Schwarzerblitz/Mystery Johnson

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Mystery Johnson, official game render

Profile

In the last few months, many people living in the city of New Langdon (United Kingdom) have reported sightings of a strange individual who sports an eye-catching yellow outfit but seems to lack any delineated facial features. This quickly caused the rumors to take the shape of a urban legend known as "the man with the hat" or "Mystery Johnson", to distinguish him from similar blank-faced creatures from the folklore. The name "Mystery Johnson" was coined by the local newspaper which reported the first sightings, taking inspiration from an online creepypasta describing a similar creature. The story went viral, generating a huge number of imitators and cosplayers around the world. In reality, the man now known as "Johnson" is a byproduct of the Schwarzerblitz experiment: apparently, the goal of the scientists was to create the "perfect shadow", someone who could sneak into any facility without being recongized. As a result, Jonhson's face appears as it is oscillating between several different features, creating a completely blurred picture. However, Johnson was just a prototype and was quickly dismissed as a failure, since only his face seemed to retain this ability. After the Euterpe disaster, he managed to reach the United Kingdom by unknown means and to survive there for one year without being found. It is said that he earns a living by working as a private investigator who can only be hired in the deepest depths of the dark web, and that, before being experimented onto, he was a high-profile member of the Encorp genetical division, fallen from grace after a huge failure. As many other stories surrounding Johnson, these could very well be lies.[1]

Playstyle

Johnson is a mixup character who excels at mid range. He has very good approaching tools, like his 1K (a lounging Low sweep with invincibility against High and Mid attacks), 7K (a jumping overhead with Low invincibility) and 4K (run-of-the-mill advancing pressure kick). 1K is his go-to tool to evade tricky situations, due to its extensive amount of Mid invincibility. Once in range, he can use his fast punch starters to apply pressure and mixing Mid and Low moves.

7K and 1K are especially nasty as they both lead to a 50/50 mixup. While the 1K mixup can be easier to read, due to different start times of the follow-up attacks, and the attack itself is quite punishable on block, the 7K 3K / 7K T mixup is a plain 50/50 without any good answer, aside from guessing on the spot between blocking and teching the throw.

3K cannot be blocked while in Trigger Mode, leaving no Trigger Guard chance to an opponent hit by 7K or 1K, thus making them the most dangerous tools in his arsenal.

His 214T Trigger Move is mostly an Easter egg / joke move, as it is extremely impractical to pull off. Though, standing near his fallen hat with one Bullet Counter could constitute a decent source of mind games.

Unique Traits

Johnson can take his hat off or lose it as a result of an Impact attack. When he's hatless, he has access to a few new moves if he's standing in the proximity of his fallen fedora (a taunt and a special Trigger move).

Strengths/Weaknesses

Strengths Weaknesses
  • i3 crouching uppercut
  • many attacks with Low or High invincibility
  • Spiral Turban Special can crush High and Mid attacks
  • good selection of mix-up routes
  • good beginner characters to learn the game
  • has options covering almost every gameplay situation
  • his kicks are generally slow and many are impractical outside combos
  • his Impact attacks are very unsafe on block
  • his Trigger-less damage is far from stellar


Johnson has a good variety of fast punches and slow, but powerful kicks. His kicks are mostly used as a keepaway tool and combo filler, while the punches are his usual combo starters, due to being generally faster. Since his running tackle is a Mid, he also has access to a 50/50 mixup with his running Spiral Turban Special. Despite the amount of options in his possession, his combo damage potential without Bullet Counters is slightly sub-par, compared to the average of the cast.

Moveset

P Moves

Standing

Boater Trick
5P
Your run-of-the-mill jab
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
5 High 6 3 11 (8) +5/+8 - Trigger: +27/+30 +1/+4 no

Standard, positive on block, standing jab. Useful as a poke.

Bowler Poke
6P
Advancing jab
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
6 High 8 5 11 (8) +5/+8 - Trigger: +27/+30 +1/+4 no

positive on block, advancing jab. Good combo starter, cancels into a followup P attack

Bearskin Bat
4P
You will most likely never see this in a real match
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10 High 11 5 16 (3) +6/+19 - Trigger: +18/+31 -6/+7 no

Slow starting, advancing high punch. Extremely risky if not canceled into a followup.

Fedora Shin Breaker
2P
Aim at the knees!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
8 Low 8 3 14 (8) +11/+17 (Trigger: +23/+29) -2/+4 no

Invisible short range standing low. High-invincible, safe on block. Can chain into Spiral Turban Special for a guaranteed combo. Hits knocked-down opponents.

Top Hat
3P
Your friendly neighborhood antiair
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10 High 6 5 21 (3) -7/+11 - Trigger: +13/+31 -12/+6 no

Good anti-air, High-invincible in the first 8 frames. It's very negative on hit or block if not canceled.

Crouching

All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.

Fedora Shin Breaker (II)
2P
Aim at the knees! Again!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
8 Low 8 3 14 (8) +9/+17 (Trigger: +21/+29) -2/+4 no

High-invincible, safe on block. Can chain into Spiral Turban Special for a guaranteed combo. Hits knocked-down opponents.

Top Hat (II)
3P
Your friendly neighborhood antiair - this time, while crouching!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
13 High 3 5 21 (3) -7/+11 - Trigger: +13/+31 -12/+6 no

Johnson's fastest move (i3), High-invincible in the first 5 frames. It's very negative on hit or block if not canceled.

Jumping

All the following attacks can be only performed while in the air.

Bicorne
5P
Death from above
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
8 High 3 8 3 (+landing) height-dependent height-dependent no

Good jump-in, fast combo starter. The attack can be ducked, though.

Running

All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.

Boss of the Plains
6P
Shoulder tackle!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
25 Mid 0 (+8 frames run) 8 28 (8) Impact -25/-4 (Trigger: +6/+26) yes

A Mid running Impact attack with good range, but negative on block. Can be canceled into Spiral Turban Special.

K Moves

Standing

Fez Push
5K
boring mid kick
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
9 Mid 8 5 8 (5) +5/+8 (Trigger: +26/+29) +1/+4 yes

Safe mid poke, can be canceled into 8K for a guaranteed combo.

Sombrero Carousel
6K
The (slow) roundhouse!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
27 High 21 3 25 Impact -11 (Trigger: +14) yes

High risk, low speed, high damage. Use it as a shock tactics or as a disruption tool, but only sparingly and at sparse intervals. Very punishable on block, duckable.

Slouch Blast
4K
Did anybody say "counter"?
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
16 Mid 8 8 18~25 (8~15) (depends on when it connects) -1~+2/+9~+12 (Trigger: min. +12/+23) -6~-14/+4~-4 no

Long range Mid poke. Safe only with perfect spacing, can be used to punish whiffing opponents or as a combo fodder. Throw it in neutral at your own risk.

Deerstalker
8K
Up! Down!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10/8 Mid/Mid 6 3/8 9~16 (0~7) (depends on when the second hit connects) +9~12/+17~20 (Trigger: avg. +20/+28) -2~-5/+4~+7 no

Axe kick with good vertical range and decent frame advantage. Almost unpunishable even when blocked close range.

Coonskin Cap
7K
50/50 monster moonslice
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
16 Mid 11 8 26 (0) -8/+23 (Trigger: +3/+33) -21/+9 no

An overhead kick with 10 frames of Low invincibility. Can miss up close. It can be canceled into either a 25 damage T throw or Hat Trick Cannonball, making it another 50/50. Since it is +9 on block if canceled, the opponent is forced to guess and eat the mixup.

Sombrero Roundabout
9K
The (slow) roundhouse!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
22 Low 16 8 15 (0) +1/+17 (Trigger: +13/+29) -12/+4 no

The low equivalent to Sombrero Carousel, except it's a low. Same caveats as before applies, especially because it's fairly negative on block. Can be canceled into an Impact High roundhouse (5K), which is -11 on block.

Capotain Sweep
2K
Invisible low by the invisible man
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10 Low 6 5 5 (3) +5/+9 (Trigger: +28/+31) +1/+4 no

Standing Low kick. Fast startup for a very safe poke.

Spiral Turban Special
1K
Schwarzerblitz Johnson c1K.png
You spin my head, right round, right round...
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Low 11 15 11 (0) -1/+17 (Trigger: +11/+29) -14/+4 no

Johnson's mixup move of doom. High- and Mid-Invincible for 25 frames. STS has access to High, Mid, and Low followups, plus a throw. If the opponent blocks it, they will be forced to guess the next attack. This moves force a true 50/50 on block and can defeat a Trigger Guard due to the sheer amount of available follow-ups.

Hat Trick Cannonball
3K
Launch to the orbit!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
18 (12 from afar) Mid (High from afar) 8 3 close, 5 far 30 Impact (-8 from afar, +4 with Trigger) -24 (near), -22 (far) no

A sort of command throw attack: if Triggered, this attack cannot be blocked while close. Invincibile against High attacks for the first 18 fames. Can be run canceled by pressing Forward. From afar is pretty useless and risky, watch out for the right spacing when throwing this out - tt's also very negative on block. Cannot be Impact-canceled

Crouching

All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.

Capotain Sweep (II)
2K
Invisible low by the invisible man... once more
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10 Low 6 5 13 (3) +1/+9 (Trigger: +20/+31) -4/+4 no

Same as its standing counterpart, but has a longer recovery. Unsafe on block unless canceled.

Spiral Turban Special (II)
1K
Schwarzerblitz Johnson c1K.png
When you go down, when you go down down...
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Low 11 15 11 (0) -1/+17 (Trigger: +11/+29) -14/+4 no

Same as Spiral Turban Special, but from a crouching position.

Jumping

All the following attacks can be only performed while in the air.

High Heels
5K
Kick of Doom
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10 Mid 8 8 0 (+landing) height-dependent height-dependent no

Good jump-in, combo starter with longer range than Bicorne.

Running

All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.

Spiral Turban Special (III)
6K
Schwarzerblitz Johnson c1K.png
You spin my head, right round, right round...
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
17 Low 3 (+8 frames run) 15 11 (0) -1/+17 (Trigger: +11/+29) -14/+4 no

Same as the standard Spiral Turban Special, but running. It covers more distance and deals 5 additional points of damage.

Universal Commands

Your Face is History
5T (while standing)
Knee to the face!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
45 Mid 16 3 8 Untechable knockdown - no

Johnson's standing throw. Can be teched by pressing T. Leaves the opponent near him, in a knocked down state.

Spiral Turban Special (Recovery)
5P+K (while knocked down)
Schwarzerblitz Johnson c1K.png
When you go down, when you go down down...
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
13 Low 3 15 11 (0) -1/+17 (Trigger: +11/+29) -14/+4 no

Costs one Bullet Counter. Fully armored wake-up attack. The armor lasts for 23 frames and can soak any number of hits during its duration. This move can only be canceled into an Impact High followup, which is -11 on block.

Special Follow-ups

Spiral Turban Carousel
K (after any Spiral Turban)
The (fastest) roundhouse!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
19 High 11 3 25 Impact -11 (Trigger: +14) yes

High followup to any version Spiral Turban Special. It's identical to Sombrero Carousel, except it has lower damage and 10 frames less of startup. it combos naturally from a successful Spiral Turban Special.

Sombrero Roundabout (Cancel)
4K (only to cancel other moves)
The (slow) roundhouse - again
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
16 Low 16 8 15 +1/+14 (Trigger: +13/+26) -12/+4 no

A followup version of Sombrero Roundabout which can cancel 5K, 1K, c.1K, r.K and 4K and can be used as a mixup tool.

Specials

Sadly, we must part ways
236T (standing, with hat)
A sad moment
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
- - - - 53 - - no

Johnson throws away his hat.

A question of style
236T (standing, near fallen hat)
Welcome back, old friend
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
- - - - 58 - - no

Johnson takes his hat from the ground and wears it again. It must be performed near his fallen hat.

Trigger Moves

Hat of Doom
214T (standing, near fallen hat)
Schwarzerblitz Johnson 214T.png
You thought I was JUST screwin' around with that taunt?!
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
65 Mid 55 (50 cinematic intro) 5 33 Impact -24 no

Johnson takes his hat from the ground and wears it again, then delivers a 65 damage Mid kick. This is mostly a vanity/joke super move, with very few practical uses. If you want to be the hypest man around find a combo into this and land it in torney

Sample combos and tools

6P starter

6P P 4K (29 damage, High starter into Mid 4K)

6P P 8K 4K (47 damage, High starter into Mid 8K)

6P P 2P 1K K (52 damage, High starter into Low 2P)

  • all the above combos can be initiated from a j.P or 5P canceled into 6P as well, if in range. This would add 5~8 damage to the count.

5K starter

5K 8K 4K (43 damage, Mid to Mid)

5K 4K (not a true combo, Mid to Low - use it to mix up with the above)

7K starter

7K 3K (34 damage, good as a counter attack)

7K T (41 damage, ends with T-techable throw, 50/50 mixup with 7K 3K)

r.K starter

r.K K (36 damage, Low to High, unsafe on block)

r.K 3K (35 damage, Low to Mid, unsafe on block)

r.K 4K (not a true combo, Low to Low - use it to mix up with the above)

r.K T (not a true combo, Low to Throw - use it to mix up with the above)

  • all of the above applies also to 1K and c.1K, albeit with lower damage
Schwarzerblitz
General

FAQHUDGlossary

Characters

Mystery JohnsonTiger SambiongShaz AliartAylin Mary YangCyphr WolfchildRenzo RubeccaJenn HuslerGraf ShabeelEvilobsterLejl KaleidosH-168 KraveElena MareaKiyoko NanabiKaya KurogamiWally AlbaDollK-069Mira KnefLazor LoyraTutorial ManRandomDonner MisterkayEmperor Arkaneis

Mechanics

System SpecificsBullet CountersTrigger ComboTrigger GuardImpact CancelImpact RecoveryKnockdown Recovery

  1. Retrieved from his in-game profile, used with direct permission of the game developer

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