GGAC/Johnny/Frame Data

From Dustloop Wiki
Jump to: navigation, search

Normals[edit]

Name 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

Specials[edit]

Name 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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
  • see notes *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
j.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
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
  • see notes *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
  • see notes *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
  • see notes *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.

Force Breaks[edit]

Name 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
  • see notes *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
  • From 18F+, Return Jack input possible
  • see notes *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

Overdrives[edit]

Name 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 on hit

Instant Kill[edit]

Name 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
  • If Johnny is hit while the card is out it vanishes
  • see notes *1

Gatling Table[edit]

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D sp
6P - - - - - j, sp
5K - - c.S, f.S, 2S 5H, 2H 5D, 2D j, sp
2K 6P c.S, f.S, 2S 2H 5D, 2D sp
6K - - - - - sp
c.S 6P 2K - 5H, 2H 5D, 2D j, sp
f.S - - 2S 2H, 6H 5D sp
2S - - - 5H, 2H - sp
5H - - - - 5D sp
2H - - - - 5D -
6H - - - - - j, sp
5D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S - j.D j, sp
j.S - - - j.H j.D j, sp
j.H - - - - j.D sp
j.D - - - - - sp
Guilty Gear XX Accent Coree
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc