This guide is so damn good. Super digestible and easy to comprehend. I especially like how simple you keep the initial ground and air sequences, so that when more complex elements like Jackhound combos, coin combos and RCs are introduced they just naturally flow into the already-established combo routes. And then the Level 2 combos just bring it all together, damn he's good. Also big thanks for the chapters (both in the video and the RUclips ones), I'll definitely be coming back here a lot :)
Very glad you feel that way. Everyone has their own preferences for "digestible" but I just had to pick a direction that felt right and go with it and hope for the best. Thank you!
Don't mind me, just re-watching this video time after time after time, because every time I watch it after a period of playing the game and implementing some of the tools and routes explained here, I feel I learn something NEW to try and implement in my gameplan
I'm never going to play Johnny but these concepts are really good to learn and will be really helpful for people learning combo building with their character, which is awesome.
I realized I never commented the first time I watched this. Wanted to say great video. Even though I don't play the character, combo theory/combo building block explanation videos are something I think we could use more of in general because they are very interesting.
Wow this guide is exceptionnal, most useful fighting game video I've seen so far, thank you so much! I would love to see them for other characters, especially eddie or any character really because it allows to start playing the character right away and makes you interested in the character, it's just perfect
This is very well done, it’s hard to find good guides for this game (in general) but especially geared towards newer fighting game players. So few guides actually give you a basic game plan. I struggle with that a lot as a new player but someone who’s not new to technical competitive games (been playing melee for 8 years which compared to most other games it’s pretty cracked) so it’s not like I expect an easy button. Melee is notoriously hard to pick up but it wasn’t intentionally designed as a competitive game with depth and it was made in 2001. Yes this game is old too but I don’t understand why basically every fighting game has the same problem: absolutely horrible or non existent learning tools. Stuff like this should be part of the game
I have almost the exact same background as you (melee player for much longer than ever having played 2D fighting games) so this is no exaggeration this video was made almost exactly for players like you. I'm humbled by your response, thank you!
@@Synecdoche09 melee player here gather in. It’s wild how spoiled we are with the resources available to us in the form of docs and videos compared to other fighting games
structuring combos as chunks or blocks is a great way to learn combos imo, the flowchart is very helpful too. thank you for this video, picked up johnny because of it!
Please do a complete series if you possibly can this helped me to learn johnny and I wish something of this sort existed for the other characters. Thank you so much!!!
Gosh, just starting the game with my girlfriend and she's playing Johnny. I'm jealous she has such a good tutorial! Maybe if i get good i can make one for Dizzy
@@MartyMcNinja That one is definitely in my top5 but my #1 spot goes to XX Baiken Theme Momentary Life. That rhythm guitar after the short intro gets me every time!
Cool video, the major things I'd have liked to see to guide newer players is introducing them into the kj frc j.h db to give them a knockdown as ensenga enders force a techchase unless you enkasu, other than that I showing more routing like showing c.s is a good tool to hit confirm into sweep so it's easier for new players reaction time as a way to get themselves into level 2, as well as showing off level2 mf low > recoin > mf high for corner carry/knockdown enders is something I think people should learn fairly early on, and is important for learning how johnny's combo game (especially mf related tools) seamlessly flow into each other to a great effect. But as a basic introduction to how you should look at this combo blocks, I think the information here is good. just as I said, would've liked to seen more I guess.
I appreciate that very much. My goal was to focus on just the basics to get started, but I'm considering doing a follow-up of also-really-important-more-advanced concepts (especially considering stuff like how much character weight / height forces you to navigate match-ups differently, etc)
@@MartyMcNinja That makes sense, though I would argue that knowing info about kjt frc is far less important than having options to knock others down, as well as exploring important conversions. but everyone views the character differently after all. for what it is. I think it's good and a great introduction to the chracter.
It's just tight. It helps if you can delay the first j.D a teeeensy bit so that it hits when you're closer to the ground, giving you more time to get the j.K out after jumping again.
Np. You might also wanna experiment to see if j.P - j.K - j.D works if you're high enough after the ensenga to see if it'll delay the final hit long enough, but be wary of pushback from the successive hits... Not sure if that would work but worth a shot. Good luck!
The timing for the final part in the corner route kills me. You do SJ IAD KSD Ensenga, and most match footage I see they’re doing dash IAD KSD Ensenga. Any tips on which input is the best to use and timing to get it to connect? A lot of the time if I get it to connect, I get black beat. Other times I can’t get the IAD to come out in time before they recover out.
If you're talking about the jump (killer joker transport), think of it as basically right after you actually leave the ground, just have to experiment and get a feel for it. The actual attack FRC can be much harder... It's a slight delay after the move comes out where you have to avoid it being a red RC. You can kinda use the sound to time it, it actually feels similar to the jump / KJT FRC in terms of timing. However what really makes it hard is when you're using it in actual combos, because of a few things 1, hitting an opponent adds a tiny amount of hit stop which can throw off your timing, 2 performing combos you tend to want to mash out the inputs fast (adding a slight delay is really hard to do in am actual match, your brain just wants to hurry up and get through the inputs). My advice might be, similar to the stance jackhound note, to "chunk" up the inputs a bit and try to think of the killer joker FRC as an isolated moment after the input of KJT. It's hard to describe but try thinking like this: Part 1: 5K - 5H - KJT Part 2: KJ - FRC The time between part 1 and part 2 is naturally extremely tight. But if you can "lock in" the muscle memory of part 2, you should be able to get to a point where it doesn't matter what comes before it, you just know the timing of the attack - FRC when you get there, and you'll be less susceptible to getting hasty in longer combos and trying to mash all the inputs out without carefully timing them. Good luck!
@@MartyMcNinja I'm afraid I do not have anything to show you at this stage... but I will keep you posted. I love Johnny! Easily the most fun character in the game for me
you're talking about after level 2 mist finer mid where the jackhound pops them up? that's actually a tricky one because I think?? I may need to double-check because there might be some characters where the j.S may not connect after level 1 mist finer high, but in my experience it's just tight timing but technically possible (need to potentially double-check against all characters tho). It may be worth experimenting with the move that comes right before level 1 mist finer high (i.e., instead of c.S, maybe try 5K or 2P to see if they'll end up slightly lower in the air). I'll do some experimenting myself when I get the chance and see if there's any other tips I can come up with!
I found one online and edited the image assets it used to be guilty gear themed! I also use one it with the input history style while streaming. Follow the instructions here: obsproject.com/forum/resources/display-fightstick-motions.344/
Yep! This was all +R gameplay EDIT: so sorry I'm a big goof and misunderstood. I've never actually played AC+ so I'm not sure if theyre the same. I seem to remember up coin was a new mechanic introduced in +R but I could be wrong.
@@MartyMcNinja appreciate the response, def some does transfer. I'll keep trying cause I think it might just be my execution haha. Oh yeah I see what you mean now bout the upcoin too.
Some of the most basic concepts apply (stance cancels, basic air combos) but overall no, his tools and the way you use them are very different (no jackhound, coin combos differently, 2H launches you into the air, etc)
yeah you're right, tho I figured it was a really good demonstration of all of the combo concepts up until that point. Better, more optimized combos can surely be found!
this is the best most concise resource for learning a character in a fighting game I have ever seen.
That's very high praise. Thank you very much!
This guide is so damn good. Super digestible and easy to comprehend. I especially like how simple you keep the initial ground and air sequences, so that when more complex elements like Jackhound combos, coin combos and RCs are introduced they just naturally flow into the already-established combo routes. And then the Level 2 combos just bring it all together, damn he's good.
Also big thanks for the chapters (both in the video and the RUclips ones), I'll definitely be coming back here a lot :)
Very glad you feel that way. Everyone has their own preferences for "digestible" but I just had to pick a direction that felt right and go with it and hope for the best. Thank you!
Great vid!
Don't mind me, just re-watching this video time after time after time, because every time I watch it after a period of playing the game and implementing some of the tools and routes explained here, I feel I learn something NEW to try and implement in my gameplan
I'm never going to play Johnny but these concepts are really good to learn and will be really helpful for people learning combo building with their character, which is awesome.
I realized I never commented the first time I watched this. Wanted to say great video. Even though I don't play the character, combo theory/combo building block explanation videos are something I think we could use more of in general because they are very interesting.
wtf this is exactly what I need and youtube just slapped it in my recommended. Thank you for making this!
I'm glad it can help!
This is probably the best fighting game guide I’ve ever seen. The text on the side is extremely helpful. Fantastic job!
Wow this guide is exceptionnal, most useful fighting game video I've seen so far, thank you so much! I would love to see them for other characters, especially eddie or any character really because it allows to start playing the character right away and makes you interested in the character, it's just perfect
I appreciate this so much! I definitely want to do more for other characters (but have to learn them first)! Thank you for the kind words
@@MartyMcNinja Good luck, I am looking forward to your content, + 1 sub
This is very well done, it’s hard to find good guides for this game (in general) but especially geared towards newer fighting game players. So few guides actually give you a basic game plan. I struggle with that a lot as a new player but someone who’s not new to technical competitive games (been playing melee for 8 years which compared to most other games it’s pretty cracked) so it’s not like I expect an easy button. Melee is notoriously hard to pick up but it wasn’t intentionally designed as a competitive game with depth and it was made in 2001. Yes this game is old too but I don’t understand why basically every fighting game has the same problem: absolutely horrible or non existent learning tools. Stuff like this should be part of the game
I have almost the exact same background as you (melee player for much longer than ever having played 2D fighting games) so this is no exaggeration this video was made almost exactly for players like you. I'm humbled by your response, thank you!
Another melee player looking for +R info knowing I can press buttons but don’t know what at all to do since this is my first 2d fighter. Love this vid
@@Synecdoche09 melee player here gather in. It’s wild how spoiled we are with the resources available to us in the form of docs and videos compared to other fighting games
structuring combos as chunks or blocks is a great way to learn combos imo, the flowchart is very helpful too.
thank you for this video, picked up johnny because of it!
Magnifique tutorial, i really want to try Johnny after this, thanks
Im not a Johnny main, yet this video made me wanna main him
I listened to this while I was doing other stuff…
Really clear explanation.
Nice vid owo
best plus r guide i’ve seen so far
Thank you!
i hope you make tutorials for the companies now, great voice and pacing, the explanations really help tickle my brain the right way to engage me
Esse é o melhor vídeo que eu já vi ensinando jogar com algum boneco num Fighting Game, tutorial de nível altíssimo.
Please do a complete series if you possibly can this helped me to learn johnny and I wish something of this sort existed for the other characters. Thank you so much!!!
thank you for saying that, I am actually very interested in doing that at some point. Who would you want to see first?
@@MartyMcNinja Possibly Slayer or Venom next would be amazing.
This video Is so well made, I have great respect for your hard work on this, it has been useful thank you!
Would love to see something like this for Jam or Pot!
really enjoyed this as a newer johnny player!
I'm so glad! Best of luck!
Awesome tutorial.
I wish you did another but for Testament.
Fantastic video!! Concise and well produced
Thank you!
Johnny is so cool
This would be a great find if I wasn't so committed to potemkin
I wish some of the other characters had a similar detailed guide, I don't play Johnny and now i kinda want to!!!
This is so good. I need one with rev 2 Johnny that's this good plz.
hope strive johnnster gets a vid like this
I do too! I'm sure a ton of people will be making them..
Gosh, just starting the game with my girlfriend and she's playing Johnny. I'm jealous she has such a good tutorial! Maybe if i get good i can make one for Dizzy
Thank you! And I'm excited to see it when you do!
Pretty sick guide
Concise, effective, exemplary. You deserve this like and sub.
Damn, this was really helpful. Appreciate it fam
thanks, great vid
This is a great video
thx! my fav char in GGACPR
This rocks
Amazing stuff dude, holy shit
Crisp af, excellent guide
Thank you!
Excellent content and i also very much like the tunes you picked
Hell yeah. Awe of She the best XX track
@@MartyMcNinja That one is definitely in my top5 but my #1 spot goes to XX Baiken Theme Momentary Life. That rhythm guitar after the short intro gets me every time!
Thank you!
Fantastic video
You're fantastic!
hell yeah
Banana Johnny best Johnny
Cool video, the major things I'd have liked to see to guide newer players is introducing them into the kj frc j.h db to give them a knockdown as ensenga enders force a techchase unless you enkasu, other than that I showing more routing like showing c.s is a good tool to hit confirm into sweep so it's easier for new players reaction time as a way to get themselves into level 2, as well as showing off level2 mf low > recoin > mf high for corner carry/knockdown enders is something I think people should learn fairly early on, and is important for learning how johnny's combo game (especially mf related tools) seamlessly flow into each other to a great effect. But as a basic introduction to how you should look at this combo blocks, I think the information here is good. just as I said, would've liked to seen more I guess.
I appreciate that very much. My goal was to focus on just the basics to get started, but I'm considering doing a follow-up of also-really-important-more-advanced concepts (especially considering stuff like how much character weight / height forces you to navigate match-ups differently, etc)
@@MartyMcNinja That makes sense, though I would argue that knowing info about kjt frc is far less important than having options to knock others down, as well as exploring important conversions. but everyone views the character differently after all. for what it is. I think it's good and a great introduction to the chracter.
Can we get one for other characters?
6:40 How do you get the combo after the j.D? Is it just a tight link or is there something I'm missing
It's just tight. It helps if you can delay the first j.D a teeeensy bit so that it hits when you're closer to the ground, giving you more time to get the j.K out after jumping again.
@@MartyMcNinja aight thanks
Np. You might also wanna experiment to see if j.P - j.K - j.D works if you're high enough after the ensenga to see if it'll delay the final hit long enough, but be wary of pushback from the successive hits... Not sure if that would work but worth a shot. Good luck!
@@MartyMcNinja i'll grind it out sometime soon. Picking up johnny cuz coin pressure is fun as hell
Thank you, banana man
Why does my acp doesn't have the high coin toss? Is that for ex mode johnny?
Only for +R, regular Johnny. If you are playing an earlier version (e.g. just accent core) he won't have it
The timing for the final part in the corner route kills me. You do SJ IAD KSD Ensenga, and most match footage I see they’re doing dash IAD KSD Ensenga. Any tips on which input is the best to use and timing to get it to connect? A lot of the time if I get it to connect, I get black beat. Other times I can’t get the IAD to come out in time before they recover out.
im having trouble with this too
@@mildsome9713 yeah that shit is hard lol.
amazing guide, thank you so much. i am STRUGGLING with the timing on killer joker frc, any tips or is it just a matter of grinding that out?
If you're talking about the jump (killer joker transport), think of it as basically right after you actually leave the ground, just have to experiment and get a feel for it.
The actual attack FRC can be much harder... It's a slight delay after the move comes out where you have to avoid it being a red RC. You can kinda use the sound to time it, it actually feels similar to the jump / KJT FRC in terms of timing. However what really makes it hard is when you're using it in actual combos, because of a few things 1, hitting an opponent adds a tiny amount of hit stop which can throw off your timing, 2 performing combos you tend to want to mash out the inputs fast (adding a slight delay is really hard to do in am actual match, your brain just wants to hurry up and get through the inputs). My advice might be, similar to the stance jackhound note, to "chunk" up the inputs a bit and try to think of the killer joker FRC as an isolated moment after the input of KJT. It's hard to describe but try thinking like this:
Part 1: 5K - 5H - KJT
Part 2: KJ - FRC
The time between part 1 and part 2 is naturally extremely tight. But if you can "lock in" the muscle memory of part 2, you should be able to get to a point where it doesn't matter what comes before it, you just know the timing of the attack - FRC when you get there, and you'll be less susceptible to getting hasty in longer combos and trying to mash all the inputs out without carefully timing them. Good luck!
@@MartyMcNinja Somehow coming back to this video now I only just saw this reply. Thank you again so much! And sorry for ignoring you!
@@emi_fisher np! Hope it helps and that you've had fun with the character! Maybe by now you have more you could teach me???
@@MartyMcNinja I'm afraid I do not have anything to show you at this stage... but I will keep you posted. I love Johnny! Easily the most fun character in the game for me
I'm having difficulty hitting j.S on the jackhound combo
you're talking about after level 2 mist finer mid where the jackhound pops them up?
that's actually a tricky one because I think?? I may need to double-check because there might be some characters where the j.S may not connect after level 1 mist finer high, but in my experience it's just tight timing but technically possible (need to potentially double-check against all characters tho).
It may be worth experimenting with the move that comes right before level 1 mist finer high (i.e., instead of c.S, maybe try 5K or 2P to see if they'll end up slightly lower in the air).
I'll do some experimenting myself when I get the chance and see if there's any other tips I can come up with!
@@MartyMcNinja tank's bro
Where can I get an input display like this? Did you make it up in OJD yourself? I'd love to have one like that.
I found one online and edited the image assets it used to be guilty gear themed! I also use one it with the input history style while streaming. Follow the instructions here:
obsproject.com/forum/resources/display-fightstick-motions.344/
@@MartyMcNinja Thanks very much. Awesome guide btw. I don't play Johnny but it's extremely well-produced, same with the flowchart.
@@ERRandDEL thank you so much!
Do these work in GGXX AC+?
Yep! This was all +R gameplay
EDIT: so sorry I'm a big goof and misunderstood. I've never actually played AC+ so I'm not sure if theyre the same. I seem to remember up coin was a new mechanic introduced in +R but I could be wrong.
@@MartyMcNinja appreciate the response, def some does transfer. I'll keep trying cause I think it might just be my execution haha. Oh yeah I see what you mean now bout the upcoin too.
works for xrd?
Some of the most basic concepts apply (stance cancels, basic air combos) but overall no, his tools and the way you use them are very different (no jackhound, coin combos differently, 2H launches you into the air, etc)
@@MartyMcNinja ok ty.
Good guide tho
5:16 that is not worth it if it costs that much coins and execution for 160+ damage imo
yeah you're right, tho I figured it was a really good demonstration of all of the combo concepts up until that point. Better, more optimized combos can surely be found!