Because JC's pressure is actually quite complex this is going to be broken up into parts
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Part 1 (Strings)
1,1 1,1,3 & 1,1,4
1,1 is 0 on block, 8 frame start, not only is this string very fast, making it a great punisher, it's speed and 0 recovery time on block make it fantastic for mix ups, you can throw out a F2,4(Overhead) or any other string right after a 1,1 or continue the string into either 1,1,3 (Low) for a mix up off F2, or 1,1,4 which is zero on block leading to a similar situation, you can even go in for another 1,1 or a grab
F2,4
F2,4 is an overhead started leading into Johnny's most common midscreen meterless combo for 24% back into a nut punch and more pressure, it's 14 frames start, so pretty slow, but it moves you across the screen pretty far. This is a string a lot of JC players are going to rely on a little to much, most of the time when someone goes against Johnny, they're going to be looking for this string, especially since JC doesn't have any low starters, you should take advantage of this by using 1,1/other strings and pokes more, and only occasionally using F2,4 when you think your opponent is going to block low
3,3,3
3,3,3 deals the best chip (3%) of all of Johnny cages strings, while still being cancalable into nutpunches and mimics, this string is fantastic off jump ins or for good guaranteed chip after a nutpunch, especially in conjunction with mimic canceling
B3,4 & B3,4,3
B3,4 is most useful in corner, where almost every string can lean to a combo off a mimic shadow kick, & a few select strings can even be combos of a mimic cancel, B3,4 can actually cancel into a Mimic rising shadow and actually connect for a combo starter, not to mention it's very + on block, and in addition to this still the full string B3,4,3 does the most chip of all of Johnny's strings (3.75%) ends in an overhead, and is safe on block (-2)
F3 & F3,4
F3 is 9 frames start and more importantly, moves a good distance forward, making this one of Johnnys best wiff punishers, if not his best, it's also a great footsie tool, and since it can be mimic canceled, it's also a great way to put on & continue pressure, F3,4 isn't quite as useful since it can't be canceled, it moves you forward considerably, so it can be used to wiff punish, but because it's -8 on block, you will eat a full combo if you slip up and they block it, so beware!
Extra
His X-Ray is +15 on block and it's an overhead
Part 2 (Mimic Canceling & Force Balls)
Activating Mimic itself requires 42 frames, during this period you cannot use any strings or move, but you can use a rising shadow or shadow kick almost immediately upon activating mimic, this is how you make activating mimic safe.
Mimic Canceling Strings
You can also cancel most of JC's strings into a mimic cancel, making you plus on block, though the cancel itself is can be interrupted by some special moves (Like Kung Lao's vortex) it's fast enough to actually trade with kung lao's spin, meaning there's at worst, a 5 frame gap (Depending on the string)
(It's also important to note that you can mimic cancel pokes as well)
Active Mimic shadow kicks
So while mimic canceling is an important part of JC's pressure and is something you'll need to learn, there is a 5 frame gap or more (depending on the string) between the string itself and and the performing of the shadow kick that makes it safe. However if you already have mimic activated, and don't have to take the time to cancel into it, then your opponent has one option, block, because some of your strings are up to +6 after a mimic shadow kick lands, allowing you to move into a 1,1 f3 or even a D4
Rising shadow pressure & hit confirming
If it's not enough that JC is + on block after mimic shadow kick his EX rising shadow hits twice, the second hit being an overhead forcing the player to block high, but what's ridiculous about this move is it's recovery time, while the second part of the move is still coming out (Meaning the overhead) you can actually move around, infact it's so plus on block you can actually land a free jump in on your opponent, even against Kung Lao (So you could actually do; jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) for 19.75% of guaranteed chip). If the EX Rising shadow lands (or even just the overhead part), it's easily confirmable into a nut punch combo. Rising shadow also opens up the door to a more damaging Johnny, and potentially a more respectful, block happy opponent, seeing as you can confirm any combo other than 1,1,4 & 1,1,3 (Works on Males but not females) into an easy 30% combo back into the same exact nutpunch scenario
EX Force Balls
EX Force Ball are a good, occasional, mix up/alternative to mimic cancels/shadow kicks, they're +3 on block, though they can be crouched under, and interrupted, EX Forceball is best used to buy time while waiting the 5 seconds for mimic to recharge, so you can go back into mimic cancel pressure up close
Part 3 (Corner Pressure)
In the corner Johnny actually gains a few more tools as well as more hit confirmable options
Mimic Shadow Kick hit confirm
In the corner, a landed mimic shadow kick can be full combo'd into (example; Mimic Shadow Kick D1 1,1 1,2 1,2 1,1,4 xx NP) so at any point if your opponent lets go of block, or you fail to hit confirm into a rising shadow you've still be granted a full combo into nut punch.
Mimic canceling strings into corner combos
We briefly went over the fact that you could actually cancel some strings into mimics and actually land the mimic kicks themselves, creating low damage 2 hit combos midscreen, however in the corner these strings lead to full on punishes below are 3 examples of strings that can do exactly this;
F3 xx Mimic Cancel xx Shadow Kick (9 frame wiff punish)
1,2 xx Mimic Cancel xx Shadow Kick (8 frame punish)
B3,4 xx Mimic Cancel xx Shadow Kick (Very + on block, leads to the most meterless damage)
So while all almost all strings can lead to combos after a mimic shadow kick, only a select few can be mimic canceled into & still land a connecting shadow kick, further more B3,4 is actually unique in that it can actually be canceled into mimic rising shadow, which no other string can, so for example;
b3,4 xx Mimic xx db1, 4 xx db1, NJ1 1,2 1,2 1,2 1,1,4 xx bd3 for 45%
Part 4 (Nut Punches)
Why end in nut punch? Say I end a combo with shadow kick, or rising shadow for 1% or 2% more damage, seems to make sense considering you've done more damage and gotten quite a bit of screen carry right? Wrong.
3 reasons hit confirming Nut punches is important
All of your combos should end in nut punches for several reason;
The first, so they don't get away, every time you land a shadow kick or end a combo with some other move, you're giving your opponent the opportunity to wake up, or retaliate, you don't want this.
The Second, you actually do more damage if you end in nut punch, how? through chip, say you use the standard f2,4 d1 f2,4 xx db3 combo for 24%, now that they're stuck in the nut punch hit recovery you can start up any other string, 3,3,3 perhaps, which gives you 3% damage on block, it also opens the opponent back up to all of your mix up options for even more damage, or a whole combo/nut punch back into the same exact situation
The Third, it builds meter, your opponent is going to have to block after a nut punch, so in addition to getting that chip damage, you're building up your meter as well (about 1/4th a bar for landing the nut punch and 1 blocked string!)
Conclusion/Video Guide
The above guide only serves to give you the many pressure tools at Johnny disposal, below is a video guide for those who need a visual refrence, it's up to you to mix up these options and catch your opponent off guard!
Video Guide;