venom: S DB air dash S D Ensenga

Johnny: K S DB air dash S D Ensenga

Bridget: K, S, D, Ensenga

Robo-Ky: K P P D Enesenga

2 hit trip?: Sol, Slayer, chipp: No. (Meaning every other char you can hit with both hits of his trip for more damage and still coin them)

There ya go. Just a basic library of info for Captain J.

FRCing DB Transport is excellent for airthrows, and if someone is turtling full screen it can be good in some cases(Bridget) since you will fly at such an angle that j.H should beat out her 6P, etc etc. It’s for specific situations only though.