GGACR/Johnny

From Dustloop Wiki
Jump to: navigation, search
Johnny
GGAC Johnny Portrait.png

Defense Modifier: x 1.00
Guts Rating: 4
Stun Resistance: 70
Prejump: 4
Backdash Time: 11
Backdash Invincibility: 1-7
Wakeup (Face Up/Down): 53 / 49

Movement Options
Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport and Divine Blade Transport
Colors
P K S H D
Normal
Johnny normal p.png
Johnny normal k.png
Johnny normal s.png
Johnny normal h.png
Johnny normal d.png
EX
Johnny ex p.png
Johnny ex k.png
Johnny ex s.png
Johnny ex h.png
Johnny ex d.png
Slash
Johnny slash p.png
Johnny slash k.png
Johnny slash s.png
Johnny slash h.png
Johnny slash d.png
#R
Johnny reload p.png
Johnny reload k.png
Johnny reload s.png
Johnny reload h.png
Johnny reload d.png

Overview[edit]

Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.

Strengths and Weaknesses
[edit]

Strengths Weaknesses
  • Great pokes with Good Range.
  • Incredible space control and whiff-punishing ability with Mist Finer levels.
  • High damage potential.
  • Mist Finer Canceling and Coins.
  • Very high tension gain.
  • Often awkward to combo
  • Snowballs very well with unblockable setups and high-damage burst-safe combos
  • Has one of the best backdashes in the game with 7/11 frames of invincibility
  • Norio Wakamoto, that is all.
  • Higher damage costs coins, meter, or both.
  • Somewhat limited high/low mixups
  • Large hurtbox.
  • Most moves are horrible on whiff; every poke is a dedicated decision.


Unique Mechanics[edit]


Coin[edit]

Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.

Guilty Bits Character Intro


Normals[edit]

Ground Normals[edit]

5P[edit]
5P
GGAC Johnny 5P.png
*Snap*
GGXXACPR Johnny-5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid SJR 5 4 6 0

Sparkles. Whiffs over most crouchers. A decent anti-air. Though lacking the invincibility of 6P, it has faster startup and less scaling and proration. On air counter-hit, can jump-cancel for an air combo. Otherwise chain to c.S, or cancel to Coin. Has similar animation to Coin.

5K[edit]
5K
GGAC Johnny 5K.png
GGXXACPR Johnny-5K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Mid SJR 6 5 9 -2

All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game. How to get around your 5K, should be the thought that permeates your opponent's mind. Does not prorate, making it a good hit-confirm for combos. On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage.

c.S[edit]
c.S
GGAC Johnny cS.png
GGXXACPR Johnny-cS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SJR 6 3 8 +3

Sort of an intermediary between 2P and 5K. One frame slower than 2P and less range than 5K, but more frame advantage on block, and a larger hitbox, vertically. A great move to use as your throw option select.

f.S[edit]
f.S
GGAC Johnny fS.png
GGXXACPR Johnny-fS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 Mid SR 8 3 21 -7

Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. Risky to use, but has excellent reach for its speed. Chains to 6H, but only combos on counter-hit or crouch-hit.

5H[edit]
5H
GGAC Johnny 5H.png
GGXXACPR Johnny-5H-1-Hitbox.png

Frame 11

GGXXACPR Johnny-5H-2-Hitbox.png

Frame 12

Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 11 2 33 -16

Big reach. Controls a lot of space, ground-wise and air-wise. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Can be low profiled. Great for stopping jump outs and as a pressure tool.

5D[edit]
5D
GGAC Johnny 5D.png
FLY AWAY
GGXXACPR Johnny-5D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High R 30 8 6 0

Very slow overhead. Johnny's only true standing overhead. On block, neutral at worst, +7 at best. Deceptive reach.

2P[edit]
2P
GGAC Johnny 2P.png
GGXXACPR Johnny-2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid SR 5 3 6 +1

Like a close range version of your 5K. Is all around faster than 5K, but has a little bit of proration. Tends to beat and lose to the same moves as 5K. Natural frame advantage on block. Self-cancels.

2K[edit]
2K
GGAC Johnny 2K.png
GGXXACPR Johnny-2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 L SR 8 4 4 +2

Hits low. Compliments your 5K. Good frame advantage on block, and has a long cancel window. Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. Properly meatied, 2K is reversal safe against many reversals.

2S[edit]
2S
GGAC Johnny 2S.png
GGXXACPR Johnny-2S-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-2S-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SR 9 6 12 -4

What 2K is to 5K, 2S is to f.S. Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff. Prorates a lot. Proper use of 2S is essential to many matchups.

2H[edit]
2H
GGAC Johnny 2H.png
Blow it out your ass
GGXXACPR Johnny-2H-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Mid R 5 6 29 -16

Very fast and lots of reach, both horizontally and a little bit vertically. Moves you backwards. Atrocious on whiff. A very specific move. Gatlings to 5D. Punishable on normal hit. Staggers on CH.

2D[edit]
2D
GGAC Johnny 2D.png
He got dem moves
GGXXACPR Johnny-2D-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-2D-2-Hitbox.png

Frames 14-16

Damage Guard Cancel Startup Active Recovery Frame Adv.
25x2 Low SR 9 2(3)3 22 -8

2 hits, both low. Second hit knocks down. Good to Mist Cancel off of. Good blockstring filler, to train them in to the habit of blocking low. Mixup which hit you Mist Cancel, to keep them wary. Has a little bit more reach than 2S and it doesn't prorate, so it can be a good substitute. But it's also worse to whiff. 2D(1)>Coin will connect on most of the cast at most ranges.

6P[edit]
6P
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SJR 11 6 10 -2

Your 'go to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. Floats on ground hit.

6K[edit]
6K
GGAC Johnny 6K.png
I've got balls of steel
GGXXACPR Johnny-6K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SRF 16 4 16 -3

FRC: 12f-13f Has some upper body invincibility in the middle of its startup. More of an ground to air poke than an anti-air. Wallsticks on counter-hit. Floats on ground hit. Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash. Good for pressure and chasing opponents, but easily called out by low hitting pokes.

6H[edit]
6H
GGAC Johnny 6H.png
GGXXACPR Johnny-6H-1-Hitbox.png

Frame 18

GGXXACPR Johnny-6H-2-Hitbox.png

Frame 19

Damage Guard Cancel Startup Active Recovery Frame Adv.
64 Mid SJR 18 2 32 -15

Hit box moves back slightly at startup. Long range poke, controls a lot of ground space. The highest damage you can get in a single hit. Also your slowest poke. Jump cancellable.

3H[edit]
3H
GGAC Johnny 3H.png
GGXXACPR Johnny-3H-1-Hitbox.png

1st hit (Frames 11-18)

GGXXACPR Johnny-3H-2-Hitbox.png

2nd hit (Frames 21-22)

Damage Guard Cancel Startup Active Recovery Frame Adv.
28x2 Mid SR 11 8(2)2 31 -14

2 hits. First hit hits around the feet, where 5H doesn't. Also has a lot of active frames. Second hit is like a 5H. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do. If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup. Can special cancel at any time, as long as the first hit has made contact.

Air Normals[edit]

j.P[edit]
j.P
GGAC Johnny jP.png
GGXXACPR Johnny-jP-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High, Air SR 6 5 9 -

Your fastest air normal. Self-cancel.


Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K[edit]
j.K
GGAC Johnny jK.png
GGXXACPR Johnny-jK-1-Hitbox.png

Frames 8-9

GGXXACPR Johnny-jK-2-Hitbox.png

Frames 10-13

Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High, Air SJR 8 6 8 -

Crossup. Decent air to ground.


Gatling Options: j.P, j.S, j.D

j.S[edit]
j.S
GGAC Johnny jS.png
GGXXACPR Johnny-jS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High, Air SJR 10 2 23 -

Crossup. Whiffs on crouching hit boxes. Good air to air. Also good air to ground. Can be used to zone out a lot of space. Fast recovery allows for additional movements or attacks afterwards.


Gatling Options: j.P, j.H, j.D

j.H[edit]
j.H
GGAC Johnny jH.png
GGXXACPR Johnny-jH-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 13 5 21 -

Good air to ground. Staggers on counter-hit. Induces plummet on air-hit.


Gatling Options: j.D

j.D[edit]
j.D
GGAC Johnny jD.png
GGXXACPR Johnny-jD-1-Hitbox.png

Frames 8-10

GGXXACPR Johnny-jD-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High, Air SR 8 7 14+5 after landing -

Crossup. Best air to air for hitting opponents above you. Wallbounces. A small amount of recovery upon landing.


Universal Mechanics[edit]

Dead Angle[edit]
Dead Angle Attack
GGAC Johnny 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 14 10 10 -6

Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.

Air Throw[edit]
Air Throw
GGAC Johnny airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 pixels - - - - -

Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.

Ground Throw[edit]
Ground Throw
GGAC Johnny throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 45 pixels F - - - -

Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it.

Specials[edit]

TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA

Mist Finer Stance[edit]
Mist Finer Stance
236P/K/S
GGAC Johnny MistStance.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Stance
236[P/K/S]
- - - - - see notes -
Step Forward
MF Stance -> 66
- - - - - 14 -
Step Backward
MF Stance -> 44
- - - - - 14 -
Stance Cancel
MF Stance -> H
- - - - - 3 -
Up Mist Finer[edit]
Mist Finer: Upper
236P
GGAC Johnny 236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 35 Mid R 9+4 4 17 -4

Will cancel out projectiles, but loses hit potential. Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P. Scores knockdown on air CH, recoin possible when near corner.

Level 2 38 Mid RF 6+4 4 22 -7

FRC: 19f~20f - Reduces Mist Level to 1. Cancels out projectiles.

Level 3 20x9 Mid R 4+4 see notes 20 -5

9 hits. Reduces Mist Level to 1. Cancels out projectiles.

Mid Mist Finer[edit]
Mist Finer: Middle
236K
GGAC Johnny 236K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 32 All R 9+6 3 33 -19

Will cancel out projectiles, but loses hit potential.

Level 2 40 All RF 6+4 3 23 -7

Reduces Mist Level to 1. Cancels out projectiles.

Level 3 18x9 see notes RF 4+4 see notes 25 -8

9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.

Low Mist Finer[edit]
Mist Finer: Lower
236S
GGAC Johnny 236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 29 Low R 9+11 2 29 -14

Will cancel out projectiles, but loses hit potential.

Level 2 35 Low RF 6+5 2 23 -6

FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.

Level 3 17x9 see notes R 4+5 see notes 27 -10

9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.

Glitter Is Gold[edit]
Glitter Is Gold
236H or 214H
GGACR Johnny Glitter.png
Shake it, baby
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
236H 10 All - 5 33 20 Total +4
214H 10 All - 5 65 20 Total +4

You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's 2D or Grand Viper).


Bacchus Sigh[edit]
Bacchus Sigh
214P
GGAC Johnny 214P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F 9 100 53 Total -

FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.

Ensenga[edit]
Ensenga
j.41236H
GGAC Johnny j41236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6, 62 High, Air R 9 2(2)3 16 after landing -25

Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62, causes Blowback effect, which can score knockdown at low heights. Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second.

Divine Blade[edit]
Divine Blade
623S -> S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Transport
623S
- - F - - 35+5 after landing -
Attack
623S > S
50 All F 5+7 10 7 after landing -


Air Divine Blade[edit]
Air Divine Blade
j.236S
GGAC Johnny 623SS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 All F 13 10 13 after landing -7

FRC: 15f~16f - Cancels out projectiles.

Killer Joker[edit]
Killer Joker
421S -> S
GGAC Johnny 421S.png
GGAC Johnny 421SS.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Transport
421S
- - F - - 34+5 after landing -
Attack
421S > S
40 All RF 8+10 3 14 after landing -
Air Killer Joker[edit]
Air Killer Joker
j.214S
GGAC Johnny 421SS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 All RF 9 3 13 after landing -

FRC: 12f~14f - On FRC, restores air movement

Force Breaks[edit]

Jackhound[edit]
Jackhound
214D
GGAC Johnny 214D.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal
214D
50 Mid R 13 2 35 -20
Stance Jackhound
MF Stance > 214D
50 Mid R 6 2 35 -20
Stance Step Jackhound
MF Stance Step > 214D
50 Mid R 3 2 35 -20

Consumes 25% Tension. Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.

(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration.

(During Mist Stance Dash) - Staggers on ground hit (65F max). 51F float on air hit. 80% initial proration.

Return Jack[edit]
Return Jack
Jackhound -> 236D
GGAC Johnny 236D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid R 12+1 2 65 -48

Consumes 25% Tension. On hit, increases Mist Level by one.

Overdrives[edit]

That's My Name[edit]
That's My Name
632146H
GGAC Johnny 632146H.png
Don't Forget It.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20, 65x2 Mid R, -x2 4+4 3 22 -6

4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny.

Uncho's Iai[edit]
Uncho's Iai
j.236236H
GGACR Johnny j236236H.png
BUURRRRRRAVO DAZE
Damage Guard Cancel Startup Active Recovery Frame Adv.
50x2 High, Air R 5+3 3 24 -

Instant Kill[edit]

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal Mid - 7+10 - - +4

It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell. Overall, as bad as any IK.


Roadmap[edit]

75% complete
Page Status Completion Score
Overview TODO: Special Move Hitboxes. Hurtboxes. Expand. 18/26
Combos TODO: Reformat. Provide Examples. 6/10
Okizeme TODO: Create 0/10
Strategy TODO: needs "fighting johnny" section 10/12
Frame Data Cross Check 41/42

For a list of criteria for appraising character pages see this page.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Johnny/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc