Johnny FAQ For Guilty Gear X on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 February 3, 2002 Everything ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Overdrive and Instant Kill Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is an FAQ for the ever so cool Johnny. How is he not cool? Think of him as a cowboy like character with a sword. This FAQ assumes you know the basics of the game, such as Dust Attacks, Roman Cancels etc. In other words I can't be bothered to list them. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. =========== II. Profile =========== Full Name: Johnny Birthday: October 24, 2??? Nationality: America Height: 6 ft Weight: 159 lb Likes: His Cherished Guitar collection. Dislikes: Guys who don't "get" jokes. Hobby: Chasing Beautiful women. Weapon: Katana ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF P = Punch S = Slash K = Kick HS= Heavy Slash QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) Double Jump= Tap Up During a Jump. The character will boost themselves again in the air to go higher. A direction can be specified, such as Up-Forward or Up-Back. High Jump= Tap Down, then U. The character will launch themselves into a large jump. They cannot perform the Double Jump though. A direction can be specified, such as jumping towards the opponent by pressing Up-Forward. Forward Thrust Attack= Forward +Attack button. Certain characters may do special or different attacks when performing this. Dead Angle Attack= During Guard, Tap Forward + 2 Attack buttons. Assuming you guarded the attack, immediately do this and the character will counter with an attack. You need a tension gauge of above 50% however. Dust Attack= Press Slash and Hard Slash at the same time. The character will so an attack that if hit, will launch the enemy into the air. Press Up to leap up after to continue attacking the opponent. Sweep= Press Slash and Hard Slash whilst crouching. The character will do an attack that hits low and knocks down the opponent. Recovery= After being knocked down, press two attack buttons to flip out and recover. Throw= Press Forward or Back and Heavy slash when near opponent to perform a throw attack. Faultless Defense= Press Punch and Kick whilst blocking to negate block damage. However it expends some of the tension gauge every time you perform this move and requires the buttons to be tapped every time the move hits. Roman Cancel= Push Three attack buttons during an attack to stop further animation. Used for creating custom combos otherwise impossible. Requires more 50% of Tension gauge to perform. Overdrive Attack= With Overdrive gauge at either 50% or full, do the specific command for the character to unleash a powerful attack. Instant Kill Tecnhnique= Press all 4 attack buttons. The character will go into Instant Kill mode, where the tension gauge turns red and starts deceasing. During that time, the character can unleash an Instant Kill Attack. If the character misses or the bar runs out, the tension gauge cannot be used. It requires a full tension gauge to perform as well. ================= IV. General Moves ================= Standing- ********* Punch- Johnny does a light waving motion. Very short range and and not very fast. Mainly used in Gattling combos and the sort. Kick- Does a standard looking side kick. Comes out slightly slower than punch but has much greater range. Makes a good poke and useful in combos. Slash- Does a really slick looking slash side slash with his sword. Looks like it came straight out of a Michael Jackson music video. Come out fast and has great range. Up close Johnny does a backhand attack to the opponent's chest. Up close version can link into combos. Hard Slash- Johnny unsheathes his sword and slashes his sword upwards in a single, quick motion. Has incredible coverage, covering his front as well as most air angles. Lightning fast move. The abuse move of Johnny. Use this with impunity to destroy the opponent. Fast, great range, incredible priority, and combos into his overdrive. What more could one ask? Jumping- ******** Punch- Johnny does a short poke with the handle of his sword. Short ranged and slow. The only use I know is for air combos. Kick- A standard looking jump kick. Good for combo starting, as well as random air poking. Not as fast as other moves though. Slash- Does a really cool looking sideways slash. Johnny does an attack similar to his Standing HS, but much faster with less range. The slash causes a "slash" mark which does the actual hit, as opposed to the sword itself Hard Slash- Does a flying slash downwards. Looks more accurately like a stab and behaves like one as well. Has good range though, but it is angled so it is aimed for ground opponents as opposed for air to air battles. Crouching- ********** Punch- Standard looking palm outwards. Comes out fast but has poor range. Used for combo chains. Kick- Slides his leg out to the ankles of the opponent. Looks pretty much standard really. It can combo into other moves. Slash- Johnny turns and hits the opponent with the end of his saya (sheath.) Same speed as his crouching Kick, with slightly longer range. It can combo into other moves. Hard Slash- Johnny does a two part slash. He slashes downwards, then follows up with a slash upwards. Has great coverage, since it covers almost 180 degrees on front of him. Note that only one slash will it. It can be used as anti-air as well. Combos into coin toss. ================ V. Special Moves ================ Johnny is slightly similar to Yamazaki from the King of Fighters series. His has moves which keep the enemy away depending on button held, as well as other powerful offensive moves. Command Moves: -------------- Forearm Hit - (F+P) Johnny leans into a forearm blow to the opponent. It will knock down the opponent if it connects. Dashing Split Kick - (F+K) Johnny slides forward and does a turning, split kick to launch the opponent into the air. Comes out extremely fast and has great vertical range. Not very good horizontal range though, and is pretty vulnerable on the way to opponent. Turn Slash- (F+HS) Johnny does a quick turn and does a stronger version of his HS. It has slightly longer range than the normal version, but is slower in execution. It does almost double the damage though, and has great priority. Dust Attack- (S+HS) Johnny does a backhand which launches the opponent into the air. Start up delay, as with most Dust Attacks. Has a pretty short range too. Sweep Attack- (D+S+HS) Johnny does a break dance looking like spin. Similar to the Pummel Horse motion, (the Thomas Spin?.) Has incredible vertical range, reaching up to the opponents head. Can be used for anti air but somewhat risky. Throws: ------- Grab and Launch _ (B or F+HS) Johnny grabs the opponent by the collar, and hurls them into the air with one arm. Johnny can follow this attack up with almost anything. Great move to use. Note that the opponent can recover midair though. Special Moves: -------------- Bacchus Sigh - (QCB+P) Johnny unsheathes his sword slightly whilst leaning slightly towards the opponent, releasing a mist that slowly travels towards the opponent. If it makes contact, the opponent cannot block the Mist Finer. The mist last for approximately six seconds if it makes contact, and it cannot be blocked. However, if Johnny is hit during its release, the mist will not appear at all. Aside from that, it does have a long start up which makes it hard to perform at times. Try performing it over a fallen or cornered opponent though. The mist has about 1 character length's distance and travels pretty slowly. Divine Blade - (DPM+S, then S or in Air, QCF+S) Johnny does a leap forward, similar to a short super jump. When slash is pressed again, Johnny will slam a thin pillar of fire down, reaching from ground to Johnny. If done in air, Johnny will do the Pillar of flame only. Good as a corner escape move, or as an aerial surprise. It has virtually no horizontal range though, so try to do it when directly overhead. Leap is fast, but low, so it maybe easy to counter. Glittering Gold - (QCF+HS) Johnny casually throws a coin towards his opponent. Basically recycled Punch animation with an added coin. The coin travels at a parabola towards the ground, and doesn't really move that fast. It can be comboed from ANY normal attack though, as well as hit opponents on the ground. It can negate weak projectiles, but Johnny only has Eight coins, as indicated above the Tension gauge, per round. The purpose of this move is to level up the Mist Finer. Each coin that hits will level up the Mist Finer by one level, where it requires 2 to push it to the Highest. However, regardless if it made contact, performing the Mist Finer will reset the level. The level the move is at will show quickly underneath the coin counter when a coin hits or Mist Finer is performed. Core of Johnny's offensive efforts. It seems to have amazing priority, stopping many attacks cold! Mist Finer Attacks ------------------ Mist Finer - (QCF+P/K/S, HS to cancel.) Johnny whips out his sword and does an extremely fast slash towards the opponent. The button can be held down, making Johnny enter a Battou-stance. Releasing the button will cause Johnny to whip out his sword, hitting the opponent *immediately.* The core move along side with the Coin toss for Johnny. Johnny can move back and forth whilst in the Battou-stance, but he cannot defend nor do anything other than move. Pressing Hard Slash will cancel the attack. Note that Johnny moves very slowly and is totally vulnerable attacks such as projectiles. This move has virtually no lag in execution, but some recovery time as Johnny re-sheaths his sword. The Mist Finer can be leveled up with the Glitter Gold move. Level 1 Mist Finer - 0 Coins - Standard 1 hit attack. Level 2 Mist Finer - 1 Coin - Looks like Level 1, but does more damage and the opponent cannot recover in the air from it. Level 3 Mist Finer - 2 Coins - Does a nine-hit Mist Finer. Button used really makes no difference, since it tends to hit high and low, but with a certain start up in the direction. Mist Finer - High - (QCF+P) Johnny does an upwards angled slash. Hits air borne opponents and will knock the enemy across the screen. Does the most damage, but has a tendency to miss ground opponents from far away due to angle. Use for anti-air purposes. Level 3 does almost as much damage as his overdrive, as well as having the highest chance of interception. Mist Finer - Middle - (QCF+K) Johnny slashes directly horizontally at the opponent. Has the furthest range (almost three character lengths.) Will knock down the opponent but not launch them across the screen. Good for ground based opponents attacking or approaching Johnny. It hits high and low at Level 3, so it is very difficult to block. Mist Finer - Low - (QCF+S) Johnny slashes downwards. Good for hitting low attacks such as the Alpha Blade or the Viper Rush. Knocks down opponent and must be blocked low. Good as a surprise attack, but doesn't really give Johnny much cover. Level 3 does 7 downwards slashes, 1 horizontal, then last slash downwards. Does the least damage out of all the Mist Finers. ====================================== VI. Overdrive and Instant Kill Attacks ====================================== Johnny Special "Denja Ise...Sore Wa, Ore no Gana" - (HCB, F+HS) Johnny doe a slash upwards. If it connects, Johnny will drag his sword across the opponent in the shape of a "J"; Johnny then twirls and sheaths his sword posing. The J explodes and blows the opponent away. This is the only Overdrive Johnny has, and it is the only one he needs. It has supreme priority over virtually any move (non projectile) and hits air and ground opponents. It is easy to link into, even from his throw, and easy to pull off. Aside from that, the main weakness is that it does little damage in comparison, and may miss small ducking opponents. Johnny will always be on his starting side, regardless of where it is performed. Good for escaping or placing opponents into the corner. It has the same range as the end of his Standing HS. Joker Trick - (Instant Kill) "Shimainia Kireruze...Joker Hajimattana!" -(QCF, QCF+HS) Johnny flings a card towards the opponent. If it hits, the opponent is transformed into a giant playing card (character in dizzy animation as face on card) and Johnny does a downwards circular slash, cutting the card in half. Numerous problems with this move. The card travels pretty slowly, and it travels at Johnny's shoulder height. This means that it TOTALLY MISSES short characters, such a Baiken and May. The only choice is to hit them in the air. Stick to the other methods. ================== VII. General Notes ================== A powerful character indeed. Johnny is probably the least mobile character, since he has a short leap as opposed to a dash, and he moves pretty slowly himself. However his attacks are blazingly fast and powerful, mounting an incredible offense. ================ VIII. Strategies ================ Try to mount a powerful offense using the Coin Toss and Mist Finers. The Bacchus sigh is hard to connect with, but combine that with an Level 3 Mist Finer... His normal moves, such as the HS are just asking to be abused. They combo into the coin toss easily too, as well as his great Overdrive attack. The F+K is also a great pressuring move to use. Johnny can be defensive, but isn't a good as such. If the opponent s being predictable, it is possible to play keep away with his Mist Finers. Versus; Ky Kiske -------- Try to go right up close to Ky. The HS is plenty abuseable here, so feel free to mash it around. The Stun Edge can be beaten if you do it before Ky. If he does a Stun Edge up close, do a Divine Blade over it. Try to do the Bacchus sigh whenever he gets knocked down. Be careful of his Instant Kill though. It has a long range and comes out fast, making it the one of the most effective Instant Kills. If you see him go into Instant Kill move, keep far away and don't hold a Mist Finer waiting for him to approach, since his Instant Kill out ranges Johnny. Sol Badguy ---------- Sol is a powerful offensive attacker. He is pretty slow though, but his special attacks are varied. Pin him down with Coin tosses and Bacchus sighs to keep him on the defensive. The Mist Finer (middle) *just* about beats Sol's Gun Flame by about a pixel or two. It is possible to just stand there and keep Sol away with various Mist Finers, but rarely occurs. May --- May is a short character. This translates poorly for Johnny, since a lot of his moves will miss May. May is fast and powerful, so she could counter Johnny's Mist Finer's with an Overdrive or whale or something. She does have short range, but the anchor has a large hit area. Millia Rage ----------- I am sure many of you know how frustrating it is to battle Millia. She is pretty overpowered in a sense. Fast, powerful, great special moves, incredible combos. Her Iron Saber is a good surprise move and hits low. Use a Low Mist Finer to counter her. Most likely Johnny will need to take a defensive stance and pressure hard during counters. Millia simply out speeds and maneuvers Johnny. Axl Low ------- Axl has along reach, so Johnny cannot play keep-away. Keep in close and abuse the HS a lot, comboing it into the Coins and so forth. Throw him if you get the chance, and follow that up with an Overdrive or something. Zato-One -------- Zato is a powerful character. His Eddie is a powerful attacker, and he can really confuse you at times. He can hit almost anywhere, so keep a move on. Pressure him hard, with the usual HS and F+K. Try to keep in Mid Range and Mist Finer him when possible. Potemkin -------- A large big guy. He is a large target, but his moves are strong. The F+K is risky since Potemkin can grapple. Potemin's dashing punch has an autoguard, so either block or whip out a multi-hit Mist Finer. Aside from that, move in and out. He is a large target to hit though, if that helps any. Don't get cornered or it's basically over. Chipp Zanuff ------------ Chipp is the fastest character in the game, as well as the most mobile (he has a teleport as well as triple jump.) However he also takes the most damage by far. His special moves are pretty fast though, as well as cheap. Keep to either High or Low Mist Finers, since he will either try the Alpha blade from far or jump around. Make your attacks count, since Chipp does take a lot of damage. Baiken ------ Toned down from the first game, but nonetheless still very powerful in the right hand. She is a counter character who can counter with some very nasty stuff. Her tatami moves can come out of nowhere and give a nasty surprise. If you see Baiken dashing for out of the blue, it is likely to be her Suzuran move, which has an autoguard. Either follow that with a Level 3 Mist Finer, or Coins if far enough. Faust ----- This guy is hard. His scalpel can reach full screen and does huge damage. He is slow but his moves do enormous damage. Most of his game is around surprises, where it is hard to guess how he will hit and what he will do next. Keep in mid range and do the usual Coin into Mist Finer. Anji Mito --------- Anji is quite a powerful Defensive character. He has an autoguard on his moves, and most of his moves are dashing-type moves, hitting low and so forth. The Hard Slash is once again useful here, and don't be afraid of throwing him. Anji will either stay totally defensive, or pressure constantly with his rushing moves. Surprisingly enough, the standing Kick is can poke him for a long time until Anji decides a change of tactics. Jam Kuradoberi (Cranberry) -------------------------- A battle of range. Jam may have short range, but she is very fast and can hit almost anywhere, making defense difficult. She has a lot of painful combos, and her powered up moves are pretty powerful. Jam can counter with an Overdrive in between Mist Finers, so don't whip that out mindlessly. The coin toss can interrupt her Flying Kick, believe it or not. Venom ----- Hard to use properly, but extremely powerful if mastered. Venom's long distance game is powerful, with his Stinger Aims and Dark Angel attacks. Bring the battle close to him, although his Double Morbid is a good attack. Keep in midrange for Mist Finers, and Coin him if he tries to do the Double Head Morbid. Testament --------- Testament players like to summon beasts from behind you. Jump in close to avoid them, since he always some delay in all moves. He does have a counter though, but if you stick to him and pressure him a lot, he should fold. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Story ----- Light-hearted in spirit and florid in tongue. Endlessly chasing after women. His apparent aloofness to the world is just a part of his foppish demeanor, and he is far more shrewd than he appears. Both knowledgeable and experienced, he can get past any tight situation without so much as breaking a sweat. When Johnny was thirteen, his father-the only person who cared for him-was killed by a Gear. Johnny's reluctance to open his heart to others became stronger after this incident; his fear of losing love again forced him to withdraw into himself. One day, he discovered that there were many other orphans just like him, and came to realize that they might not be strong enough to continue on living. From then on, Johnny chose to follow his father's path and live as a man of compassion. It doesn't matter to him if they are humans, animals, or even Gears; it is his duty to help those in need. Johnny decides to visit the Gear in person, to see if he can offer support. He hides his intentions from his crew, telling them that he is going after the bounty. Win Quote: ---------- Special Intros: --------------- Versus May: Chats and looks shocked that May is in the tournament. Stage: ------ On the surface of a flying plane. Other female pirates look on, cheering Johnny on. The planes name, the "May Ship" is visible in te background. The words "Love Johnny" are on the ground. Other planes are visible in the background. This Stage is shared with May. Johnny's theme is "Liquor Bar and Drunkard" for all versions of this game. Comments: --------- -I need to reiterate, how is he not cool? Gawd. -Johnny appears to use Iaido or Battoujitsu. Ukyo from Samurai Showdown and Hibiki from Last Blade also use this style. Himura Kenshin from "Rurouni Kenshin" also uses it from time to time. ===================== XI. Notes and Credits ===================== -Guilty Gear X is Trademark and Copyright property of Arc System Works Co., Ltd. and Sammy Entertainment Inc. 2000, 2001. -Story information from Official Guilty Gear X site http://www.guiltygearx.com -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for our Guilty Gear X matches and your button mashing Sol. -N.H; Johnny would probably stop his quest once he too has found you. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com