GGACR/Johnny: Difference between revisions

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==Force Breaks==
==Force Breaks==
======<font style="visibility:hidden" size="0">Jackhound</font>======
======<font style="visibility:hidden" size="0">Jackhound</font>======

Revision as of 05:48, 21 December 2019

GGACR Johnny Nameplate.png
GGAC Johnny Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport and Divine Blade Transport
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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.

Pros
Cons
  • 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

{{#evt: service=youtube

id=https://youtu.be/6NfJ3pn0FgQ

}}


Normals

Ground Normals

5P
5P
GGAC Johnny 5P.png
*Snap*
GGXXACPR Johnny-5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 5 4 6 0/-2/+1/+3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SJR 9 10 10 11
GGAC Johnny 5P.png
GGXXACPR Johnny-5P-Hitbox.png


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
5K
GGAC Johnny 5K.png
GGXXACPR Johnny-5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 6 5 9 -2/+0/+3/+5 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Johnny 5K.png
GGXXACPR Johnny-5K-Hitbox.png


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
GGAC Johnny cS.png
GGXXACPR Johnny-cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 3 8 +3/+2/+5/+7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Johnny cS.png
GGXXACPR Johnny-cS-Hitbox.png


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
GGAC Johnny fS.png
GGXXACPR Johnny-fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Mid 8 3 21 -7/+5/+8/+10 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC Johnny fS.png
GGXXACPR Johnny-fS-Hitbox.png


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
GGAC Johnny 5H.png
GGXXACPR Johnny-5H-1-Hitbox.png

Frame 11

GGXXACPR Johnny-5H-2-Hitbox.png

Frame 12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 11 2 33 -16/+7/+10/+12 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Johnny 5H.png
GGXXACPR Johnny-5H-1-Hitbox.pngGGXXACPR Johnny-5H-2-Hitbox.png
Frame 11 • Frame 12
•Attack is fully extended on 12F


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
GGAC Johnny 5D.png
FLY AWAY
GGXXACPR Johnny-5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High 30 8 6 0 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Johnny 5D.png
GGXXACPR Johnny-5D-Hitbox.png


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

2P
2P
GGAC Johnny 2P.png
GGXXACPR Johnny-2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 3 6 +1/-2/+1/+3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% SR 9 10 10 11
GGAC Johnny 2P.png
GGXXACPR Johnny-2P-Hitbox.png


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
GGAC Johnny 2K.png
GGXXACPR Johnny-2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 8 4 4 +2/-2/+1/+3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 75% SR 9 10 10 11
GGAC Johnny 2K.png
GGXXACPR Johnny-2K-Hitbox.png


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
GGAC Johnny 2S.png
GGXXACPR Johnny-2S-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-2S-2-Hitbox.png

Frames 11-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 9 6 12 -4/+2/+5/+7 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 75% SR 13 14 14 13
GGAC Johnny 2S.png
GGXXACPR Johnny-2S-1-Hitbox.pngGGXXACPR Johnny-2S-2-Hitbox.png
Frames 9-11 • Frames 12-14


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
GGAC Johnny 2H.png
Blow it out your ass
GGXXACPR Johnny-2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 Mid 5 6 29 -16 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 19 18 15
GGAC Johnny 2H.png
GGXXACPR Johnny-2H-Hitbox.png
•Staggers on ground CH (max 41F)
•Johnny is in CH state 1~35F


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
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×2 Low 9 2(3)3 22 -8/+5/+8/+10 4 11×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 Launch 16, Down 14
GGAC Johnny 2D.png
GGXXACPR Johnny-2D-1-Hitbox.pngGGXXACPR Johnny-2D-2-Hitbox.png
Frames 9-10 • Frames 14-16


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
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Mid 11 6 10 -2/+2/+5/+7 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% 1~4F Upper Body
5~16F Above Knees
SJR 13 Launch 28 14 13
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png


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
GGAC Johnny 6K.png
I've got balls of steel
GGXXACPR Johnny-6K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 16 4 16 -3/+5/+8/+10 4 14 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 7~13F Upper Body SRF 16 Launch 35 14 12~13F
GGAC Johnny 6K.png
GGXXACPR Johnny-6K-Hitbox.png
•Wall sticks on CH (untechable for 90F, sticks for 30F)


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
GGAC Johnny 6H.png
GGXXACPR Johnny-6H-1-Hitbox.png

Frame 18

GGXXACPR Johnny-6H-2-Hitbox.png

Frame 19

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
64 Mid 18 2 32 -15/+7/+10/+12 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Johnny 6H.png
GGXXACPR Johnny-6H-1-Hitbox.png
•Blows back opponent on air hit


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
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28×2 Mid 11 8(2)2 31 -14/+7/+10/+12 5 10×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 18 19 18 15
GGAC Johnny 3H.png
GGXXACPR Johnny-3H-1-Hitbox.pngGGXXACPR Johnny-3H-2-Hitbox.png
1st hit (Frames 11-18) • 2nd hit (Frames 21-22)


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
GGAC Johnny jP.png
GGXXACPR Johnny-jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 6 5 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Johnny jP.png
GGXXACPR Johnny-jP-Hitbox.png


Your fastest air normal. Self-cancel.


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

j.K
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 8 6 8 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Johnny jK.png
GGXXACPR Johnny-jK-1-Hitbox.pngGGXXACPR Johnny-jK-2-Hitbox.png
Frames 8-10 • Frames 11-13


Crossup. Decent air to ground.


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

j.S
j.S
GGAC Johnny jS.png
GGXXACPR Johnny-jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 10 2 23 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Johnny jS.png
GGXXACPR Johnny-jS-Hitbox.png


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
j.H
GGAC Johnny jH.png
GGXXACPR Johnny-jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 13 5 21 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Johnny jH.png
An air-to-ground you're gonna be using
GGXXACPR Johnny-jH-Hitbox.png
•Staggers on ground CH (max 35F)
•Slams down opponent on air hit


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


Gatling Options: j.D

j.D
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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 8 7 14+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 24 + WBounce 13
GGAC Johnny jD.png
GGXXACPR Johnny-jD-1-Hitbox.pngGGXXACPR Johnny-jD-2-Hitbox.png
Frames 8-10 • Frames 11-14


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
GGAC Johnny 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 14 10 10 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~13F All
14~23F Above Knees
14~28F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png


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

Air Throw
Air Throw
GGAC Johnny airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Johnny airThrow.png
•Sends opponent on opposite side of throw direction


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
GGAC Johnny throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 40% F Launch 43 36~39F
GGAC Johnny throw.png
•Johnny has 18F to hit opponent (40F on FRC)


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
GGAC Johnny MistStance.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Stance
236[P/K/S]


236[P/K/S]
Mist Finer Stance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
See notes
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/-
GGAC Johnny MistStance.png
Character-defining
•In CH state during stance
•Can input Mist Stance Cancel from 2F onwards
•Startup: LV1: 8F, LV2: 5F, LV3: 3F
•Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F, LV2: 7F, LV3: 5F
Step Forward
MF Stance -> 66
Step Backward
MF Stance -> 44
Stance Cancel
MF Stance -> H
Up Mist Finer
Mist Finer: Upper
236P
GGAC Johnny 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1

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

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

Level 3

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

Mid Mist Finer
Mist Finer: Middle
236K
GGAC Johnny 236K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1

Will cancel out projectiles, but loses hit potential.

Level 2

Reduces Mist Level to 1. Cancels out projectiles.

Level 3

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

Low Mist Finer
Mist Finer: Lower
236S
GGAC Johnny 236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1

Will cancel out projectiles, but loses hit potential.

Level 2

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

Level 3

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

Glitter Is Gold
Glitter Is Gold
236H or 214H
GGACR Johnny Glitter.png
Shake it, baby
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236H


236H
Glitter Is Gold
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 5 33 Total 20 +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.20 13 14 14 6
GGACR Johnny Glitter.png
GGACR Johnny 236H Hitbox.png
•Increases Mist Finer by 1 level on hit
•Consumes 1 Coin
214H


214H
Glitter Is Gold (Upward)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 5 65 Total 20 +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.20 13 14 14 6
GGACR Johnny Glitter.png
GGACR Johnny 236H Hitbox.png
•Increases Mist Finer by 1 level on hit
•Consumes 1 Coin

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
Bacchus Sigh
214P
GGAC Johnny 214P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P
Bacchus Sigh
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 100 Total 53
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/- F 41~46F
GGAC Johnny 214P.png
GGACR Johnny 214P Hitbox.png
First active is behind Johnny
•Causes Mist Finer to becomes unblockable for 357F if the Mist touches the opponent
•Fastest the Mist can touch the opponent at point blank range is 28F (Tested on Sol)


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
GGAC Johnny j41236H.png
GGXXACPR Johnny-j41236H-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-j41236H-2-Hitbox.png

Frames 13-15

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.41236H
Ensenga
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6, 62 High/Air 9 2(2)3 Until landing+16 -25 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.60×2 90% R 13 14, Launch 60, 30 6, 13
GGACR Johnny j41236H-1.pngGGACR Johnny j41236H-2.png
Enkasu • Ensenga
GGXXACPR Johnny-j41236H-1-Hitbox.pngGGXXACPR Johnny-j41236H-2-Hitbox.png
Frames 9-10 • Frames 13-15
•Johnny is in a crouching state during landing recovery
•Listed Frame Adv is for TK Ensenga performed as fast as possible (2nd hit has startup 17F)


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
GGAC Johnny 623S.png
[[File:GGAC_Johnny_623SS.png|175x250px|center]]
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Transport
623S


623S
Divine Blade Transport
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35+5 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- 5~17F Strike F 8~10F
GGAC Johnny 623S.png
•Performing FRC or Divine Blade removes invincibility
•Johnny is airborne from 5F onwards
•Johnny is in CH state until landing
•Can cancel to Divine Blade from 6~34F
•Auto Jump Install
Attack
623S > S
Air Divine Blade
Air Divine Blade
j.236S

[[File:GGAC_Johnny_623SS.png|175x250px|center]]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236S
Air Divine Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 13 10 Until landing+13 -7 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20 80% F 18 Down 20 15 15~16F
GGAC Johnny 623SS.png
GGACR Johnny 623SS Hitbox.png
See note on transport
•Listed Frame Adv is for TK Air Divine Blade perfomed as fast as possible (startup 17F)
•Ground bounces opponent on CH (untechable for 30F)


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

Killer Joker
Killer Joker
421S -> S
GGAC Johnny 421S.png
[[File:GGAC_Johnny_421SS.png|175x250px|center]]
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Transport
421S


421S
Killer Joker Transport
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
29+5 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- F 10~12F
GGAC Johnny 421S.png
•Johnny is airborne from 8F onwards
•Johnny is in CH state until landing
•Can cancel into Killer Joker from 9~28F
Attack
421S > S
Air Killer Joker
Air Killer Joker
j.214S
GGAC Johnny 421SS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.214S
Air Killer Joker
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 9 3 Until landing+13 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 90% RF 16 Launch 30 0 12~14F
GGAC Johnny 421SS.png
GGACR Johnny 421SS Hitbox.png
•RCing and FRCing restores jump options
•Can only perform once per jump


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

Force Breaks

Jackhound
Jackhound
214D
GGAC Johnny 214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
214D


214D
Jackhound
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 13 2 35 -20 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
60% 13~15F Strike R 16 Stagger 47 47 0
GGAC Johnny 214D.png
Go through them
GGACR Johnny 214D Hitbox.png
Second active is further out
•Can pass through the opponent
•Johnny is in CH state during move
•Can cancel into Return Jack from 28F onwards
•Staggers on normal hit for max 47F
Stance Jackhound
MF Stance > 214D
Stance Step Jackhound
MF Stance Step > 214D

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
Return Jack
Jackhound -> 236D
GGAC Johnny 236D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Overdrives

That's My Name
That's My Name
632146H
GGAC Johnny 632146H.png
Don't Forget It.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
That's My Name
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 65×2 Mid 4+4 3 22 -6 5 20 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F All
9~10F Throw
9~17F Above Knees
R, -×2 18 Down Stand 15
GGAC Johnny 632146H.png
Don't Forget It
GGACR Johnny 632146H Hitbox.png
•Knocks down opponent on hit
•Roman Cancel possible on 1st hit only
•1st hit forces opponent into standing state on ANY hit
•RCing the first hit on hit has Frame Adv +25
•2nd and 3rd hits do not occur if 1st hit is blocked


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
GGACR Johnny j236236H.png
BUURRRRRRAVO DAZE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236236H
Uncho's Iai
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×2 High/Air 5+3 3 Until landing+24 5 15 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
90% 1~9F All
10~10F Throw
R 18 Launch 40, 30 15
GGACR Johnny j236236H-1.pngGGACR Johnny j236236H-2.png
GGACR Johnny j236236H Hitbox.png


Instant Kill

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Satou enter Japan Mikado - Retired GOAT. Origin of the Satou Step Link
Omito enter Japan Mikado - Retired to Xrd Before the turn of the era where he became the strongest Xrd player. AC Footage
BLEED enter Japan - Retired BLEED -
Jonio enter Japan Mikado - Retired to Xrd The man who streamed nearly every Mikado +R event.
Kabegiwa no DC enter Japan - - Retired to Xrd Known predominantly for flippantly wasting coins Link

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


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.