Finally got some time to get into the lab. Since it's not posted yet, figured I'd pull my weight and post some of the fundamentals.
1:
Standard poke jab, 7 frames, hits high
D1:
Crouching 7-frame jab, hits mid, jails into standing 2
2:
Very slightly slower than 1 (8 frames) but better hit advantage and also hits high
B2:
Johnny’s meterless launcher. 14-frame startup, hits mid, but unsafe on block
F2:
A quick spinning backfist that hits high, 11-frame startup
D2:
9-frame uppercut. As with all characters, this Krushing Blows as a counter to a high attack, but is unsafe on block
3:
An 11-frame high that has frame advantage on block
B3:
Johnny’s low starter. An 18-frame low, so this does run the risk of being counter-poked
F3:
14-frame advancing high that somehow is negative on hit
D3:
A 9-frame low that is good to use after hitting a Nutpunch if case the oponent is expecting a high attack as a follow-up
4:
A 12-frame roundhouse kick that hits high. Aside from an anti-air, I haven't been able to find any other use for this yet. Might be a good use for it in the corner, but further labbing is needed.
B4:
13-frame Sweep
F4:
Johnny's 14-frame advancing knee that hits mid
D4:
An 8-frame low with nice range and pushback, can jail into F3
1,2:
11-frame startup, starts high, ends with a mid; used as a punish tool
1,2,1:
14-frame startup, the same as 1,2, except with a second mid that also hits the opponent slightly into the air. Safe on block. Works well as a combo ender.
1,2,4:
17-frame startup, high-mid-high that jails and ends in a knockdown with pushback. Frame advantage on block.
2,4,4:
Johnny's go-to string for starting combos since it can hit confirm into Amplified Nutpunch. An 11-frame startup that starts high and ends with 3 mid kicks
2,4,4,U4:
The end of the string ends in a knockdown with great pushback. Good for getting the opponent into the corner
F2,1:
Advancing string that starts high and ends mid
F2,1,2:
Same as F2,1 but with an shoulder charge that hits mid. Safe on block
3,4:
18-frame startup that begins high. Despite how the string looks to also end high, it is actually a mid ender.
3,4,D3:
14-frame startup string that ends in a low that knocks down
3,4,U3:
17-frame startup string that ends high and pushes the opponent back. 6-frame advantage on block.
F3,4,4:
Pretty much the same as 2,4,4 where it ends with the 3 mid-kicks, except with a 14-frame startup
F,3,4,4,U4:
String that ends in a jumping mid with great pushback
B3,4:
Johnny's low string that has great range and an 18-frame startup. Use this to mix-up opponents, an area that Johnny unfortunately doesn't have a lot of
B3,4,U3+4:
Starts low and ends with a double-hitting mid that pops up
F4,3:
Advancing knee string that starts mid and ends with a high that can Krushing Blow if the high is the only hit that connects
F4,4:
Advancing knee string that hits mid twice. Safe on block and can catch opponents that are expecting the high ender.
All of the moves/strings were tested against Sub-Zero set on reversal with Slide set as the counter move.