Mist Cancel, is +5 on block. Try to use j.H on top off balls to stop teleport. The hitbox for Treasure Hunt activates halfway through the dash. 2H will beat a lot of his options on pressure. Se inscreva deixa o like e compartilhe o canal valeuhttps://store.playstation.com/#!/tid=CUSA07594_00 It can be used after f.S, 2S, and even 6H. Be wary of spending too many resources in the followup combo unless it kills, because the damage will be pretty scaled by the jKPK opener and you won't build much meter because you opened with a YRC. And in order to reversal out, your opponent has to flip their inputs to the other side! Use backdash on his wakeup to get Hawk Baker to whiff. Generally off a corner knockdown you can do this by simply jumping. "),d=t;a[0]in d||!d.execScript||d.execScript("var "+a[0]);for(var e;a.length&&(e=a.shift());)a.length||void 0===c?d[e]?d=d[e]:d=d[e]={}:d[e]=c};function v(b){var c=b.length;if(0 Coin, 6H > level 2 K mist finer, or 6H > mist cancel > far S > 2H etc. (In older Guilty Gear titles this connection was even more obvious. c.S also has 6f of startup, making it an okay choice as a mash tool as well. However at Level 2, it is often preferred to hold S while midscreen, in order to confirm into Low Mist Finer. Also called Wavethrow. Once he gets a throw or two, the opponent will start to try more risky methods to escape pressure such as mashing or jumping. Only on active frame 3 does it reach its max range. So it is a good idea to practice the reversal timing for this until you get it consistently. Instant Air Dash - Johnny has an average airdash in terms of startup and distance covered. You need a 5f gap just to trade with this. If the opponent jumps forward to block the Zwei, you may connect with the kick part, and your YRC will turn into a RRC - or, if you don't have 50% meter, you'll simply do an unsafe-on-block Zweihander. The other option Johnny has is to Mist Cancel a normal from farther away and then step dash into the throw. 3 frames is a good number to go for when making a gap. Answer is Chipp Zanuff's dutiful secretary and is a ninja dressed in a business suit. This extends the range of coin by about half of Johnny's dash length. Don’t dash into a Baiken that is retreating with air Tatamis. 2K is safe against all of his reversals if done meaty. It also has a large hitbox making it tougher to evade or low profile. I have just started playing Guilty Gear Xrd: Rev 2 and I’m kind of a anime FG newbie. If you need Tier list for any other game do let us know in the comment section. Work throws into your offense a lot, and make sure to get decent damage off them. You must also time the Zwei projectile itself so that you are low enough in the air after the YRC to hit the opponent after an airdash, which can be very difficult on characters that are small while crouching (such as Faust, or May). The following strings are recommended to practice to get the hang of practical Mist Cancels. So if you cancel into it from a There are two versions of Zwei: "air Zwei" is input as j623 K (so, in the air), and "transport Zwei" is 623 K > K (starting from the ground). You will still get the level up even if Johnny is hit, and the situation will reset to neutral. Named after an old school Johnny player. Sol, Ky, and Elphelt are Units avaliable at Omni. These normals are what you can use to build RISC quickly. The basic use is to cancel the move with YRC just before the opponent blocks the projectile half of Zweihander, and from there you either do an airdash into an overhead attack or land into a low attack. It can't really be used to bait out moves in neutral, because the distance he travels during a normal dash and an FD brake dash is nearly identical. The initial Zwei Transport can go over a lot of ground options. 2H can cleanly beat Gamma Blade if timed correctly. His DP, Artemis, is -27 letting you dash>5H for a huge punish. Dash over the shockwave from Slide Head and punish his recovery. By the time you reach them after the dash, you are essentially -8. Mode, and more. Observe: 5H on block is -16, punishable by many characters. Useful in some burst punish combos. For Guilty Gear Xrd: Rev 2 on the PC, GameFAQs has 442 cheat codes and secrets. Heavier normal they can block it both ways. Jump back - If your opponent is rushing you down constantly, try jumping back and using. Avoid relying on this to get in. The PS4 also received an exclusive physical disc version. Same goes for his superjump, it goes higher than average. Dark Angel loses to meaties if it's not the burst version. Johnny Guilty Gear Xrd REV 2 moves Overview. The entire Mist Finer slash itself is also not counter hit. However FD brake is not as useful for Johnny as it is for some other characters. Avoid relying on air approaches unless you feel there are no other answers. Johnny is a recurring character in the Guilty Gear series. For example, at Level 1, mist cancelling ground strings with K is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. The button you choose to use for Mist Cancelling can be P, K, or S, but you should ideally choose the version you hold based on hitconfirm situations. Use FD to make them whiff and then punish with f.S. The next-generation fighting game "GUILTY GEAR Xrd -REVELATOR-" is now out on Steam! Guilty Gear is a fighting game series from Arc System Works with its' recent entry, Guilty Gear Xrd REV 2. Transport Zwei YRC has much stricter timing in order to get a proper mixup. Be careful when doing anti-airs from the ground. Baiken returns from the XX series. Coin - Dashing in after a coin is a very effective way to close the gap. All the assets in this file belong to the author, or are from free-to-use modder's resources, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets, F.A.N.G-Tastic Remy2FANG (@Remy2FANG) / Twitter, https://github.com/codemasher/texmod/releases/tag/v2.0-alpha-r53, https://www.reddit.com/r/Guiltygear/comments/ga8kzl/a_guide_on_how_to_mod_gg_textures/, https://www.deviantart.com/pharaohillusion/art/GGXrd-Johnny-XNALara-XPS-786607698, Johnny in Street Fighter FANG Color Texture. Tier Ranking: 1st: Popularity: 20th: Special Moves Baccus Sigh. LV3: 8(4F+4F), Air Mist Cancel total frames: LV1: 12(8F+4F). His walk speed is average and his forward dash has a minimum distance it must travel before he can attack or block. (Note that if the opponent blocks the Zwei standing, they'll be locked in a standing block animation even if they input low block, so you can go for airdash jKPD, but a player that knows this will probably block crouching.) Get 2D to whiff during blockstrings, then punish. From 2H, P, K, and S are all viable depending on level, based around which way you think they may be hit or block 2H. ");b!=Array.prototype&&b!=Object.prototype&&(b[c]=a.value)},h="undefined"!=typeof window&&window===this?this:"undefined"!=typeof global&&null!=global?global:this,k=["String","prototype","repeat"],l=0;lb||1342177279>>=1)c+=c;return a};q!=p&&null!=q&&g(h,n,{configurable:!0,writable:!0,value:q});var t=this;function u(b,c){var a=b.split(". I used to main the shiz out him. A 13f move requires a frame perfect dash to go over it. 2K is a Level 0 normal with only 9f of blockstun, so your opponent needs to hold forward to block Treasure Hunt. -You can dash over Sols Grand Viper, but because it has so many active frames you must FD brake to avoid getting hit. This also gives you a 50/50 mixup afterwards if timed correctly. Johnny's flirty, debonair demeanor hides a man dedicated to the noble idea of caring for others and a mastery of the battou sword style. REV 2 brings new balance changes, new moves for the entire roster, new Episode story scenes, revamped online mode and two additional playable characters, Baiken and Answer. Thread starter miku; Start date May 25, 2016; 3631 Forums. This can be used to bait people into whiffing a move right in front of you, and then punish with a long range poke. Combos All Details. ryanbus84 (34491) added Guilty Gear Xrd: Rev 2 - System Voice - Johnny (PlayStation 4) on Sep 05, 2018 Credits There are no game credits on file for this release of the game. Also after this super hits you have enough time to dash in and do a meaty. A FD-dash into a dash (double hop): 66[PK]4646. there's an extra '4', in between each additional dash past the first, that you don't need. Instant Air Dash YRC can be a good way to get in. * You can also use it as a hard callout for attacks that move forward into you, or to bait throws with forward dash > jump Zwei YRC. A well spaced 2D will clash with Volcanic Viper on wakeup. Replaces Default Color. It's been a while since I kept track of Rev 2 tiers. Guilty Gear Xrd (Japanese: ギルティギア イグザード, Hepburn: Giruti Gia Iguzādo) is a fighting video game sub-series by Arc System Works and part of the Guilty Gear series. As all Mist Finers were done with 236 motions.). Coin - With 6f startup, this move can be used to trade with an opponent during pressure. Coin>dash>FD brake can block all Azami follow-ups if she catches the coin. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. You can also do this on the opponents wakeup to make it plus. Throws and unblockables lead to poor damage. Coin - Trading against ground pokes with coin is also worth it for Johnny. When in doubt, consult Training Mode and Video footage of other Johnny players. The powerful open-source mod manager from Nexus Mods. The proper timing can be seen here: https://www.youtube.com/watch?v=vWl7uUNrSlI. Forward Jump - Johnny has a relatively floaty jump. Air Zwei YRC is rather lenient, but because the whole move starts up rather slower than Transport Zwei, you need a lot of space to do it safely without risking an airgrab. This mod is not opted-in to receive Donation Points. Use FD brake on any dash you do in neutral. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory. This can make tick throw setups harder to escape/react to. At level 1 you can either hit j.P / j.K or land and do a low. The idea is to YRC at just the right time to preserve your air momentum from the actual transport special. 5K is an excellent counter poke with a great hitbox and starts any combo you want. Combos from the mats hurt a lot. Holding P is very useful at any level when using a poke as an anti-jump or anti-air, such as 5H, 2H, etc. Also called Wave Dashing. Normal>coin will beat Hammerfall at most ranges. Baiken's unique ability is to cancel her guard into attacks for free, forc… All visuals have been tweaked to the finest detail and hand-polished by the animation masters to produce the top quality hand-drawn anime effect! This can also be used to kill the momentum of an airdash and let you use air normals closer to the ground. This page was last edited on 26 January 2021, at 14:13. 5D - Cancel into this from another normal to make is safer to use. This can be used in order to chain successive dashes together faster than normal. They are the first choice of … 2K is usually the best option for this as its +2 and doesn't have much pushback. Cuts 5 frames off the dash which can save you from getting hit. Become familiar with when Johnny wants to dash back in. However he does have options. GUILTY GEAR Xrd REV 2 |OT| Holy Smokes Baiken! Only the first frame of getting into Mist Stance is in counter hit state. However, if H is not inputted during that window, the actual Mist Finer will come out. Your opponent will have nearly a full second to punish you. Transport Zwei doesn't have to be used only after a knockdown, but when you input it at neutral or in a blockstring, there are certain options the opponent has to counter it. You can use any combination of buttons that will produce a FD. The 'H' button here must also be pressed less than 4 frames after the jump or you will get j.H. Neutral jumps can work well to get you out of his ground pressure safely. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. Keep him out with pokes, Mist Finer and your faster movement. Coin - The travel arc of coin can be used to stop low air approaches. If you YRC too early, the projectile won't come out, and if you YRC too late, you will float upwards from the YRC and you'll have to adjust somehow. Even though he gets counterhit here, if the opponent gets hit by coin it will be very difficult to combo you. Understand his Rekka and what options he has at each point. It has 6f startup however, so be careful of getting counter hit when trying this on defense. Be careful of moves that can go under coin however. Return to the main character page here. Here we're going to list the characters introduced in Guilty Gear Xrd -SIGN-and its Updated Rereleases-REVELATOR-and -REV 2-. His jabs are slightly slower than average, his reversal requires 50% meter, and he has no low profile moves. So it there some kind of video that would bring me up to speed with the overall Guilty Gear story? Are you getting pushed out? 1 Guilty Gear X 2 Guilty Gear XX 3 Guilty Gear Xrd Winning Self: "I'm impressed with how you copied my miraculously sexy look." It moves you forward a bit and takes a lot of meter to block. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution. Instant block and 2H can make it easier to punish her 3H slide. guard cancel) after blocking: this can work, though on some characters your airdash can go over their guard cancel, and on slow guard cancels you may be able to safely whiff 2K (or even jK) and then block. You can cancel the second part of the dash with an attack. Don't let them get back to neutral, reset the situation however you can. Ask yourself whether you are spending too much or too few resources on defense. Johnny is the captain of the female-only Jellyfish Pirates, a group of sky pirates sworn to help those less fortunate, who are known all around the world. -Uses Blitz Shield to counter the projectile: this will Reject you, though you can work in an occasional Transport > YRC (with no projectile) to bait this for huge payoff (counterhit 2D starter!). //]]> Answer, Overview A comatose young boy (though he certainly sounds much older) piloting a sort of hybrid between a Mini-Mecha and a … FD and IB - Your most reliable option is usually the universal defense mechanics. To avoid this, try to be less predictable with Zweihander and try to do it from closer to the opponent, so that it's harder for them to react. But for most, it acts like a mental-metronome and helps keep a steady tempo. Air Zweihander - This move pauses Johnny in the air during its startup, and then the fire hitbox extends all the way to the floor from even superjump height. This has the advantage of not requiring K to be released, since if K is held the IK macro registers as P+S+H. 6P can beat his scalpel and f.S. -Jumps to block Zwei: they get out of the high/low mixup, but you can mash 5P on their block to burn their meter (if they don't continue to Faultless Defend, you'll break their air guard with your ground move) You might want to do the Mist Stance Dash Treasure Hunt for 10 more damage. At level 2/3 you can even airdash afterwards for an airstring. All rights reserved. Slayer is plus after a lot of his normals, avoid mashing on defense. Make him waste his coins and Mist Finers whenever possible. While Johnny has some of the best pokes in the game, getting into their effective range can sometimes be difficult. Textures were provided by PharaohIllusion right here: https://www.deviantart.com/pharaohillusion/art/GGXrd-Johnny-XNALara-XPS-786607698 . Even dash into 2P now has 18f startup, the same as 6H. Use when you know that they will meaty you. I totally forgot about Johnny. Use Instant Block beforehand to make jump attempts safer, and use FD as you're rising to protect against opponents using high hitting moves to catch your jump. PC / Computer - Guilty Gear Xrd REV 2 - The #1 source for video game sounds on the internet! Johnny is somewhat limited on defense. (function(){for(var g="function"==typeof Object.defineProperties?Object.defineProperty:function(b,c,a){if(a.get||a.set)throw new TypeError("ES3 does not support getters and setters. Johnny has ways to stop people from jumping even from farther away. PC / Computer - Guilty Gear Xrd REV 2 - Johnny - The #1 source for video game sounds on the internet! On Defense: Understand universal defensive mechanics and utilize them as best you can. Use 5P and j.P to hit swords as they start up. To make this spacing game more difficult for your opponent, make sure to change what normal you poke with regularly. -You can dash over Axl's 2K but not his 2H because 2H has a higher hitbox. n/a Rating. Airthrows can be very effective against him. However, this wont work if they are still in blockstun. The active frames of Mist Finer behave a bit like a projectile. Switching between 5K, f.S, 6H, 6K and Mist Finer can make your opponent scared to go in, and give you back the priority in neutral. The extra frame advantage can also be used to make more dangerous frame traps. If your throw attempt whiffs 5H and 6H will leave you standing there for quite a while. As for the mixup afterwards, the somewhat-universal overhead option is airdash jKPK. If not, then you need to FD which gives them extra frame advantage. With Mist Finer mid for example, it has 3 active frames but the first active is rather short. All I remember was them buffing Johnny.Johnny and Elphelt are top 2, but chars like Venom and Ino also were super strong. This will hit anyone trying to jump and it will counter hit any move with 4 frames of startup or more. Make sure to use the throw option select of 6S+H. During the first 13 frames of his dash, part of Johnny's lower hurtbox is removed. This is especially useful in the corner where people will want to jump out and over you. A general tip if you notice the opponent is instant blocking, is to use a longer string of weaker normals. Johnny's big buttons like 5H and 6H will leave you standing there for a while on whiff. This means that any 4 frame gap in pressure will catch him trying to jump. Make sure to IB the ice fish to give yourself more time to escape. Guilty Gear Xrd Revelator 2.1 Johnny Guide (WIP) ... Navigation . At Mist Level 3 only, it is possible to Mist Cancel by inputting 214 P+H / K+H / S+H simultaneously. At point blank range use any + normal then walk in range for a throw. I edited it on Blender by painting on the XNALara model in Texture Paint mode, and then saving it as a DDS file on GIMP. Get it?" He wants that counter hit so bad. Dash>6K to punish any full screen whistleblowing. Publishers: ARC SYSTEM WORKS (JP) | Aksys Games (NA) | PQube (EU) Developer: ARC SYSTEM WORKS (TEAM RED) Directors: Daisuke Ishiwatari, Takeshi Yamanaka Platforms: PlayStation 4, PlayStation 3, PC Release Dates: May 26, 2016 (JP) | June 7, 2016 (NA) | June 10, 2016 (EU) | Steam … Frame traps work well against his slow jabs and 4 frame jump startup. Even if they do reject you, you'll be in the air so their payoff won't be huge (unless they have the advantage at neutral, ie. Use low profile moves if you have them. They are all useful in real matches, and are listed at the lowest level it is possible to perform them. 5P/2P - Both have 5 frames of startup, about one frame more than average. Coin is +8 at point blank, and gets more +frames when it is blocked further in its arc. Some useful moves you can dash over include: Using Faultless defense, you can cancel the last 5 frames of the dash. However at level 2/3 Mist Canceling an airdash lets you block a few frames faster. Johnny is the captain of the Jellyfish Pirates, ... , Guilty Gear Isuka, Guilty Gear XX: Accent Core, Guilty Gear Xrd -Revelator-, Guilty Gear Xrd Rev 2 Page Updated: Sept. 17th, 2019: Johnny is a design that just overflows with personality and coolness from every angle. You can use YRC to make this move safe, do a mixup, or combo from it. -Attempts a reversal, such as Sol's Volcanic Viper: As long as you reach the YRC window before their move connects with you, you should be able to see their animation during the YRC pause and react with FD in the air, so you can be safe and possibly punish. You can forward dash over 2K, 2H and even 2D if you time it late. Guilty Gear Xrd Rev 2 Tier List gives you the best of in game characters ranked from best to worst.Our Guilty Gear Xrd Rev 2 Tier List has the list of latest characters … The burst version is only really useful to close out a round. It is quite easy to meaty with this due to its 8 active frames. By making a small gap in your pressure, the opponent is tempted to try and escape. Play patient in neutral until he has less calories. Texture mod for Johnny in Guilty Gear Xrd Rev 2. Guilty Gear Xrd Rev 2 REVIEW: The seventeenth entry in the series, Guilty Gear Xrd REV 2 is the update to REVELATOR introducing 2 new playable characters - one fan-favorite veteran and newcomer: Baiken and Answer. When Mist Canceled, it becomes +5. c.S is twice as fast, letting you recover in time. As the third iteration of the barely three-year-old Xrd, Guilty Gear Xrd Rev 2 is a tough sell if you're only halfway invested in the series. This can sometimes be a disadvantage if you want to jump over something and then get back in. Guilty Gear Xrd: Revelator is a Japanese fighting game and the updated version of Guilty Gear Xrd: Sign. Don't take huge risks to avoid them. Also works against his j.2K drill. I guess earlier versions. corner throw j.D mc j.S jump cancel j.D mc j.D Zweihander (623 K). 2H can hit houses and all minion types at once. If he's mid tier now as of Rev 2 then add him to the list of characters I will miss at launch. Throw OS - If you go for a defensive throw make sure to use the option select of: 6S+H. Can punish long range pokes with a full combo easily. n/a Rating. The entire motion must be done fairly quickly. His dead angle is -21, letting you dash>5k for a big punish. All of his normals are negative on block, don't fall for tick throws that don't come after specials. You can think of Mist Finer as Johnny's really fast fireball. Tiger Knee S Mist Finer - Using this at level 1 is slow and only gives you a knockdown. Mist finer will blow back grenades in neutral. Loses again to well timed airthrows. Are opponents jumping out? Log in to view your list of favourite games. Combine this with his floaty jump to make it harder to tell when and where you will land. Make yourself plus, then walk or dash in range, then throw. 2H - After the opponent blocks 2H you can mist cancel for a high/low mixup. If you dash to get in you might get hit. It can also can be used after an airthrow to get level 3 with: Can be used after an air Zweihander knockdown in order for the mist to have less distance to travel before it applies. Potemkin - The shockwave from Slide Head. This is best used from bigger normals such as f.S, 2D, 5H, or 6H. works best on stick), input 623 K > K > KSH or PKS (essentially double-tapping K. needs precision to get it reliably. Videos Forums Full Frame Data, Click [★] for character's full frame data, Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc, https://www.youtube.com/watch?v=vWl7uUNrSlI, Guilty Gear Xrd Revelator 2.1 Johnny Guide (WIP), https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Johnny/Strategy&oldid=193249, Mobile Suit Gundam EXTREME VS. Maxi Boost ON, Familiarize yourself with his normals, specials, and basic mechanics (Mist Stance, Levels, Baccus Sigh) at, Practice mist cancelling until you can do it naturally, Learn his basic combos and basic level-up game flow, Practice applying pressure using mist cancel and his various tools, Familiarize yourself with his basic meter options, Fight the CPU to confirm you can put the previous steps together and know how to confirm hits. Use 5H, 2H or 6K to force your opponent to spend meter on Air FD and keep them on the ground. Make sure to study where his burst safe options are, he is naturally harder to burst against than most characters. 0 Tips. Input notation is used in fighting games like Guilty Gear, Persona and Blazblue to convey combos and inputs in an organized fashion, since writing down move names isn't visually appealing. Unbelievaboat Money Hack, Song From A Secret Garden, 1965 Ford F100 Hood Hinges, Thomas The Tank Engine Roblox Id Earrape, Why Is Jif Whips Out Of Stock, For Honor Nobushi Rework 2020, "/>
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johnny guilty gear xrd rev 2

Carrying on the legacy from 1998, comes the next addition to the "Guilty Gear" series! The burst version of this super only increases damage, there is no change to the invincibility or frame advantage. To input Transport Zwei YRC properly, players have used the following methods: The other macro button you can use is the instant kill macro (P+K+S+H). Overview Combos Okizeme Strategy/Counter Strategy Videos Forums Full Frame Data . It can also counter certain low-profile options, such as Ky's slide and Millia's roll, that otherwise would go under your far pokes. 5H, 6H, and 2H all build 20 points of R.I.S.C. For example: At LV1, 5H>Mist Cancel, is +5 on block. Try to use j.H on top off balls to stop teleport. The hitbox for Treasure Hunt activates halfway through the dash. 2H will beat a lot of his options on pressure. Se inscreva deixa o like e compartilhe o canal valeuhttps://store.playstation.com/#!/tid=CUSA07594_00 It can be used after f.S, 2S, and even 6H. Be wary of spending too many resources in the followup combo unless it kills, because the damage will be pretty scaled by the jKPK opener and you won't build much meter because you opened with a YRC. And in order to reversal out, your opponent has to flip their inputs to the other side! Use backdash on his wakeup to get Hawk Baker to whiff. Generally off a corner knockdown you can do this by simply jumping. "),d=t;a[0]in d||!d.execScript||d.execScript("var "+a[0]);for(var e;a.length&&(e=a.shift());)a.length||void 0===c?d[e]?d=d[e]:d=d[e]={}:d[e]=c};function v(b){var c=b.length;if(0 Coin, 6H > level 2 K mist finer, or 6H > mist cancel > far S > 2H etc. (In older Guilty Gear titles this connection was even more obvious. c.S also has 6f of startup, making it an okay choice as a mash tool as well. However at Level 2, it is often preferred to hold S while midscreen, in order to confirm into Low Mist Finer. Also called Wavethrow. Once he gets a throw or two, the opponent will start to try more risky methods to escape pressure such as mashing or jumping. Only on active frame 3 does it reach its max range. So it is a good idea to practice the reversal timing for this until you get it consistently. Instant Air Dash - Johnny has an average airdash in terms of startup and distance covered. You need a 5f gap just to trade with this. If the opponent jumps forward to block the Zwei, you may connect with the kick part, and your YRC will turn into a RRC - or, if you don't have 50% meter, you'll simply do an unsafe-on-block Zweihander. The other option Johnny has is to Mist Cancel a normal from farther away and then step dash into the throw. 3 frames is a good number to go for when making a gap. Answer is Chipp Zanuff's dutiful secretary and is a ninja dressed in a business suit. This extends the range of coin by about half of Johnny's dash length. Don’t dash into a Baiken that is retreating with air Tatamis. 2K is safe against all of his reversals if done meaty. It also has a large hitbox making it tougher to evade or low profile. I have just started playing Guilty Gear Xrd: Rev 2 and I’m kind of a anime FG newbie. If you need Tier list for any other game do let us know in the comment section. Work throws into your offense a lot, and make sure to get decent damage off them. You must also time the Zwei projectile itself so that you are low enough in the air after the YRC to hit the opponent after an airdash, which can be very difficult on characters that are small while crouching (such as Faust, or May). The following strings are recommended to practice to get the hang of practical Mist Cancels. So if you cancel into it from a There are two versions of Zwei: "air Zwei" is input as j623 K (so, in the air), and "transport Zwei" is 623 K > K (starting from the ground). You will still get the level up even if Johnny is hit, and the situation will reset to neutral. Named after an old school Johnny player. Sol, Ky, and Elphelt are Units avaliable at Omni. These normals are what you can use to build RISC quickly. The basic use is to cancel the move with YRC just before the opponent blocks the projectile half of Zweihander, and from there you either do an airdash into an overhead attack or land into a low attack. It can't really be used to bait out moves in neutral, because the distance he travels during a normal dash and an FD brake dash is nearly identical. The initial Zwei Transport can go over a lot of ground options. 2H can cleanly beat Gamma Blade if timed correctly. His DP, Artemis, is -27 letting you dash>5H for a huge punish. Dash over the shockwave from Slide Head and punish his recovery. By the time you reach them after the dash, you are essentially -8. Mode, and more. Observe: 5H on block is -16, punishable by many characters. Useful in some burst punish combos. For Guilty Gear Xrd: Rev 2 on the PC, GameFAQs has 442 cheat codes and secrets. Heavier normal they can block it both ways. Jump back - If your opponent is rushing you down constantly, try jumping back and using. Avoid relying on this to get in. The PS4 also received an exclusive physical disc version. Same goes for his superjump, it goes higher than average. Dark Angel loses to meaties if it's not the burst version. Johnny Guilty Gear Xrd REV 2 moves Overview. The entire Mist Finer slash itself is also not counter hit. However FD brake is not as useful for Johnny as it is for some other characters. Avoid relying on air approaches unless you feel there are no other answers. Johnny is a recurring character in the Guilty Gear series. For example, at Level 1, mist cancelling ground strings with K is very important, since it is the only mist finer that will combo on hit from many of Johnny's long pokes. The button you choose to use for Mist Cancelling can be P, K, or S, but you should ideally choose the version you hold based on hitconfirm situations. Use FD to make them whiff and then punish with f.S. The next-generation fighting game "GUILTY GEAR Xrd -REVELATOR-" is now out on Steam! Guilty Gear is a fighting game series from Arc System Works with its' recent entry, Guilty Gear Xrd REV 2. Transport Zwei YRC has much stricter timing in order to get a proper mixup. Be careful when doing anti-airs from the ground. Baiken returns from the XX series. Coin - Dashing in after a coin is a very effective way to close the gap. All the assets in this file belong to the author, or are from free-to-use modder's resources, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets, F.A.N.G-Tastic Remy2FANG (@Remy2FANG) / Twitter, https://github.com/codemasher/texmod/releases/tag/v2.0-alpha-r53, https://www.reddit.com/r/Guiltygear/comments/ga8kzl/a_guide_on_how_to_mod_gg_textures/, https://www.deviantart.com/pharaohillusion/art/GGXrd-Johnny-XNALara-XPS-786607698, Johnny in Street Fighter FANG Color Texture. Tier Ranking: 1st: Popularity: 20th: Special Moves Baccus Sigh. LV3: 8(4F+4F), Air Mist Cancel total frames: LV1: 12(8F+4F). His walk speed is average and his forward dash has a minimum distance it must travel before he can attack or block. (Note that if the opponent blocks the Zwei standing, they'll be locked in a standing block animation even if they input low block, so you can go for airdash jKPD, but a player that knows this will probably block crouching.) Get 2D to whiff during blockstrings, then punish. From 2H, P, K, and S are all viable depending on level, based around which way you think they may be hit or block 2H. ");b!=Array.prototype&&b!=Object.prototype&&(b[c]=a.value)},h="undefined"!=typeof window&&window===this?this:"undefined"!=typeof global&&null!=global?global:this,k=["String","prototype","repeat"],l=0;lb||1342177279>>=1)c+=c;return a};q!=p&&null!=q&&g(h,n,{configurable:!0,writable:!0,value:q});var t=this;function u(b,c){var a=b.split(". I used to main the shiz out him. A 13f move requires a frame perfect dash to go over it. 2K is a Level 0 normal with only 9f of blockstun, so your opponent needs to hold forward to block Treasure Hunt. -You can dash over Sols Grand Viper, but because it has so many active frames you must FD brake to avoid getting hit. This also gives you a 50/50 mixup afterwards if timed correctly. Johnny's flirty, debonair demeanor hides a man dedicated to the noble idea of caring for others and a mastery of the battou sword style. REV 2 brings new balance changes, new moves for the entire roster, new Episode story scenes, revamped online mode and two additional playable characters, Baiken and Answer. Thread starter miku; Start date May 25, 2016; 3631 Forums. This can be used to bait people into whiffing a move right in front of you, and then punish with a long range poke. Combos All Details. ryanbus84 (34491) added Guilty Gear Xrd: Rev 2 - System Voice - Johnny (PlayStation 4) on Sep 05, 2018 Credits There are no game credits on file for this release of the game. Also after this super hits you have enough time to dash in and do a meaty. A FD-dash into a dash (double hop): 66[PK]4646. there's an extra '4', in between each additional dash past the first, that you don't need. Instant Air Dash YRC can be a good way to get in. * You can also use it as a hard callout for attacks that move forward into you, or to bait throws with forward dash > jump Zwei YRC. A well spaced 2D will clash with Volcanic Viper on wakeup. Replaces Default Color. It's been a while since I kept track of Rev 2 tiers. Guilty Gear Xrd (Japanese: ギルティギア イグザード, Hepburn: Giruti Gia Iguzādo) is a fighting video game sub-series by Arc System Works and part of the Guilty Gear series. As all Mist Finers were done with 236 motions.). Coin - With 6f startup, this move can be used to trade with an opponent during pressure. Coin>dash>FD brake can block all Azami follow-ups if she catches the coin. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. You can also do this on the opponents wakeup to make it plus. Throws and unblockables lead to poor damage. Coin - Trading against ground pokes with coin is also worth it for Johnny. When in doubt, consult Training Mode and Video footage of other Johnny players. The powerful open-source mod manager from Nexus Mods. The proper timing can be seen here: https://www.youtube.com/watch?v=vWl7uUNrSlI. Forward Jump - Johnny has a relatively floaty jump. Air Zwei YRC is rather lenient, but because the whole move starts up rather slower than Transport Zwei, you need a lot of space to do it safely without risking an airgrab. This mod is not opted-in to receive Donation Points. Use FD brake on any dash you do in neutral. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory. This can make tick throw setups harder to escape/react to. At level 1 you can either hit j.P / j.K or land and do a low. The idea is to YRC at just the right time to preserve your air momentum from the actual transport special. 5K is an excellent counter poke with a great hitbox and starts any combo you want. Combos from the mats hurt a lot. Holding P is very useful at any level when using a poke as an anti-jump or anti-air, such as 5H, 2H, etc. Also called Wave Dashing. Normal>coin will beat Hammerfall at most ranges. Baiken's unique ability is to cancel her guard into attacks for free, forc… All visuals have been tweaked to the finest detail and hand-polished by the animation masters to produce the top quality hand-drawn anime effect! This can also be used to kill the momentum of an airdash and let you use air normals closer to the ground. This page was last edited on 26 January 2021, at 14:13. 5D - Cancel into this from another normal to make is safer to use. This can be used in order to chain successive dashes together faster than normal. They are the first choice of … 2K is usually the best option for this as its +2 and doesn't have much pushback. Cuts 5 frames off the dash which can save you from getting hit. Become familiar with when Johnny wants to dash back in. However he does have options. GUILTY GEAR Xrd REV 2 |OT| Holy Smokes Baiken! Only the first frame of getting into Mist Stance is in counter hit state. However, if H is not inputted during that window, the actual Mist Finer will come out. Your opponent will have nearly a full second to punish you. Transport Zwei doesn't have to be used only after a knockdown, but when you input it at neutral or in a blockstring, there are certain options the opponent has to counter it. You can use any combination of buttons that will produce a FD. The 'H' button here must also be pressed less than 4 frames after the jump or you will get j.H. Neutral jumps can work well to get you out of his ground pressure safely. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. Keep him out with pokes, Mist Finer and your faster movement. Coin - The travel arc of coin can be used to stop low air approaches. If you YRC too early, the projectile won't come out, and if you YRC too late, you will float upwards from the YRC and you'll have to adjust somehow. Even though he gets counterhit here, if the opponent gets hit by coin it will be very difficult to combo you. Understand his Rekka and what options he has at each point. It has 6f startup however, so be careful of getting counter hit when trying this on defense. Be careful of moves that can go under coin however. Return to the main character page here. Here we're going to list the characters introduced in Guilty Gear Xrd -SIGN-and its Updated Rereleases-REVELATOR-and -REV 2-. His jabs are slightly slower than average, his reversal requires 50% meter, and he has no low profile moves. So it there some kind of video that would bring me up to speed with the overall Guilty Gear story? Are you getting pushed out? 1 Guilty Gear X 2 Guilty Gear XX 3 Guilty Gear Xrd Winning Self: "I'm impressed with how you copied my miraculously sexy look." It moves you forward a bit and takes a lot of meter to block. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution. Instant block and 2H can make it easier to punish her 3H slide. guard cancel) after blocking: this can work, though on some characters your airdash can go over their guard cancel, and on slow guard cancels you may be able to safely whiff 2K (or even jK) and then block. You can cancel the second part of the dash with an attack. Don't let them get back to neutral, reset the situation however you can. Ask yourself whether you are spending too much or too few resources on defense. Johnny is the captain of the female-only Jellyfish Pirates, a group of sky pirates sworn to help those less fortunate, who are known all around the world. -Uses Blitz Shield to counter the projectile: this will Reject you, though you can work in an occasional Transport > YRC (with no projectile) to bait this for huge payoff (counterhit 2D starter!). //]]> Answer, Overview A comatose young boy (though he certainly sounds much older) piloting a sort of hybrid between a Mini-Mecha and a … FD and IB - Your most reliable option is usually the universal defense mechanics. To avoid this, try to be less predictable with Zweihander and try to do it from closer to the opponent, so that it's harder for them to react. But for most, it acts like a mental-metronome and helps keep a steady tempo. Air Zweihander - This move pauses Johnny in the air during its startup, and then the fire hitbox extends all the way to the floor from even superjump height. This has the advantage of not requiring K to be released, since if K is held the IK macro registers as P+S+H. 6P can beat his scalpel and f.S. -Jumps to block Zwei: they get out of the high/low mixup, but you can mash 5P on their block to burn their meter (if they don't continue to Faultless Defend, you'll break their air guard with your ground move) You might want to do the Mist Stance Dash Treasure Hunt for 10 more damage. At level 2/3 you can even airdash afterwards for an airstring. All rights reserved. Slayer is plus after a lot of his normals, avoid mashing on defense. Make him waste his coins and Mist Finers whenever possible. While Johnny has some of the best pokes in the game, getting into their effective range can sometimes be difficult. Textures were provided by PharaohIllusion right here: https://www.deviantart.com/pharaohillusion/art/GGXrd-Johnny-XNALara-XPS-786607698 . Even dash into 2P now has 18f startup, the same as 6H. Use when you know that they will meaty you. I totally forgot about Johnny. Use Instant Block beforehand to make jump attempts safer, and use FD as you're rising to protect against opponents using high hitting moves to catch your jump. PC / Computer - Guilty Gear Xrd REV 2 - The #1 source for video game sounds on the internet! Johnny is somewhat limited on defense. (function(){for(var g="function"==typeof Object.defineProperties?Object.defineProperty:function(b,c,a){if(a.get||a.set)throw new TypeError("ES3 does not support getters and setters. Johnny has ways to stop people from jumping even from farther away. PC / Computer - Guilty Gear Xrd REV 2 - Johnny - The #1 source for video game sounds on the internet! On Defense: Understand universal defensive mechanics and utilize them as best you can. Use 5P and j.P to hit swords as they start up. To make this spacing game more difficult for your opponent, make sure to change what normal you poke with regularly. -You can dash over Axl's 2K but not his 2H because 2H has a higher hitbox. n/a Rating. Airthrows can be very effective against him. However, this wont work if they are still in blockstun. The active frames of Mist Finer behave a bit like a projectile. Switching between 5K, f.S, 6H, 6K and Mist Finer can make your opponent scared to go in, and give you back the priority in neutral. The extra frame advantage can also be used to make more dangerous frame traps. If your throw attempt whiffs 5H and 6H will leave you standing there for quite a while. As for the mixup afterwards, the somewhat-universal overhead option is airdash jKPK. If not, then you need to FD which gives them extra frame advantage. With Mist Finer mid for example, it has 3 active frames but the first active is rather short. All I remember was them buffing Johnny.Johnny and Elphelt are top 2, but chars like Venom and Ino also were super strong. This will hit anyone trying to jump and it will counter hit any move with 4 frames of startup or more. Make sure to use the throw option select of 6S+H. During the first 13 frames of his dash, part of Johnny's lower hurtbox is removed. This is especially useful in the corner where people will want to jump out and over you. A general tip if you notice the opponent is instant blocking, is to use a longer string of weaker normals. Johnny's big buttons like 5H and 6H will leave you standing there for a while on whiff. This means that any 4 frame gap in pressure will catch him trying to jump. Make sure to IB the ice fish to give yourself more time to escape. Guilty Gear Xrd Revelator 2.1 Johnny Guide (WIP) ... Navigation . At Mist Level 3 only, it is possible to Mist Cancel by inputting 214 P+H / K+H / S+H simultaneously. At point blank range use any + normal then walk in range for a throw. I edited it on Blender by painting on the XNALara model in Texture Paint mode, and then saving it as a DDS file on GIMP. Get it?" He wants that counter hit so bad. Dash>6K to punish any full screen whistleblowing. Publishers: ARC SYSTEM WORKS (JP) | Aksys Games (NA) | PQube (EU) Developer: ARC SYSTEM WORKS (TEAM RED) Directors: Daisuke Ishiwatari, Takeshi Yamanaka Platforms: PlayStation 4, PlayStation 3, PC Release Dates: May 26, 2016 (JP) | June 7, 2016 (NA) | June 10, 2016 (EU) | Steam … Frame traps work well against his slow jabs and 4 frame jump startup. Even if they do reject you, you'll be in the air so their payoff won't be huge (unless they have the advantage at neutral, ie. Use low profile moves if you have them. They are all useful in real matches, and are listed at the lowest level it is possible to perform them. 5P/2P - Both have 5 frames of startup, about one frame more than average. Coin is +8 at point blank, and gets more +frames when it is blocked further in its arc. Some useful moves you can dash over include: Using Faultless defense, you can cancel the last 5 frames of the dash. However at level 2/3 Mist Canceling an airdash lets you block a few frames faster. Johnny is the captain of the Jellyfish Pirates, ... , Guilty Gear Isuka, Guilty Gear XX: Accent Core, Guilty Gear Xrd -Revelator-, Guilty Gear Xrd Rev 2 Page Updated: Sept. 17th, 2019: Johnny is a design that just overflows with personality and coolness from every angle. You can use YRC to make this move safe, do a mixup, or combo from it. -Attempts a reversal, such as Sol's Volcanic Viper: As long as you reach the YRC window before their move connects with you, you should be able to see their animation during the YRC pause and react with FD in the air, so you can be safe and possibly punish. You can forward dash over 2K, 2H and even 2D if you time it late. Guilty Gear Xrd Rev 2 Tier List gives you the best of in game characters ranked from best to worst.Our Guilty Gear Xrd Rev 2 Tier List has the list of latest characters … The burst version is only really useful to close out a round. It is quite easy to meaty with this due to its 8 active frames. By making a small gap in your pressure, the opponent is tempted to try and escape. Play patient in neutral until he has less calories. Texture mod for Johnny in Guilty Gear Xrd Rev 2. Guilty Gear Xrd Rev 2 REVIEW: The seventeenth entry in the series, Guilty Gear Xrd REV 2 is the update to REVELATOR introducing 2 new playable characters - one fan-favorite veteran and newcomer: Baiken and Answer. When Mist Canceled, it becomes +5. c.S is twice as fast, letting you recover in time. As the third iteration of the barely three-year-old Xrd, Guilty Gear Xrd Rev 2 is a tough sell if you're only halfway invested in the series. This can sometimes be a disadvantage if you want to jump over something and then get back in. Guilty Gear Xrd: Revelator is a Japanese fighting game and the updated version of Guilty Gear Xrd: Sign. Don't take huge risks to avoid them. Also works against his j.2K drill. I guess earlier versions. corner throw j.D mc j.S jump cancel j.D mc j.D Zweihander (623 K). 2H can hit houses and all minion types at once. If he's mid tier now as of Rev 2 then add him to the list of characters I will miss at launch. Throw OS - If you go for a defensive throw make sure to use the option select of: 6S+H. Can punish long range pokes with a full combo easily. n/a Rating. The entire motion must be done fairly quickly. His dead angle is -21, letting you dash>5k for a big punish. All of his normals are negative on block, don't fall for tick throws that don't come after specials. You can think of Mist Finer as Johnny's really fast fireball. Tiger Knee S Mist Finer - Using this at level 1 is slow and only gives you a knockdown. Mist finer will blow back grenades in neutral. Loses again to well timed airthrows. Are opponents jumping out? Log in to view your list of favourite games. Combine this with his floaty jump to make it harder to tell when and where you will land. Make yourself plus, then walk or dash in range, then throw. 2H - After the opponent blocks 2H you can mist cancel for a high/low mixup. If you dash to get in you might get hit. It can also can be used after an airthrow to get level 3 with: Can be used after an air Zweihander knockdown in order for the mist to have less distance to travel before it applies. Potemkin - The shockwave from Slide Head. This is best used from bigger normals such as f.S, 2D, 5H, or 6H. works best on stick), input 623 K > K > KSH or PKS (essentially double-tapping K. needs precision to get it reliably. Videos Forums Full Frame Data, Click [★] for character's full frame data, Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc, https://www.youtube.com/watch?v=vWl7uUNrSlI, Guilty Gear Xrd Revelator 2.1 Johnny Guide (WIP), https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Johnny/Strategy&oldid=193249, Mobile Suit Gundam EXTREME VS. Maxi Boost ON, Familiarize yourself with his normals, specials, and basic mechanics (Mist Stance, Levels, Baccus Sigh) at, Practice mist cancelling until you can do it naturally, Learn his basic combos and basic level-up game flow, Practice applying pressure using mist cancel and his various tools, Familiarize yourself with his basic meter options, Fight the CPU to confirm you can put the previous steps together and know how to confirm hits. Use 5H, 2H or 6K to force your opponent to spend meter on Air FD and keep them on the ground. Make sure to study where his burst safe options are, he is naturally harder to burst against than most characters. 0 Tips. Input notation is used in fighting games like Guilty Gear, Persona and Blazblue to convey combos and inputs in an organized fashion, since writing down move names isn't visually appealing.

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