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Johnny
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 12 1.44 3 8 1 HLF CJR 5 4 6 0 -
K 16 2.64 6 7 2 HLF CJR 6 5 9 -2 -
c.S 26 2.66 10 7 3 HLF CJR 6 3 8 +3 -
f.S 34 3.84 14 6 4 HLF CR 8 3 25 -11 -
H 42 3.84 20 6 5 HLF CR 11 2 33 -16 Move extends to full on frame 12.
6P 25 2.64 10 7 3 HLF CJR 11 6 10 -2 1->4F Upper Body Invincibility. 5->16F Above Knee Invcincibility. Ground hit causes 28F float effect. 80% Proration.
6K 30 3.84 14 20 4 HLF JRF 16 4 16 -3 7->13F Upper Body Invincibility. 35F float effect. CH causes Wallstick(78F total untechable, 30F Wallstick). FRC Timing 12->13F.
6H 64 3.84 20 9 5 HLF CJR 18 2 32 -15 Midair hit causes blowback.
Dust 22 2.64 8 20 3 HF R 28 8 6 0 -
DA 25 2.64 10 7 3 All R 14 10 10 -6 50% proration. 1->13F Invincibility. 14->23F Above Knees Invincibility. 14->28F Throw Invincibility. Causes Wallbounce. Ground hit causes 28F untechable time.
2P 10 1.44 3 8 1 HLF CR 5 3 6 +1 90% Proration.
2K 12 2.64 6 7 1 L CR 8 4 4 +2 75% Proration.
2S 30 2.64 8 7 3 LF CR 9 6 12 -4 75% Proration.
2H 48 3.84 20 6 5 HLF R 5 6 29 -16 CH causes Stagger effect(53F Max). 1->35F Johnny is in CH state.
3H 28x2 3.84x2 20x2 6 5 HLF CR 11 8(2)2 31 -14 -
2D 25x2 3.84x2 11x2 6 4 LF CR 9 2(3)3 22 -8 2nd hit causes Knockdown.
j.P 12 1.44 3 8 1 HA CR 7 5 9 - -
j.K 20 2.64 6 7 2 HA CJR 8 6 8 - -
j.S 32 2.64 10 7 3 HA CJR 10 2 23 - -
j.H 40 2.64 10 7 3 HA CR 13 5 21 - CH Causes Stagger effect(39F Max). Air Hit causes opponent to plummet.
j.D 44 2.64 10 7 3 HA CR 8 7 14 - Causes 24F Wallbounce. 5F Landing Recovery.
Throw 40 4.0 - 6 - 45dot - - - - - Causes float effect. 40% Forced Proration. Opponent may tech 15F after your throw recovery ends.
Air Throw 60 4.0 - 6 - 88dot - - - - - Causes 60F Wallbounce. 50% Forced Proration.
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Mist Finer P (Lv1) 236P 35 1.0/7.2 14 6 4 HLF R 9+4 4 17 -4
Midair Hit causes 36F Blowback. Midair CH causes Knockdown. *1 *2
Mist Finer K (Lv1) 236K 32 1.0/7.2 14 10 4 All R 9+6 3 33 -19
Hit causes 25F float effect. 85% Proration. *1 *2
Mist Finer S (Lv1) 236S 29 1.0/7.2 11 6 4 LF R 9+11 2 29 -14
Ground Hit causes Knockdown. 85% Proration. *1 *2
Mist Finer P (Lv2) 236P 38 1.0/12 20 6 5 HLF RF 6+4 4 22 -7
Hit causes 55F Wallbounce. 19->20F FRC Timing. *1 *3
Mist Finer K (Lv2) 236K 40 1.0/12 20 6 5 All R 6+4 3 26 -7
Hit causes 70F Blowback. Hit causes 40F Slide effect. 90% Proration. FRC Timing 19->20F. *1 *3
Mist Finer S (Lv2) 236S 35 1.0/12 15 6 5 LF R 6+5 2 23 -6
Hit causes 42F Float effect. Hit causes Vacuum effect. 85% Proration. FRC Timing 19->20F. *1 *3
Mist Finer P (Lv3) 236P 20x9 3.0/2.88x9 20x9 3x9 5 HLF R 4+4 ??? 20 -5
Hit causes Float effect. Hit causes Knockdown. Active as shown: {4(3)}x3 {3(4)4(3)}x2 3(4)4. *1 *3
Mist Finer K (Lv3) 236K 18x9 3.0/2.88x9 20x9 3x9 5 LF R 4+4 ??? 25 -8
Hit causes Float effect. Hit causes Knockdown. Hits 3, 5, 6, and 9 have a GB rating of 15. Must be blocked low or FDed in the air. Active as shown: (4)4(4)2(4)3(5)2(4)3(4)3(5)2. *1 *3
Mist Finer S (Lv3) 236S 17x9 3.0/2.88x9 25x9 3x9 5 LF R 4+5 ??? 27 -10
Hit causes Knockdown. Hits 7, and 8 have a GB of 20. May be blocked by any means. Active frames as shown: {2(5)}x5 2(4)3(4)3(5)2 *1 *3
Mist Finer Stance 236[P/K/S] - 0.5/- - - - - - - - - -
Mist Stance Cancel input possible on 2F+. Fastest possible time to input Mist Stance Cancels as shown- LV1:9F. LV2 6F. LV3: 4F. All other Mist Stance options available must be done one frame later. LV1: 10F. LV2: 7F. LV3: 5F.
Mist Stance Dash - 66 - - - - - - - - - 14 -
From 2->9F, additional Mist Stance Dash input possible. From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible.
Mist Stance Backdash - 44 - - - - - - - - - 14 -
From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible.
Mist Stance Cancel - H - - - - - - - - - 4 -
Fastest possible Mist Cancels available as shown- LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F)
Glitter is Gold 236P 10 0.75/1.2 0 12 3 All - 5 - 20 +4
6F Hit Stop. Powers up Mist Finer by 1 level. Uses up 1 Coin per use.
Ensenga 41236H 6,62 2.0/3.6x2 10x2 7 3 HA R 9 2(2)3 16 Landing -25
1st hit causes Knockdown. 2nd hit causes Blowback effect. Upon landing, is in a crouching state until recovery ends. 6F Hit Stop on 1st hit. 90% Proration. Frame advantage listed was performed as quickly off the ground as possible. (2nd hit has a 17F startup)
Bacchus Sigh 214P - 1.0/- - - - - F 9 100 53 -
FRC Timing 41->46F. Hit causes Mist Finer to become unblockable for 357F. 28F is the soonest the Mist can hit the opponent at point blank range (Tested on Sol).
Divine Blade Transport 623S - 2.0/- - - - - F - - 37 -
From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 11->13F. 9->31F, Divine Blade input possible.
Divine Blade - S 50 -/1.2 0 12 5 All F 8+7 10 14 Landing -
Nullifies projectiles and retains hit potential. Hit causes opponent to plummet. 20F untechable time. FRC Timing 9->10F *3
Divine Blade (Air) j.236S 50 3.0/1.2 0 12 5 All F 13 10 13 Landing -7
Nullifies projectiles and retains hit potential. Hit causes opponent to plummet. 20F untechable time. FRC Timing 15->16F. Frame advantage listed was performed as quickly off the ground as possible (17F startup). *3
Killer Joker Transport 421S - 2.0/- - - - - F - - 34 -
From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 10->12F. 9->28F, Killer Joker input possible.
Killer Joker - S 40 1.0/2.4 14 9 4 All RF 8+10 3 14 Landing -
Hit causes 36F Float effect. Hit causes Vacuum effect. FRC Timing 13->15F. *1
Killer Joker (Air) j.214S 32 1.0/2.4 14 6 4 All RF 9 3 13 Landing -
Hit causes 31F Float effect. Hit causes Vacuum effect. FRC Timing 12->14F. RCing or FRCing the move will reset the jump count. *1
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Jackhound 214D 50 -25% 14 8 4 HLF R 13 2 35 -20
13->15F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(47F Max). Mid air hit causes 46F Float effect. Johnny is in a CH state until the move ends. 60% Proration. From 28F+, Return Jack input possible. *1
Mist Stance Jackhound - 214D 50 -25% 14 8 4 HLF R 6 2 35 -20
6->8F Strike Invincibility. Can pass through though the opponent. Ground hit causes Stagger effect(52F Max). Mid air hit causes 51F Float effect. Johnny is in a CH state until the move ends. 70% Proration. Fastest possible Mist Stance Jackhounds possible according to level as shown (includes frames requires to get into Mist Stance)- LV1: 15F(9+6). LV2: 12F(6+6). LV3: 10F(4+6). From 21F+, Return Jack input possible. *1
Mist Stance Dash Jackhound - 66214D 50 -25% 14 8 4 HLF R 3 2 35 -20
3->5F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(65F Max). Mid air hit causes 47F Float effect. Johnny is in a CH state until the move ends. 80% Proration. Fastest total startup possible, assuming you are already in Mist Stance, is 4F(1F Dash+3F startup of Jackhound). From 18F+, Return Jack input possible. *1
Return Jack 236D 60 -25% 20 11 5 HLF R 1+12 2 65 -48
13->15F Invincibility. Can pass through the opponent. Hit causes 49F Float effect. Johnny is in a CH state until recovery ends. 60% Forced Proration. Hit raises Johnny's current Mist Finer level by 1.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
That's My Name 632146H 20,65x2 -50% 20 6 5 HLF R 4(flash) + 4 3 22 -6
1->8F Invincibility. 9->10F Throw Invincibility. 9->17F Above Knees Invincibility. Hit causes Knockdown. Roman Cancel possible on 1st hit. Roman Cancel Hit causes forced standing effect. Frame Advantage +25.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Joker Trick 236236H Fatal - 20 - - HL - 13+??15 37 3 -6
54F IK Activation. The Card stays active for 177F. Will keep going off screen for the full amount of frames or stop if someone is hit or it is blocked. If Johnny is hit while the card is out it vanishes. *1
*1: 0F Hit Stop
*2: Cancels projectiles, but loses hit potential.
*3: Cancels projectiles, and retains hit potential.

-Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It does NOT take the Cancel's recovery frames into account.

-Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel.

-You may ONLY perform Killer Joker(Air) once per time you are airborne. Inputting the command a second time will cause a j.S to come out.


Gatling Table

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2D-yes
6P-----yesyes
5K--c.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
2K6Pc.5S, f.5S, 2S2H5D, 2D-yes
6K------yes
c.5S6P2K-5H, 2H5D, 2Dyesyes
f.5S--2S2H, 6H5D-yes
2S---5H, 2H--yes
5H----5D-yes
2H----5D--
6H-----yesyes
5D-----homing jump on hit-
2D------yes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.P-j.S-j.Dyesyes
j.S---j.Hj.Dyesyes
j.H----j.D-yes
j.D------yes
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Translator Author Revision Status
RedBeard Gwyrgyn Blood v0.2 10/02/07 Unchecked
Dustloop.com
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