As far as reliable pressure, you really do need to use coins in your strings to make them hesitate unless you're at level 3. Example:
5h > mc > 5h > mc > dash > 2d > mc > 5h > mc > 6h
In this string normally by the first dash, theyll jump out. However if you change it >
5h > mc > 5h > coin > dash > 3h > mc > 5h > coin > mc > 5h > mc > 2d blah blah
They see a coin the first time then hesitate before the jump, allowing an extra 40 points to be racked up on the guard bar. Johnnys pressure is really freestyle, so you have to change guessing what they want to do. If you think theyre going to jump, 5h, if you're kinda far back and think theyre getting ready to strike back during your forward dash, 6h etc etc.
As far as anti airs it needs to be specific, if they 8 jump wait for you to whiff then dash, throw a high mist finer, its a pretty safe anti air. If its a character with a lower jump such as HOS, and you're spaced a little farther back, 5h can be a decent anti air. If theyre simply jumping and trying to attack on the way down, 6k can be useful in SOME situations. If theyre just looking to get out of the pressure by iading, 8 jump and throw them back into the corner for a free coin / mist / 5k > mmf2 loop.
A good way to make your tk ensenga a little less predictable is to JC moves into it, it makes it easier to hit and is less expected, examples:
5k > JC > ensenga
5©S > JC > ensenga
6h > JC > ensenga
5k > 5©S > JC > ensenga
Coining into it is also a nice change, most people tend to expect dashes after johnnys coins, throwing the overhead can make someone hesitate the next time around.
Ill probably end up making Robo my next video for specifics, theres going to be a reference to his throw knockdowns in it so you can see it and possibly get a better visual on it.
Edit: i think testaments next actually, havent decided yet. As for throw combos >
corner enkasu is throw > j.k > j.s > j.d > enkasu
Mid screen kj frc enkasu:
throw > j.k > j.p > j.s > dj.s > dj.h > kj frc ad > j.k > j.s > j.d > enkasu