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== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name (English/Japanese) !! width="85"|Color | |||
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | |||
|- | |||
| Satou || style="text-align:center;"| [[File:AC_Johnny_normal_d.png|enter|90px]] | |||
| Japan || Mikado || - || Retired || GOAT. Origin of the ''Satou Step'' || [https://youtu.be/bOYezef373I Link] | |||
|- | |||
| Omito || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]] | |||
| Japan || Mikado || - || Retired to Xrd || Before the turn of the era where he became the strongest Xrd player. || [https://youtu.be/lJfXCmFtAhw AC Footage] | |||
|- | |||
| BLEED || style="text-align:center;"| [[File:Johnny_slash_h.png|enter|90px]] | |||
| Japan || || - || Retired|| BLEED || - | |||
|- | |||
| Jonio || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]] | |||
| Japan || Mikado || - || Retired to Xrd || The man who streamed nearly every Mikado +R event. || | |||
|- | |||
| Kabegiwa no DC || style="text-align:center;"| [[File:Johnny_reload_h.png|enter|90px]] | |||
| Japan || - || - || Retired to Xrd || Known predominantly for flippantly wasting coins || [https://youtu.be/JQgYpsSd0M4 Link] | |||
|} | |||
==[[Dustloop_Wiki:Roadmap/GGACR#Johnny|Roadmap]]== | ==[[Dustloop_Wiki:Roadmap/GGACR#Johnny|Roadmap]]== |
Revision as of 00:29, 16 December 2019
Overview
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.
In terms of playstyle, Johnny a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
Johnny Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options.
- Great pokes with Good Range.
- Incredible space control and whiff-punishing ability with Mist Finer levels.
- High damage potential.
- Mist Finer Canceling and Coins allow Johnny to remain safe on block.
- 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.
- Voiced by Norio Wakamoto.
- Higher damage costs coins, meter, or both.
- Somewhat limited high/low mixups
- Large hurtbox.
- Prone to getting low-profiled.
- Optimal combos are intensively character specific.
- Can be extremely difficult to score knockdowns out of extended damage combos.
- Most moves are horrible on whiff; every poke is a dedicated decision.
Unique Mechanics
Coin
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 | |
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{{#evt: service=youtube |
id=https://youtu.be/6NfJ3pn0FgQ
}} |
Normals
Ground Normals
5P
5K
5K |
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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
c.S |
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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
f.S |
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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
5H |
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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
5D |
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Very slow overhead. Johnny's only true standing overhead. On block, neutral at worst, +7 at best. Deceptive reach. |
2P
2P |
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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
2K |
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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
2S |
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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
2H |
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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
2D |
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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
6P |
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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
6K |
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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
6H |
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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
3H |
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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
j.P
j.P |
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Your fastest air normal. Self-cancel.
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j.K
j.K |
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Crossup. Decent air to ground.
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j.S
j.S |
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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.
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j.H
j.H |
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Good air to ground. Staggers on counter-hit. Induces plummet on air-hit.
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j.D
j.D |
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Crossup. Best air to air for hitting opponents above you. Wallbounces. A small amount of recovery upon landing. |
Universal Mechanics
Dead Angle
Dead Angle Attack |
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Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state. |
Air Throw
Air Throw |
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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
Ground Throw |
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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
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance
Mist Finer Stance 236P/K/S |
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Up Mist Finer
Mist Finer: Upper 236P |
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Mid Mist Finer
Mist Finer: Middle 236K |
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Low Mist Finer
Mist Finer: Lower 236S |
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Glitter Is Gold
Glitter Is Gold 236H or 214H |
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Bacchus Sigh
Bacchus Sigh 214P |
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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
Ensenga j.41236H |
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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
Divine Blade 623S -> S |
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Air Divine Blade
Air Divine Blade j.236S |
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FRC: 15f~16f - Cancels out projectiles. |
Killer Joker
Killer Joker 421S -> S |
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Air Killer Joker
Air Killer Joker j.214S |
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FRC: 12f~14f - On FRC, restores air movement |
Force Breaks
Jackhound
Jackhound 214D |
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Return Jack
Return Jack Jackhound -> 236D |
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Consumes 25% Tension. On hit, increases Mist Level by one. |
Overdrives
That's My Name
That's My Name 632146H |
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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
Uncho's Iai j.236236H |
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Instant Kill
Joker Trick in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Satou | Japan | Mikado | - | Retired | GOAT. Origin of the Satou Step | Link | |
Omito | Japan | Mikado | - | Retired to Xrd | Before the turn of the era where he became the strongest Xrd player. | AC Footage | |
BLEED | Japan | - | Retired | BLEED | - | ||
Jonio | Japan | Mikado | - | Retired to Xrd | The man who streamed nearly every Mikado +R event. | ||
Kabegiwa no DC | Japan | - | - | Retired to Xrd | Known predominantly for flippantly wasting coins | Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •