Uploaded June 2016 | Updated September 2026, 3 weeks ago
This is part of the Johnny Combo Basics series. Playlist can be found at: youtube.com/playlist?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
For more combos, information, and notation explanation, please consult the Johnny Dustloop Wiki: dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos
If you have questions, feel free to ask them here.
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6K Counterhit starter. Following up with Coin is recommended at mid or far distances. It's also worth noting that the Coin into LV2 High route is burst safe.
From too close, the Coin will connect too early to follow up with LV2 High. That is why from close distances, the c.S route (or other normals) should be used instead. From far distances, you can also do Dash c.S. You can also cross under with dash c.S.
This is part of the Johnny Combo Basics series. Playlist can be found at: youtube.com/playlist?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
For more combos, information, and notation explanation, please consult the Johnny Dustloop Wiki: dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos
If you have questions, feel free to ask them here.
======
6K Counterhit starter. Following up with Coin is recommended at mid or far distances. It's also worth noting that the Coin into LV2 High route is burst safe.
From too close, the Coin will connect too early to follow up with LV2 High. That is why from close distances, the c.S route (or other normals) should be used instead. From far distances, you can also do Dash c.S. You can also cross under with dash c.S.

![Xrd Johnny Combo Basics: Air Zweihander YRC Confirm [Level 1]
This is part of the Johnny Combo Basics series. Playlist can be found at: https://www.youtube.com/playlist?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
For more combos, information, and notation explanation, please consult the Johnny Dustloop Wiki: http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos
If you have questions, feel free to ask them here.
Basic universal confirm from Air Zweihander YRC hit. Also works from the ground version.
Does not work if you are too high in the air (not enough time to land and c.S).
Works on CH as well. Xrd Johnny Combo Basics: Air Zweihander YRC Confirm [Level 1]](https://i.ytimg.com/vi/russqfxWE5E/mqdefault.jpg)

![Xrd Johnny Combo Basics: Midscreen LV2 Low [Level 2]
This is part of the Johnny Combo Basics series. Playlist can be found at: https://www.youtube.com/playlist?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
For more combos, information, and notation explanation, please consult the Johnny Dustloop Wiki: http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos
If you have questions, feel free to ask them here.
This is the basic recipe to combo off of Mist Finer Level 2 Low. Johnnys fundamental confirm method when at Level 2 and midscreen.
Comboing off of LV2 Low is often spacing and character specific by nature, but it is essential to getting damage and putting opponents in the corner. The following combos are not all-inclusive. Other examples of normals after LV2 Low include 2D, 5K, or 2S. Please note that the air string after LV2 High is shown as j.PKSKSDZ but should be adjusted based on character and situation appropriately.
1) Basic Recipe - be careful of distance. If you are too far after LV2 Low connects, the 5P will whiff after Coin. If 5P is whiffing, refer to #3
0:00 - Ground String, LV2 Low, Dash c.S, Coin, 5P, LV2 High, Coin, Dash j.PKS, dj, j.KSD, Zweihander
2) Same as #1 but uses 2P instead of c.S. Mainly used when you are afraid of hitting c.S too early. Often implemented vs light characters or characters where 5p will whiff easily.
0:09 - Ground String, LV2 Low, Dash 2P, Coin, 5P, LV2 High, etc...
3) If too far for c.S , Coin, 5P, you can go immediately into Dash Coin, 5P off the LV2 Low. This does not necessarily work on everyone, but works from both far and close ranges, making it somewhat more versatile and safe if you are unsure about the range.
0:18 - Ground String, LV2 Low, Dash Coin, 5P, LV2 High, etc...
4) On some characters, you can do dash f.S, Coin, (ff.S again) and LV2 High to confirm from far away. Character specific, but included to illustrate some alternatives.
0:28 - Ground String, LV2 Low, Dash f.S, Coin, LV2 High, etc
5) On some light characters such as Elphelt, you can do something similar with 6P
0:35 - Ground String, LV2 Low, Dash 6P, Coin, LV2 High, etc
6) From far ranges against some characters, converting can be difficult. In such cases, you can simply convert into 6K for an air combo and knockdown. Does not leave you at Level 2, making it less than ideal, but getting damage and knockdown is better than nothing. This should be your last resort.
0:44 - Ground String, LV2 Low, 6K, dash j.KSKSD Zweihander
7) Though against most characters, you can get your bnb into Zweihander knockdown regardless of screen position, you can choose to simply end with Dash j.SH instead for stability, though you sacrifice corner carry. This is very universal and stable, however. Though near the corner you should always aim to go for Zweihander knockdown, if you are far from the corner, there is merit in aiming for this ender, as midscreen Zweihander knocks you very far away.
0:50 - Ground String, LV2 Low, c.S, Coin, 5P, LV2 High, Coin, Dash j.SH Xrd Johnny Combo Basics: Midscreen LV2 Low [Level 2]](https://i.ytimg.com/vi/sPRuk4I3yaM/mqdefault.jpg)

![Xrd Johnny Combo Basics: Midscreen Throw [Level 1]
This is part of the Johnny Combo Basics series. Playlist can be found at: https://www.youtube.com/playlist?list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
For more combos, information, and notation explanation, please consult the Johnny Dustloop Wiki: http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Johnny/Combos
If you have questions, feel free to ask them here.
Basic midscreen throw combos. Ends in knockdown and Level 2. One of your most common starters, with a great reward.
1) 0:00 - Throw, Coin, LV2 High, Coin, dash j.PKS, dj.KSD, Zweihander (Unblockable example)
Fundamental throw combo. Best from half screen or closer. Even completely away from the corner, as long as you time your dash jump properly, you can get the Zweihander to knock down on most characters. (Impossible on RA, MA You want to be as close to the opponent as possible to get the Zwei to connect properly, so it is recommended to dash as early as possible after coin, and to jump as late as possible. Do not microdash into jump unless you have to. Does not work extremely close to the corner, in which case you should use the corner combos: https://www.youtube.com/watch?v=hTF-y1IBxBM&index=8&list=PLdTZ1_bahz1N9cQhir1tGLWL0LAaeNSAK
2) 0:11 - Same as above
Exact same combo showing the difference in delay on light characters.
3) 0:19 - Same as above
Example of basic recipe done from 3/4 of screen away from corner. Zweihander knocks down but leaves them very far away. If youre willing to spend the meter, can do dash Zweihander~followup, YRC as they are getting up, or (wave) dash continuously towards them to pursue the knockdown.
4) 0:28 - Throw, Coin, LV2 High, Coin, dash j.SH
Shorter route done for midscreen close knockdown. Can do (dash) OTG 2K Coin or Mist YRC unblockable. This route is universal and ends in knockdown, so best recommended when you are too far from the corner and want a close knockdown, or if you think other routes will be unstable. Xrd Johnny Combo Basics: Midscreen Throw [Level 1]](https://i.ytimg.com/vi/soEbraZc3Yo/mqdefault.jpg)
![Brett Plays 999 - Chapter 35: Sevens Memories [True]
►Watch me live @ http://twitch.tv/thebrett
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Powered by XSplit | Broadcaster! Brett Plays 999 - Chapter 35: Sevens Memories [True]](https://i.ytimg.com/vi/sqCS0r7czHI/mqdefault.jpg)
![Brett Plays 999 - Chapter 21: Door 2 AKA Toilet Simulator 2016 [Submarine]
►Watch me live @ http://twitch.tv/thebrett
►Twitter: http://twitter.com/HellaBrett
Powered by XSplit | Broadcaster! Brett Plays 999 - Chapter 21: Door 2 AKA Toilet Simulator 2016 [Submarine]](https://i.ytimg.com/vi/tPnWhoGJeX0/mqdefault.jpg)


