Aw, hell yeah my dude. I need to upload too sometime, at least for transparencies sake.
Right off the bad, noticing a couple things. In my opinion, if anyone wants to play Johnny, they gotta be comfortable with movement. You should get into the habit of cancelling single dashes into blocks, it's so much better than walking, especially if you're scared of his teleport. If you can, at least learn the first part of wavedashing, linking 2 dashes with fwd fwd, block, fwd (block if needed). That's what I stick with most of the time, and it's enough. Crucial vs zoners and lets you sneak in d4's and f4's from deceptively far.
For your bnb, after the nutpunch amp, work in a dash in s2 before your f4 to optimize your dmg. Easier than b2, only loses 5dmg. And off jump in kick you can dash in and land f44 reliably. Better than raw shadowkick. And Noob teleport is negative a billion. You can get a bigger punish than d2 off it.
The biggest thing I'm seeing is an overall issue where it seems like at a lot of moments in the match, you're unsure of what you want to do especially in the first 3 games. There's a lot of spots where you chill midrange, you aren't throwing fireballs, and you aren't trying to close the space. You never need to fear Noob teleport if your movement is solid. It's suicide for Noob to use it more than once or twice a set. It seemed like you were scared to jump too. I know jump in 2 is risky, but as Johnny you have to sneak them in for the jail where you can. There's only 1 or 2 spots where you used f4 > amp forceball (use this more in general if they're blocking f4), and that can act as one way to set up a ji2 using the + frames from the forceballs.
You need to approach the game in general with a plan in mind. I was thinking of making a full flowchart for JC the other day based on what goes through my head when I play him, so I might get on that. Basically you should have an entire game plan that only changes
once your opponent has given you reason to change it. I'm ending every combo with nutpunch > throw until they show me they know the answer to that. I'm f4ing into caged rage every time till they interupt it. I'm contesting every wakeup until they show me they can up3 (you did this well!). I'm doing jump in 2 constantly until they show me they can anti-air. I'll throw out nothing but f3 until they start to duck it (use this more! It's so much better than f44 if they don't). Like plan A could be "get him in range for f344". And before it's even landed, you should be thinking forward, "if it lands, imma nutpunch confirm and go for X combo ender. If he blocks it, I think he'll approach, so I'll look to d4 and jail him into another f3." Or "he turtled after blocking the last one, so I'll jump in." Or "he's a button masher so I'll just cancel into amped forceballs and keep the pressure either way."
Not to be insulting, but you're not guna need the full arsenal vs that Noob. One, maybe 2 solid options and he would have crumbled, and it seemed like you did have him figured out by game 4 and 5 until he switched. But once you fight some crazy good people, that's where us Johnny mains get to play all these little mind games, whereas the Sub Zero player just flips a coin over and over and merely hopes for the right call. Guess which is more fun?
Ah, sorry it's a wall of text, but since you went through the effort of putting the vid up, I wanted to give ya something substantial. You play pretty well, some solid footsies in close range, good understanding of how to pressure him for the most part. Keep wreckin fools, and I hope this helps.