Introduction
J.Max is kind of the Dudley of this game, a character who hits hard and has a great high/low. Close HP is an overhead, low MK is his best low, and both can combo into qcf+LK into jump canceled HK. The jump cancel also makes LK tackle safe on block. His DP is great, enormous hit area and damage. His priority is rather poor, but trading hits usually wins him the game. He's got great anti-projectile tools, also - he can slide, catch & throw projectiles back, and head dive over things. The EX is pretty good, invincible with good chip and crossup potential. His super is one of the best, I swear that thing comes out in 3 frames or so...combos from practically anything and can punish some things that are usually safe, AND it has almost no recovery. He has especially tough match-ups against Erick & Mudman, who can get around all of his anti-projectile stuff, and Kidd, who can infinite him especially easily. I would suspect he has a hard time against great pokes, as well...
Pros and Cons
Pros
- Amazing high/low game, cl.5AB is an overhead/2MK is his best low. Both can combo into 236LK into jump cancellable j.HK
- LK Tackle is a very important neutral tool, it is jump cancellable and is often plus on block
- Great DP, with a godly hitbox and awesome damage
- Fantastic anti-zoning tools
- Good EX move
- One of the best supers in the entire game (almost no recovery, combos from anything)
- He can slide, catch & throw projectiles back, and head dive over things. (look at the introduction)
Cons
- Big and tall hitbox makes him easy to hit
- Suffers badly against amazing pokes...
Moves List
Normal Moves
Command Normals
Dashing Down Fist Dash Forward, HP
Gut Punch f/b + MP the frame which Johnny's fist first extends has high autoguard
Strong Low Knuckle d + HP blow defense
High Punt f + HK
Slide df + K
Normal Throws
Touchdown f + HP close
Back Toss b + HP close throws opponent against wall
Bearhug f/b + HK close tap b and f and mash buttons for longer hold
Special Moves
Shoulder Charging qcf + K
Lighting Tackle f, d, df + P
Head Crash Charge d, u + P /d, u + P
Johnny Special hcf + P close pushes opponent all the way to the corner; unblockable
Super Moves
Hyper Johnny Special qcf, qcf + LP+LK connects close; down punch must connect (not blocked) for Desperation to be performed
Combos
- Crouching LP, Crouching LK, Crouching MK > QCF + WK > Jumping MK