Someone came and said it, this charachter is a manace now, I've been thinking about his buffs, can't wait to come back from traveling so I can play/lab him more, I've grown to like him in late s3
And to close it out, blocking powered up mist finer>dash might be the best strike/throw scenario in the game: johnny is in your face, during guard crush (no throw invul frames and no yrc) at +9 on block meaning that with 2d he has auto timed 1f frametrap and with cs he has true string high/low mix, and if johnny has meter he can remain safe on throw or extend after 2d, blocking turn-up is beyond scary
@@uhohspaghettios821 i used to fuck up supers like you. Just keep tryng, usually it's the button tempo that people mess up so try to be a little more patient with the button after the cross/stick input. Some days you will be super consistent and feel like you could interrupt the rotation of the earth with your supers, and other you'll mess up every signle one and die punching air
I’m glad you brought up the meter gain with Johnny cause since Day 1 I was like bro is a battery. But for real i felt Johnnys weaknesses pre patch but it was never “this character sucks” like sin on release type shit.
I felt his potential strength pre patch when they gave him his jump cancel out of his dash. I don't see a lot of Johnnys use it too much other than myself. He had a decent game plan that nobody was utilizing pre patch. Now they made him better overall.
The thing I really dislike about his Vault is that you cant 6p/5p jab him out of it if he does it instantly, as it frametraps, leading into a combo or guaranteed pressure (At least in my experience). And if he doesn't do instant vault followup and instead delays it, he can be safe enough to RPS on block with jabs/backdash. Add that to the fact that if he has meter, any blocked button mid pressure is just a guaranteed vault into frc into c.S 50/50 or c.S pressure WA > jc j.MF 50/50 or c.S 50/50. Because of how FRC works, if you don't get mixed on the first initial mixup, he can build bar again for another mixup right after... Also his fucken double jump directly above you into throwing a card FRC is so fucken annoying. It's like Ino divekick frc shit all over again.
I think the new counter hit on mist finer buff is crazy good and opens so many different conversions and pickups, alongside now his dash looking like tekken wave dashes he defs eating good xD
I'm a relatively well-known labber for the character, and disagree with a lot of points in this video, and agree with some others. Be warned, long response below. 1. Vault Deal is a MASSIVE problem, it needs to be shot in the major patch. Base Vault is fine. Imo, Vault > Deal should get an additional 2-3F recovery to make it not an RPS on block 2. 15F stepdash is not inherently a problem balance-wise. This allows Johnny to represent options that the rest of the roster already can with a traditional dash while still losing to preemptive attacks. If you are getting ran down and Johnny is exploiting your mental stack with Ensenga shimmy as an example, that is because you lost the neutral RPS between preemptive and establishing play and let him seize that opportunity. 3. f.S and 2S are not OSable on hit. No top player has been doing this, and even PepperySplash gave up on this OS. Technically an OS is doable, but in practice the window is not wide enough to create a favorable situation on hit, CH, or block with any methods that we are aware of so far (I encourage you to show me a proper OS for S normals in a response, we have been hunting for this for ages). 4. Meter gain is not the issue with Johnny's offense, OWA is. He *should* require meter in neutral and offense to some extent, but OWA offsets that enough to prevent meter penalty from actually mattering. This is the same reason why Jack-O, Sol, and a bunch of other characters can run crazy offense into metered mixups and resets for basically forever, Wild Assault universally is an issue. In that light, I do not think that Johnny is an outlier - Strive is just a little too ham on Tension economy rn. 5. Johnny's conversions are not actually all that good outside of OWA. Basic confirms like f.S > SMF seem great on paper, but are extremely range dependent. A good example of a routing issue he has is that f.S > 5H > Dash SMF only works on crouchers, and without the dash that SMF will basically always whiff. Ending in KMF does not give reasonable oki either. Johnny also has consistent RISC scaling and wall damage issues that make damage outside of the corner using his routing tools unexpectedly low and make the reward particularly on corner TK SMF alarmingly low due to early wallbreaks. You mention his long recoveries being problematic for him. This is why the dash change feels so powerful - to whiff punish those recoveries you need to play patiently, which is exactly what dash > throw preys on. What this patch did is force the opponent to pick preemptive pokes to stop dash or to play passively to bait out his long recoveries. This is fundamentally good game design because the defender has to pick between two clear playstyle options - the issue is that Vault > Deal and OWA are stupid and cause neutral to skew towards making the opponent block and then ruining their day for as long as possible. What I will concede on is that not all characters can properly engage with his whiff recoveries, leading to some characters like Asuka and Potemkin having woefully awful matchups against him.
1.) yes 2.) he can keep it, I think it's a good change. it's very very strong, though. he can throw with a much smaller gap than many characters, save for dedicated strike throw characters with whom he now competes directly (I have tested the frame data on this directly), save for gio and chipp. except... he's not a strike/throw character. he just gets that option now. let's not forget all of the other stuff this new dash enables. but yes, they should definitely keep this and I think it's a very good change. 3.) yes they are. it just forces you to commit to a special on normal hit and block. it's just a regular hitstop os on counterhit, the incentive is really strong to do so although it's with some drawbacks. you have to do it quickly otherwise you get a stance cancel in either case, though. im not sure what this is about it not being possible? what sort of os did you think I meant? 214k236h. you only do it at specific spacings where fs and 2s won't give 2h and also finer is safe. it's definitely strong given the reward you get... 4.) his meter gain is absolutely busted lmfao cmon. he can have it though, that's a fine unique strength to have given his drawbacks. but don't act like it isn't huge with him 5.) fs smf works at literally absolute tip range and so does fs 5h dash smf on crouch. 6k is full wallbreak. ch into vault is wallbreak from almost anywhere. air hits are wallbreak from midscreen or even 70% of the screen depending on the hit (5p, even spaced, for the former and cs for the latter). anything with card now gives excellent conversions that loop into a situation that safely builds him 50 meter. im sorry but to say his conversions aren't good is genuine downplay. cmon now. we're not living in the times of launch johnny (I should know, I mained him)
@@me_lolo That spacing issue with SMF is very real. Go into training mode and back up a bit more than RS, if you don't buffer SMF immediately (which would necessitate doing MFC on visual reaction to block otherwise and be -9) or are at the actual tip, it will whiff. This does vary between characters as well as whether the opponent is standing or crouching. As for the CH S normal OS, I have been aware aware that 214K236H exists but the issue is that there are very few situations where you can safely do KMF following an f.S or 2S on block. If the opponent is constantly FDing all pokes, then this could have a use case. Realistically, the safest option is usually to buffer 5H in a lot of these situations and settle for KMF if they are standing or dash SMF if they were crouching. OWA does wonders here for wallbreak reasons, as does Joker Trick if near corner. And then about meter, yeah it is busted. I wouldn't necessarily call it unique, but it definitely needs to be tuned down. Imo, WA should impose a tension penalty like FRCs do for 2 seconds and universal tension gain should be lowered a tiny bit.
@@kjam1389there seems to be confusion, i’m not calling for nerfs and nowhere did I explicitly or even approximately say how good he is outside of being at least a threat and a lot better than he was . his current iteration is fine imo, he’s on the strong side though
I recently picked up Sol as a secondary so I've been in floor 10 practicing and oh my goodness I am actually terrified of Johnny now. Getting in is a struggle and dealing with his pressure is so hard. When I finally do get in, one slight mistep or mashed gap and I'm sent flying across the screen back over again
I think he scraps pretty well with those sorts of characters (leo, sol, ky) but still has problems with characters that win neutral and also put him into mediocre rps (may dolphin on block for johnny 💀)
@@me_lolo Oh definitely. I do find more success with my main girl Bridget just to get around the range constraints. I definitely think we'll see a lot more Johnny in tournaments, especially since Peppery Splash was already repping him
i play sol and johnny and johnny is so prone to whiffing to low profiles that moves like vortex are really strong in this match up. also johnny really has to put in the work because if you hit him then you're doing crazy damage
honestly I’m not really sure how to generalize it because my strategy is pretty specific to my character vs him, goldlewis can represent things differently than other characters because of how the numbers work out and risk/reward but at the same time he has other issues in the mu other chars don’t have to deal with. it’s probably best to look into specifics of slayer vs johnny in johnnycord for example. I could see it being annoying
Slayer gets too much shit thrown in his side for what's he's worth. He is fine. Bad, even. I play Johnny and understand why matchup feels like complete ass on your side.
@@metalllich3493maybe against certain characters, but Slayer still has a ton of strengths, and those weaknesses tend to fade away when playing against another pure Rushdown, with the main negative remaining being his poor backdash.
If we were to address Johnny, I'd prefer it'd be done through a system change towards his guard crush. Being given a guard crush setup for majority of knockdowns is massive with how insanely oppressive the mechanic is. I don't mind most of Johnny's shenanigans, but being guard crush looped is a pretty miserable experience.
I mean I don't think deserves any nerfs (vault is extremely cringe but he can have it), he's just frustrating to fight to many people because of what you mentioned. unfortunately I play goldlewis so I can't complain about gc but I get it lol
They just need to give him a limited amount of cards He only had 8 coins in the older games What if he only had 8 cards? That would make it a lot more fair
@@saxtonnova Axl can make plenty of room for himself, slower characters struggle way harder and rely on a steel defense to keep their asses from moping the floor
I feel way better about slayer than johnny. Johnny will slap you with enormous and quick disjoint and vault in to lock you down. Slayer you just wait to block mappa hunch or pilebunker and throw his ass. His damage is high and he can cross you up, but there’s very clear times you can punish him.
the thing is why people doesn't feel like Johnny is strong is because how the game works right now there are so many characters that has enormous power higher than him and that is the problem with STRIVE I watch people like Omito almost every single stream and even Omito struggle against the characters on S Tier despite the buffs and keep saying the buff wasn't good enough to push STRIVE Johnny out of C+ tier I think a lot of people realize this already it's not the character based problem. It's how STRIVE gameplay works which is "do something to skip normal fight> offense with tight blockstrings> get positive > and redo the offense again by spending meter
As a johnny player i've always said our biggest mistake was thinking johnny is low tier. I also will say you're unleashing a more powerfull johnny on this game because there are some things you showed in this video i didnt know you could do.
I found that in itermediet play if you spam mist finer the opponent does not know what to do probaly because no one does that it's so funny doing it the steam guide about how to play johnny was right just spam mist finer
Leo Johnny is a surprisingly straight ass matchup because you can’t charge while being guard crushed so you just have to hold this offense and we don’t have a 4 framer like all the other dp characters
thanks! be sure to check out the johnny dustloop and his character resources along with stuff from the general resource hub server for more updated johnny stuff
The main issue johnny suffers is that if he is somewhere in the screen, especially mid range, he is there for a hot minute so its VERY easy to make johnny whiff and whiff punish, which is why he mainly struggles into whiff punish characters like gio other than that he is very susceptible to low profiles he is not like ky where his H buttons catches low profiles and is 38 frames recovery 1 hit confirming fs into SMF knockdown is insanely strong, however its not consistent fs smf tend to whiffs ALOT in many situations and whiffing SMF is very bad because you are -30, and confirming into KMF could be good and bad depending on the matchups ,matchups that Johnny suffers playing neutral against like gio and sin kiske returning into neutral is the last thing Johnny wants for the KMF ch part, Johnny NEEDS mf to counterhit, which is my he wasnt good in the previous patch his meterless pressure was utter trash because the risk of me frame trapping the opponent with any version of mist finer and they block was higher than me catching his button by a large margin, all I get for frame trapping but opponents button is a strike throw, and if the opponent blocks I am -15, and frame trapping with KMF is not the ideal thing to do most of the time because it gets low profiled by 6ps, and people would usually RPS on that after 5h midscreen Johnny lacking good meterless pressure previous patch due to it being trash For mf frametrap not counterhitting meant that he has to spend meter to be an actual threat, and in some matchups with VERY strong pressure meant that he should either rely on his bad risk reward meterless pressure and save the meter to get out of that overwhelming situation by supering or using YRC or using that meter in his offense and hoping that he does not make mistakes so he doesnt get put into Jackos pressure for example with meter to save him Johnny 6k is amazing but its not good to be used alot in neutral mainly because johnny does not have great options afterwards ensenga loses to 6p and 6p loses to Backwards SMF, however is 6k was fd'd backwards SMF would whiff making Johnny -30 the real rps is ensenga and mfc 2k to beat out 6p However, I do agree with everything else in the video and that vault deal deserves a nerf Great video tho
all valid points, again he's not a perfect character. he does struggle against characters that can play outside his poke ranges and punish his buttons reliably (gio, chipp) or characters that can safely go back to a winning neutral against him consistently if their offense doesn't work out (sin, may, ram). also it is actually quite consistent to do fs s finer, im not really sure that I agree that it isn't consistent. can fd confirm tp back finer and no commit or do k finer, for a button that full combos on normal hit that's still absurd risk/reward (most buttons that full combo on normal hit are more like nago 2h which is obviously way more commitment). but he is a lot more mobile than being stuck in one place between the dash, backdash, and jump momentum changes. and even pre patch, the threat of stance cancels, deal, and wild assault was enough to say his pressure wasn't utter trash last version, honestly. I think most people don't understand how to run offense with him correctly and vary options, and now his offense is complete with the mf counterhits, added threat of better conversions, and easier hit confirms. kmf absolutely does not 'need' to counterhit, the situation on normal hit is fine and it's much easier to be in a positive situation after it due to ability to make space with his strings between finer and button changes... and again, meter gain. unreactable tick throws. etc... his offense is fundamentally strong all things considered
Little skeptical going into this video because of the tittle and some of the section names, but your explanations were actually quite nuanced and I appreciated them. Good vid
So genuine question as a low-decent Johnny player, would you say he is a overall problem or a problem at mid-high to high lvl play? Was a big Johnny main in Xrd so obviously playing him in Strive, and from what i've seen from problem characters is how easy it is to access their broken techs meanwhile Johnny both playing and fighting against him you still have to have that base knowledge check, which for Johnny is a pretty sizable skill floor compared to some others in the cast.
he’s definitely gonna be an issue at this level imo, usually people around there aren’t too in depth with frame data which means vault deals and finers with impunity. when I say a “problem” I don’t mean actually broken, just that he’s a real and serious threat. but yeah at that level I think he’s strong because people are a lot less likely to check deal and vault and finers with intent, but the johnnies might also be running the offense without rotating these threats well (hence some of the bummery among these comments…) so it’s hard to say for certain
Great video! More videos like these should be made to highlight changes, improvements, weaknesses and suggestions on what should be added or removed with forwarded opinion, so that us casuals/newbies are more in touch with the game and therefore find solutions to problems and are more motivated continue playing the game.
Calling for a nerf on vault when there’s shit like beyblade, fafnir, mappa hunch, elk hunt, shit even ky’s fou de arc is pretty funny Also pretty much any character with red wild assault can break from mid screen with proper routing
To be fair, beyblade is extremely expensive and punishable by grab, at wich point nago is REALLY messed up because he can't deal with oki as good as other characters. Either that or i'm just crap at the game, probably both XD
@@Ferrari255GTO yes but it’s also a practically full screen low that leads to a full combo that can be special cancelled. I’d hope there was a bit of a cost
@@ZayZayZayZay the thing is, if you watch a guide a beyblade is not recomended to start, especially because if done well you can actually use it to stretch the combo and stack more damage. The foot stomp from from slayer is far safer and just as fast if not more than beyblade with basically equal range UNLESS you do the nago dash wich stacks inertia, plus Nago kind of needs it to moove sometimes since it's faster and safer than the dash itself, but once again it REALLY costs a lot, even more so against characters capable of massive pressure like Johnny, Sol or Millia. In fact when they added WWA it was a massive relief for me as it helps force out of situations too, i don't complain about the WWA nerf because i actually thought it was already minus on block. Even with as many tools as Nago has, it can REALLY be a struggle to find air to breathe sometimes.
I disagree, the risk of throwing our beyblade and not following up is you lose your turn for blood, but the reward on hit, and on-block is refunding your blood, getting a full combo on hit, and immediate strike/throw mix on-block/a blockstring if you get fd'd. To discourage getting thrown after beyblade, enforce a frametrap with 623H and get a really fat counterhit, which further rewards you with blood refunds with some routings, oki, wb, or you just win the game The rps is still heavily in nago's favor despite the immediate blood deficit, so it's "unsafe" but risky for the opponent to take advantage of it
I’ve had to stop playing I-No and swap to Potemkin just to have a bit of fun with this update. And with people learning how busted some of the changes are it’s harder to even have fun as Potemkin.
i never considered his ability to convert to be really anything special he mostly just has really strong normals and it's common for any top tier to convert well off of their HS or far slash normals. His dash tho is def a huge problem and it being too fast to beat on reaction makes him a pain
@@me_lolo he's always had top tier potential but the problem is that strive players are monkies that don't know how to play with a retractable dash that can be punished lol. Now he can dash at you like a monkey thus he is now a true strive™ character
He is definitely not as op as those obvious top tiers but he sure is annoying to fight agaist. The card that forces you to block over and over again is just annoying on its own but that's his main way to apply pressure so can't really complain too much about it. The thing I hate the most is his card throwing super. The fact it goes full screen and can be confirmed off almost any attack is just straight up dumb.
dam, literally started playing Johnny because playing Slayer was making the game too easy and gorilla brained, so I switched because he was really cool and not super good now he gets busted ass buffs, goddamn, why does every character I play have to be goated
before i watch the video as a ky player i just want to say that i genuinely think that johnny is one of ky's worst matchups. most of the options i feel like i have to call out or read in order to break out of his pressure, also sacred edge losing to johnny's card is very annoying.i am playing a shoto character and if i throw a fireball i lose to his card okay sure that's not a problem but literally my ANTI zoning tool loses to some combo/ender supers in this game which frustrates me. i also feel like mist finer should not recover that fast if it didn't cut a card i am done with getting stuffed by mid mist finer into mid mist finer jesus christ you can't even dash in after that at most you get is a micro dash also fun fact if you stun dipper pre-low profile frames might lose to mist finer and you might give a free counter hit (not always, sometimes it does work) edit: lol he did mention some of my problems
@@leonlindkvist okay. uuh what does that have to do with anything i mentioned are you saying johnny deserves to have these tools because ky has a great dash speed or something?
fellow ky player here, i completely agree. you kinda just lose neutral against johnny once he gets 50 meter because you can’t throw fireballs anymore and his buttons/movement/mist finer/neutral skips beat all of ky’s options when used well
YO BRO OK I TOTALLY AGREE WITH YOU NOW, wasn't playing the game cause my controller was broken but I fixed it and I got to play now I gotta say JOHNNY IS BROKEN counter hit into vault is stupit it always work on most counter hits
While I agree that johnny is in a much better spot, you also underplayed just how poor his defense is. His 2P mash has a short range that takes 5 frames, and his 5P just misses on any crouching opponent, making it super easy to low profile. His main pressure, tho also makes him a meter goblin where most of his pressure releys on meter just to function.
I really disagree. his 2p is very average while the rest of what I said applies. many 5ps whiff on crouching opponents as well. I played the character very competently for the entire first patch when he was out, I have a good understanding of his shortcomings. and his pressure is definitely not meter reliant, meter is just what pushes it over the top. if you sneak a deal finer in, ever, you get a true strike throw that leads to a true 50/50 while also building 50 meter and having an unreachable dash throw. how is that meter reliant? by far his biggest drawback on defense is the lack of a dashblock but it’s overall at least average if not a fair bit better
aint no way bro said vault deal is good XD if you press deal, you just lose since anyone whos even slightly good at the game can just mash you out and vault might as well just be a command jump. this character was bottom 3 and now barely cracks mid tier with the dash changes
while i completely disagree about the combo conversion stuff (this is strive if you do 8% off of a poke that's potemkin farslash numbers, not compeditive with the godbusting bullshit this game has), but I have no IDEA why they massively buffed his ranged game while ALSO turning his dash into kara bandit bringer. Also yeah that tension gain is some kusoge shit, game broken ig. Like guys plz just nerf red wild but for REAL this time, and maybe make some of the top tiers flawed in some way.
agree. but also disagree on the matter of conversions... i'd still say normal hit conversions are a particular strength of his, grounded hits giving resourceless midscreen wallbreak is a huge privilege (sol, ky, may, ram chipp, etc. cannot do this consistently whatsoever despite all being very strong), most other characters that can do this are almost definitely top tier or thereabouts (hc, asuka, nago, sin, slayer) even with other flaws. he can do it off 6k, which he can combo into off low commitment buttons (2k, 5k both combo on crouch and the latter leads to wallbreak from midscreen) and consistently off light counterhits. and again, easy hit confirmable wild assault combos from high range. let's not forget vault on hit is a wallbreak from pretty much anywhere and a lot of damage. and his pokes giving hkd and card oki is not 8% on average, or even close to it. is millia 2k 2d 8%? anyway... not claiming he's top tier, who can say... (I think it's really unlikely but possible)
positive bonus is really good and he get's it off of conversions really fast a character that gains meter very quickly already. i play ky and anji they don't get his many conversions.
abubububut hes bottom one!!!!!1!!!!1!! literally poopy bad tier!!!!! because he cant dashblock or something!!!!!! (he could never dashblock and its never really been a detriment but ignore that)
for ethical reasons I can’t bring myself to endure the cringe of elphelt to make a video, but she’s also pretty downplayed right now. we’re gonna leave that one at that…
as someone currently playing johnny, he isnt that much better, half the guys complaints in this video can just be circumvented by saying "so like every rushdown?" as in half the things that he complains about is the case for most rush down characters, but its somehow not a problem when they do it, guy just does not know the mu and got 2 stocked by johnny one too many times i think.
@@me_lolo Yes, if you are saying a high B tier-low A tier character is a "problem" im gonna troll you cause you must get mad about things too easy if you are unironically complaining about that lol.
for frame bar install guide: see tiger_pop's channel
no way tiger pop reference
@@tiger_pop1069 scotland forever
I see my buffs have turned everyone into gods of failure
It's him....
@@M8theone He'll come He'll come
the gods of failure HATE HIM
Hell ya
@@HI-kb2cg For the truth came cloaked in fear
as someone who has mained johnny in strive since he came out, i am so up rn
Eat my friend, enjoy
Someone came and said it, this charachter is a manace now, I've been thinking about his buffs, can't wait to come back from traveling so I can play/lab him more, I've grown to like him in late s3
Also I'm pretty sure you can dash cs in the corner when k mistf hits ch
@@Zato-1GGST yeah it's shown in that little end compilation
And to close it out, blocking powered up mist finer>dash might be the best strike/throw scenario in the game: johnny is in your face, during guard crush (no throw invul frames and no yrc) at +9 on block meaning that with 2d he has auto timed 1f frametrap and with cs he has true string high/low mix, and if johnny has meter he can remain safe on throw or extend after 2d, blocking turn-up is beyond scary
as a potemkin player i am in hell
he cooks big bodies (except faust)
You did just get funny HPB tho
@@nobleradical2158 you think i can imput that shit? (Im pot deserters gang bedman is my new dad)
@@uhohspaghettios821 i used to fuck up supers like you. Just keep tryng, usually it's the button tempo that people mess up so try to be a little more patient with the button after the cross/stick input. Some days you will be super consistent and feel like you could interrupt the rotation of the earth with your supers, and other you'll mess up every signle one and die punching air
As a fellow potemkin player we are in hell together.
Can't even run up when he ends a string with mistfiner T_T
It's still his turn
I’m glad you brought up the meter gain with Johnny cause since Day 1 I was like bro is a battery. But for real i felt Johnnys weaknesses pre patch but it was never “this character sucks” like sin on release type shit.
I felt his potential strength pre patch when they gave him his jump cancel out of his dash. I don't see a lot of Johnnys use it too much other than myself. He had a decent game plan that nobody was utilizing pre patch. Now they made him better overall.
A+ hit the nail on the head
The thing I really dislike about his Vault is that you cant 6p/5p jab him out of it if he does it instantly, as it frametraps, leading into a combo or guaranteed pressure (At least in my experience). And if he doesn't do instant vault followup and instead delays it, he can be safe enough to RPS on block with jabs/backdash. Add that to the fact that if he has meter, any blocked button mid pressure is just a guaranteed vault into frc into c.S 50/50 or c.S pressure WA > jc j.MF 50/50 or c.S 50/50. Because of how FRC works, if you don't get mixed on the first initial mixup, he can build bar again for another mixup right after...
Also his fucken double jump directly above you into throwing a card FRC is so fucken annoying. It's like Ino divekick frc shit all over again.
Hes not just lean anymore hes full on tilt
I think the new counter hit on mist finer buff is crazy good and opens so many different conversions and pickups, alongside now his dash looking like tekken wave dashes he defs eating good xD
he ZOOMS across the screen and I gotta say, it's hella fun to play as
Johnny's dealin cards, im dealin with his bullshit q.q
and that’s the truth
I'm a relatively well-known labber for the character, and disagree with a lot of points in this video, and agree with some others. Be warned, long response below.
1. Vault Deal is a MASSIVE problem, it needs to be shot in the major patch. Base Vault is fine. Imo, Vault > Deal should get an additional 2-3F recovery to make it not an RPS on block
2. 15F stepdash is not inherently a problem balance-wise. This allows Johnny to represent options that the rest of the roster already can with a traditional dash while still losing to preemptive attacks. If you are getting ran down and Johnny is exploiting your mental stack with Ensenga shimmy as an example, that is because you lost the neutral RPS between preemptive and establishing play and let him seize that opportunity.
3. f.S and 2S are not OSable on hit. No top player has been doing this, and even PepperySplash gave up on this OS. Technically an OS is doable, but in practice the window is not wide enough to create a favorable situation on hit, CH, or block with any methods that we are aware of so far (I encourage you to show me a proper OS for S normals in a response, we have been hunting for this for ages).
4. Meter gain is not the issue with Johnny's offense, OWA is. He *should* require meter in neutral and offense to some extent, but OWA offsets that enough to prevent meter penalty from actually mattering. This is the same reason why Jack-O, Sol, and a bunch of other characters can run crazy offense into metered mixups and resets for basically forever, Wild Assault universally is an issue. In that light, I do not think that Johnny is an outlier - Strive is just a little too ham on Tension economy rn.
5. Johnny's conversions are not actually all that good outside of OWA. Basic confirms like f.S > SMF seem great on paper, but are extremely range dependent. A good example of a routing issue he has is that f.S > 5H > Dash SMF only works on crouchers, and without the dash that SMF will basically always whiff. Ending in KMF does not give reasonable oki either. Johnny also has consistent RISC scaling and wall damage issues that make damage outside of the corner using his routing tools unexpectedly low and make the reward particularly on corner TK SMF alarmingly low due to early wallbreaks.
You mention his long recoveries being problematic for him. This is why the dash change feels so powerful - to whiff punish those recoveries you need to play patiently, which is exactly what dash > throw preys on. What this patch did is force the opponent to pick preemptive pokes to stop dash or to play passively to bait out his long recoveries. This is fundamentally good game design because the defender has to pick between two clear playstyle options - the issue is that Vault > Deal and OWA are stupid and cause neutral to skew towards making the opponent block and then ruining their day for as long as possible. What I will concede on is that not all characters can properly engage with his whiff recoveries, leading to some characters like Asuka and Potemkin having woefully awful matchups against him.
I love Chicago hot dogs
1.) yes
2.) he can keep it, I think it's a good change. it's very very strong, though. he can throw with a much smaller gap than many characters, save for dedicated strike throw characters with whom he now competes directly (I have tested the frame data on this directly), save for gio and chipp. except... he's not a strike/throw character. he just gets that option now. let's not forget all of the other stuff this new dash enables. but yes, they should definitely keep this and I think it's a very good change.
3.) yes they are. it just forces you to commit to a special on normal hit and block. it's just a regular hitstop os on counterhit, the incentive is really strong to do so although it's with some drawbacks. you have to do it quickly otherwise you get a stance cancel in either case, though. im not sure what this is about it not being possible? what sort of os did you think I meant? 214k236h. you only do it at specific spacings where fs and 2s won't give 2h and also finer is safe. it's definitely strong given the reward you get...
4.) his meter gain is absolutely busted lmfao cmon. he can have it though, that's a fine unique strength to have given his drawbacks. but don't act like it isn't huge with him
5.) fs smf works at literally absolute tip range and so does fs 5h dash smf on crouch. 6k is full wallbreak. ch into vault is wallbreak from almost anywhere. air hits are wallbreak from midscreen or even 70% of the screen depending on the hit (5p, even spaced, for the former and cs for the latter). anything with card now gives excellent conversions that loop into a situation that safely builds him 50 meter. im sorry but to say his conversions aren't good is genuine downplay. cmon now. we're not living in the times of launch johnny (I should know, I mained him)
@@me_lolo That spacing issue with SMF is very real. Go into training mode and back up a bit more than RS, if you don't buffer SMF immediately (which would necessitate doing MFC on visual reaction to block otherwise and be -9) or are at the actual tip, it will whiff. This does vary between characters as well as whether the opponent is standing or crouching.
As for the CH S normal OS, I have been aware aware that 214K236H exists but the issue is that there are very few situations where you can safely do KMF following an f.S or 2S on block. If the opponent is constantly FDing all pokes, then this could have a use case. Realistically, the safest option is usually to buffer 5H in a lot of these situations and settle for KMF if they are standing or dash SMF if they were crouching. OWA does wonders here for wallbreak reasons, as does Joker Trick if near corner.
And then about meter, yeah it is busted. I wouldn't necessarily call it unique, but it definitely needs to be tuned down. Imo, WA should impose a tension penalty like FRCs do for 2 seconds and universal tension gain should be lowered a tiny bit.
@@kjam1389there seems to be confusion, i’m not calling for nerfs and nowhere did I explicitly or even approximately say how good he is outside of being at least a threat and a lot better than he was . his current iteration is fine imo, he’s on the strong side though
I recently picked up Sol as a secondary so I've been in floor 10 practicing and oh my goodness I am actually terrified of Johnny now. Getting in is a struggle and dealing with his pressure is so hard. When I finally do get in, one slight mistep or mashed gap and I'm sent flying across the screen back over again
I think he scraps pretty well with those sorts of characters (leo, sol, ky) but still has problems with characters that win neutral and also put him into mediocre rps (may dolphin on block for johnny 💀)
@@me_lolo Oh definitely. I do find more success with my main girl Bridget just to get around the range constraints. I definitely think we'll see a lot more Johnny in tournaments, especially since Peppery Splash was already repping him
i play sol and johnny and johnny is so prone to whiffing to low profiles that moves like vortex are really strong in this match up. also johnny really has to put in the work because if you hit him then you're doing crazy damage
A counterplay guide would be amazing, honestly. I don't expect to get any sympathy as a Slayer player, but Johnny is getting to be my number 1 enemy.
honestly I’m not really sure how to generalize it because my strategy is pretty specific to my character vs him, goldlewis can represent things differently than other characters because of how the numbers work out and risk/reward but at the same time he has other issues in the mu other chars don’t have to deal with. it’s probably best to look into specifics of slayer vs johnny in johnnycord for example. I could see it being annoying
@@me_loloi appreciate the response, and you're right! thanks
Slayer gets too much shit thrown in his side for what's he's worth. He is fine. Bad, even. I play Johnny and understand why matchup feels like complete ass on your side.
@@metalllich3493maybe against certain characters, but Slayer still has a ton of strengths, and those weaknesses tend to fade away when playing against another pure Rushdown, with the main negative remaining being his poor backdash.
If we were to address Johnny, I'd prefer it'd be done through a system change towards his guard crush. Being given a guard crush setup for majority of knockdowns is massive with how insanely oppressive the mechanic is. I don't mind most of Johnny's shenanigans, but being guard crush looped is a pretty miserable experience.
I mean I don't think deserves any nerfs (vault is extremely cringe but he can have it), he's just frustrating to fight to many people because of what you mentioned. unfortunately I play goldlewis so I can't complain about gc but I get it lol
Yeah I play bedman and gc loops are just a single player game for 30% chip at times
They just need to give him a limited amount of cards
He only had 8 coins in the older games
What if he only had 8 cards?
That would make it a lot more fair
Let’s Talk About Slayer. He’s a Problem.
well that's just a given
I feel like Slayer is less of a problem than Johnny
That depends on your main if you are playing axl slayer is a bigger problem i believe
@@saxtonnova Axl can make plenty of room for himself, slower characters struggle way harder and rely on a steel defense to keep their asses from moping the floor
I feel way better about slayer than johnny.
Johnny will slap you with enormous and quick disjoint and vault in to lock you down.
Slayer you just wait to block mappa hunch or pilebunker and throw his ass. His damage is high and he can cross you up, but there’s very clear times you can punish him.
the thing is why people doesn't feel like Johnny is strong is because how the game works right now there are so many characters that has enormous power higher than him and that is the problem with STRIVE
I watch people like Omito almost every single stream and even Omito struggle against the characters on S Tier despite the buffs and keep saying the buff wasn't good enough to push STRIVE Johnny out of C+ tier
I think a lot of people realize this already it's not the character based problem. It's how STRIVE gameplay works which is "do something to skip normal fight> offense with tight blockstrings> get positive > and redo the offense again by spending meter
I honestly don't agree, this might've been true in the past but at this point the character's strengths push him at minimum out of mid tier imo
@@me_lolo so is he mid tier or is he a problem? cant be both cause if he is a problem, naturally he would a high tier.
@@POzzzzzz He said "out of mid tier." Not "in mid tier."
@@wrlk636 "out of mid tier" still does not make him a problem lol
@@POzzzzzz I think you're looking at this a little too literally...
As a johnny player i've always said our biggest mistake was thinking johnny is low tier. I also will say you're unleashing a more powerfull johnny on this game because there are some things you showed in this video i didnt know you could do.
im glad to show some of the new stuff! I was a johnny player for a time, though I'm mostly known for goldlewis...
"johnny pressure is what people think goldlewis pressure is" - i don't remember who said this but bless them
I certainly hope not
I found that in itermediet play if you spam mist finer the opponent does not know what to do probaly because no one does that it's so funny doing it the steam guide about how to play johnny was right just spam mist finer
im ngl this is viable at higher levels too lmao it's hilarious
I’m not gonna sugarcoat it 236s
@@DerpyTC u mean 214...?
@@me_lolo your right lol, I always get them mixed up
@@DerpyTCnono, you're right, it's a 236, you're just playing +R now
Leo Johnny is a surprisingly straight ass matchup because you can’t charge while being guard crushed so you just have to hold this offense and we don’t have a 4 framer like all the other dp characters
this video is way better than any character guide. i’m getting back into the game again and i think ima pick up Jonny
thanks! be sure to check out the johnny dustloop and his character resources along with stuff from the general resource hub server for more updated johnny stuff
its beyond me how this character was even considered lowtier before
The main issue johnny suffers is that if he is somewhere in the screen, especially mid range, he is there for a hot minute so its VERY easy to make johnny whiff and whiff punish, which is why he mainly struggles into whiff punish characters like gio
other than that he is very susceptible to low profiles he is not like ky where his H buttons catches low profiles and is 38 frames recovery
1 hit confirming fs into SMF knockdown is insanely strong, however its not consistent fs smf tend to whiffs ALOT in many situations and whiffing SMF is very bad because you are -30, and confirming into KMF could be good and bad depending on the matchups ,matchups that Johnny suffers playing neutral against like gio and sin kiske returning into neutral is the last thing Johnny wants
for the KMF ch part, Johnny NEEDS mf to counterhit, which is my he wasnt good in the previous patch his meterless pressure was utter trash because the risk of me frame trapping the opponent with any version of mist finer and they block was higher than me catching his button by a large margin, all I get for frame trapping but opponents button is a strike throw, and if the opponent blocks I am -15, and frame trapping with KMF is not the ideal thing to do most of the time because it gets low profiled by 6ps, and people would usually RPS on that after 5h midscreen
Johnny lacking good meterless pressure previous patch due to it being trash For mf frametrap not counterhitting meant that he has to spend meter to be an actual threat, and in some matchups with VERY strong pressure meant that he should either rely on his bad risk reward meterless pressure and save the meter to get out of that overwhelming situation by supering or using YRC or using that meter in his offense and hoping that he does not make mistakes so he doesnt get put into Jackos pressure for example with meter to save him
Johnny 6k is amazing but its not good to be used alot in neutral mainly because johnny does not have great options afterwards
ensenga loses to 6p and 6p loses to Backwards SMF, however is 6k was fd'd backwards SMF would whiff making Johnny -30
the real rps is ensenga and mfc 2k to beat out 6p
However, I do agree with everything else in the video and that vault deal deserves a nerf Great video tho
Chicago dogs are tastu
all valid points, again he's not a perfect character. he does struggle against characters that can play outside his poke ranges and punish his buttons reliably (gio, chipp) or characters that can safely go back to a winning neutral against him consistently if their offense doesn't work out (sin, may, ram). also it is actually quite consistent to do fs s finer, im not really sure that I agree that it isn't consistent.
can fd confirm tp back finer and no commit or do k finer, for a button that full combos on normal hit that's still absurd risk/reward (most buttons that full combo on normal hit are more like nago 2h which is obviously way more commitment). but he is a lot more mobile than being stuck in one place between the dash, backdash, and jump momentum changes. and even pre patch, the threat of stance cancels, deal, and wild assault was enough to say his pressure wasn't utter trash last version, honestly. I think most people don't understand how to run offense with him correctly and vary options, and now his offense is complete with the mf counterhits, added threat of better conversions, and easier hit confirms. kmf absolutely does not 'need' to counterhit, the situation on normal hit is fine and it's much easier to be in a positive situation after it due to ability to make space with his strings between finer and button changes... and again, meter gain. unreactable tick throws. etc... his offense is fundamentally strong all things considered
Little skeptical going into this video because of the tittle and some of the section names, but your explanations were actually quite nuanced and I appreciated them. Good vid
So genuine question as a low-decent Johnny player, would you say he is a overall problem or a problem at mid-high to high lvl play? Was a big Johnny main in Xrd so obviously playing him in Strive, and from what i've seen from problem characters is how easy it is to access their broken techs meanwhile Johnny both playing and fighting against him you still have to have that base knowledge check, which for Johnny is a pretty sizable skill floor compared to some others in the cast.
he’s definitely gonna be an issue at this level imo, usually people around there aren’t too in depth with frame data which means vault deals and finers with impunity. when I say a “problem” I don’t mean actually broken, just that he’s a real and serious threat. but yeah at that level I think he’s strong because people are a lot less likely to check deal and vault and finers with intent, but the johnnies might also be running the offense without rotating these threats well (hence some of the bummery among these comments…) so it’s hard to say for certain
Thank you for affirming my suspicions
He can convert but it’s not much damage. You could take 2.5 of his bread and butter combo in a round, you just gotta not panic in the corner
Great video! More videos like these should be made to highlight changes, improvements, weaknesses and suggestions on what should be added or removed with forwarded opinion, so that us casuals/newbies are more in touch with the game and therefore find solutions to problems and are more motivated continue playing the game.
Hey man, nice video. Can you tell me witch mods you are using ?
just the frame bar, see tiger_pop’s youtube channel for installation
Lolo, no...
walt...
@@me_lolo I will no longer supply my product to you
Lolo yes... He was already annoyng enough before
@@Ferrari255GTO Just say you can't handle the mix-up
@@JohnnyGuiltyMan i never denied it
The last peice of the puzzle is giving him actual dash block
ok im lost at 23:08 doesn't Johnny have to hit the card with mistfiner? Why is the card explosion attack activating when he's clearly missing?
@@okidoxb4846 cause the card hit box is schewpid
Im confused, you said Johnny has a problem, but this video only talks about how good he is...
where'd you get the hitbox and frame counter mods?? they were broke before right
see tiger_pop's channel
Calling for a nerf on vault when there’s shit like beyblade, fafnir, mappa hunch, elk hunt, shit even ky’s fou de arc is pretty funny
Also pretty much any character with red wild assault can break from mid screen with proper routing
it was a bit of a joke, but I wouldn't complain...
To be fair, beyblade is extremely expensive and punishable by grab, at wich point nago is REALLY messed up because he can't deal with oki as good as other characters. Either that or i'm just crap at the game, probably both XD
@@Ferrari255GTO yes but it’s also a practically full screen low that leads to a full combo that can be special cancelled. I’d hope there was a bit of a cost
@@ZayZayZayZay the thing is, if you watch a guide a beyblade is not recomended to start, especially because if done well you can actually use it to stretch the combo and stack more damage. The foot stomp from from slayer is far safer and just as fast if not more than beyblade with basically equal range UNLESS you do the nago dash wich stacks inertia, plus Nago kind of needs it to moove sometimes since it's faster and safer than the dash itself, but once again it REALLY costs a lot, even more so against characters capable of massive pressure like Johnny, Sol or Millia. In fact when they added WWA it was a massive relief for me as it helps force out of situations too, i don't complain about the WWA nerf because i actually thought it was already minus on block. Even with as many tools as Nago has, it can REALLY be a struggle to find air to breathe sometimes.
I disagree, the risk of throwing our beyblade and not following up is you lose your turn for blood, but the reward on hit, and on-block is refunding your blood, getting a full combo on hit, and immediate strike/throw mix on-block/a blockstring if you get fd'd. To discourage getting thrown after beyblade, enforce a frametrap with 623H and get a really fat counterhit, which further rewards you with blood refunds with some routings, oki, wb, or you just win the game
The rps is still heavily in nago's favor despite the immediate blood deficit, so it's "unsafe" but risky for the opponent to take advantage of it
God I love being a Johnny main
Ehhhhh i think johnny's in a good spot finally.
I think so too
I’ve had to stop playing I-No and swap to Potemkin just to have a bit of fun with this update. And with people learning how busted some of the changes are it’s harder to even have fun as Potemkin.
pot got some nutty changes too though
I like how you talk about things that multiple characters still do better than Johnny, and they can dash block.
there's a difference between doing one thing better than him and doing all of these things
My first main in this game and he is finally functional I am hype he isn’t a problem you now need to learn how to fight him
I've been seeing that training mode mod very recently, but I couldn't find it on game banana. How do I get it?
see tiger_pop's channel
SHHHHHH DONT TELL THEM😭
Always love to hear Maplestory music in videos. Johnny seems cracked this patch...
i never considered his ability to convert to be really anything special he mostly just has really strong normals and it's common for any top tier to convert well off of their HS or far slash normals. His dash tho is def a huge problem and it being too fast to beat on reaction makes him a pain
common for any top tier... curious...
@@me_lolo he's always had top tier potential but the problem is that strive players are monkies that don't know how to play with a retractable dash that can be punished lol. Now he can dash at you like a monkey thus he is now a true strive™ character
@@drpotato5381 well said
He is definitely not as op as those obvious top tiers but he sure is annoying to fight agaist. The card that forces you to block over and over again is just annoying on its own but that's his main way to apply pressure so can't really complain too much about it. The thing I hate the most is his card throwing super. The fact it goes full screen and can be confirmed off almost any attack is just straight up dumb.
dam, literally started playing Johnny because playing Slayer was making the game too easy and gorilla brained, so I switched because he was really cool and not super good now he gets busted ass buffs, goddamn, why does every character I play have to be goated
At least he still looks fucking cool while kicking your ass
ur spittin but please do not overhype bro after being bottom 5 since release
Oh great, I need to main his ass NOW. No more Sol Badguy EVER
Xrd is back on the menu folks
I cant wait for a video like this about bedman in the near future lmao
my hatred for him knows no bounds but even I will admit he’s one of two characters that has an argument for being bad right now
ive always been a johnny believer... dropped him because he is boring but being on the unpopular side of the discourse was rough
you should give him another try! he's pretty fun with all the changes he's accumulated over time
maybe i should! my favourite thing to do on him was link joker trick from k finer tumble, but now he can just... do it
before i watch the video as a ky player i just want to say that i genuinely think that johnny is one of ky's worst matchups. most of the options i feel like i have to call out or read in order to break out of his pressure, also sacred edge losing to johnny's card is very annoying.i am playing a shoto character and if i throw a fireball i lose to his card okay sure that's not a problem but literally my ANTI zoning tool loses to some combo/ender supers in this game which frustrates me. i also feel like mist finer should not recover that fast if it didn't cut a card i am done with getting stuffed by mid mist finer into mid mist finer jesus christ you can't even dash in after that at most you get is a micro dash also fun fact if you stun dipper pre-low profile frames might lose to mist finer and you might give a free counter hit (not always, sometimes it does work)
edit: lol he did mention some of my problems
As a Johnny main he neads it againt Ky's random throw in a blockstring
@@leonlindkvist you can't challenge sacred edge in a true blockstring?
@@saxtonnova you can't just run up grab the hole game
@@leonlindkvist okay. uuh what does that have to do with anything i mentioned are you saying johnny deserves to have these tools because ky has a great dash speed or something?
fellow ky player here, i completely agree. you kinda just lose neutral against johnny once he gets 50 meter because you can’t throw fireballs anymore and his buttons/movement/mist finer/neutral skips beat all of ky’s options when used well
YO BRO OK I TOTALLY AGREE WITH YOU NOW, wasn't playing the game cause my controller was broken but I fixed it and I got to play now
I gotta say JOHNNY IS BROKEN counter hit into vault is stupit it always work on most counter hits
While I agree that johnny is in a much better spot, you also underplayed just how poor his defense is. His 2P mash has a short range that takes 5 frames, and his 5P just misses on any crouching opponent, making it super easy to low profile. His main pressure, tho also makes him a meter goblin where most of his pressure releys on meter just to function.
I really disagree. his 2p is very average while the rest of what I said applies. many 5ps whiff on crouching opponents as well. I played the character very competently for the entire first patch when he was out, I have a good understanding of his shortcomings. and his pressure is definitely not meter reliant, meter is just what pushes it over the top. if you sneak a deal finer in, ever, you get a true strike throw that leads to a true 50/50 while also building 50 meter and having an unreachable dash throw. how is that meter reliant? by far his biggest drawback on defense is the lack of a dashblock but it’s overall at least average if not a fair bit better
wtf is this downplay
What mod are you using for the frame displays?
see tiger_pop's channel
are sol and leo the most broken characters still?
hard to say, but most likely may is the best right now
aint no way bro said vault deal is good XD if you press deal, you just lose since anyone whos even slightly good at the game can just mash you out and vault might as well just be a command jump. this character was bottom 3 and now barely cracks mid tier with the dash changes
u must be new
What do you use for the framedata and hitboxes?
it’s the sf6 frame bar, tiger_pop has an installation guide on his channel
" how does ky contest this?" I mean, he could stun dipper the first mf
I just don't fight him lol.. I don't know how you're supposed to beat him!
Ngl seeing this stuff and yall saying hes insane makes me remember how different pressure in strive is from the older games.
btw gios dp can beat vault frc
All this and he’s only just barely getting into mid tier
"barely"
Ah yes lets talk about Johnny so no one looks at my character (Bedman?) so I can get even more buffs
you've no idea the depths of my hatred for that *thing*. but unfortunately, he's one of two characters that has an argument for not being good.
Who let bro cook 💀
while i completely disagree about the combo conversion stuff (this is strive if you do 8% off of a poke that's potemkin farslash numbers, not compeditive with the godbusting bullshit this game has), but I have no IDEA why they massively buffed his ranged game while ALSO turning his dash into kara bandit bringer. Also yeah that tension gain is some kusoge shit, game broken ig. Like guys plz just nerf red wild but for REAL this time, and maybe make some of the top tiers flawed in some way.
agree. but also disagree on the matter of conversions...
i'd still say normal hit conversions are a particular strength of his, grounded hits giving resourceless midscreen wallbreak is a huge privilege (sol, ky, may, ram chipp, etc. cannot do this consistently whatsoever despite all being very strong), most other characters that can do this are almost definitely top tier or thereabouts (hc, asuka, nago, sin, slayer) even with other flaws. he can do it off 6k, which he can combo into off low commitment buttons (2k, 5k both combo on crouch and the latter leads to wallbreak from midscreen) and consistently off light counterhits. and again, easy hit confirmable wild assault combos from high range. let's not forget vault on hit is a wallbreak from pretty much anywhere and a lot of damage. and his pokes giving hkd and card oki is not 8% on average, or even close to it. is millia 2k 2d 8%? anyway... not claiming he's top tier, who can say... (I think it's really unlikely but possible)
positive bonus is really good and he get's it off of conversions really fast a character that gains meter very quickly already. i play ky and anji they don't get his many conversions.
what's that training mode mod called?
The frame data bar is a mod called SF6 Frame data viewer fixed
I didn't know it could also toggle hitboxes
If you think his dash his op just hit him well hes doing it
nobody reacting to that fast ahh dash
abubububut hes bottom one!!!!!1!!!!1!! literally poopy bad tier!!!!! because he cant dashblock or something!!!!!! (he could never dashblock and its never really been a detriment but ignore that)
this is goldlewis and slayer propaganda
good vid! go over the other bs characters pls glad someone is talking about all this insanity
for ethical reasons I can’t bring myself to endure the cringe of elphelt to make a video, but she’s also pretty downplayed right now. we’re gonna leave that one at that…
@@me_lolo so real
I think they should buff Johny a little bit more, around 2 move. but at cost removing hes reversal super. that sound fair for me. Not main Johny btw.
Reversal is not poker face, reversal is get out of my face.
I think Johnny is fine considering characters like May and Goldlewis exist
@@ImaNeedHalf he literally plays gold Lewis lol
@@POzzzzzz *insert speed meme*
WHAT IS THIS DASH?!!??!?!
if johnnys a problem oh boy you havent seen what others are capable of
Do people _actually_ think Johnny is "broken" now?
I refuse to believe this
He was hot garbage the last version don't lie about that
downplay detected
as someone currently playing johnny, he isnt that much better, half the guys complaints in this video can just be circumvented by saying "so like every rushdown?" as in half the things that he complains about is the case for most rush down characters, but its somehow not a problem when they do it, guy just does not know the mu and got 2 stocked by johnny one too many times i think.
@@POzzzzzz troll...?
@@me_lolo Yes, if you are saying a high B
tier-low A tier character is a "problem" im gonna troll you cause you must get mad about things too easy if you are unironically complaining about that lol.
@@POzzzzzz if you register my tone as complaining then idk what to tell you
nope hes not that good.
Playing testament I've always hated this character
playing johnny i’ve always hated that character 😂
I always hated testament. That's it the character doesn't matter
Most braindead char he makes me sad 😢
Dude i just hate Johnny no matter what.