GGX/Johnny

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< GGX

Overview

Overview
Johnny loops unblockables
GGX Johnny Nameplate.png
GGX Johnny Portrait.png
Damage Received Mod
x1
Guts Rating
4/5
Gravity Mod
x1.15
Stun Resistance
68
Prejump
3F
Backdash
12F (1~7F Strike Invuln)
Wakeup Timing
F (Face Up)/ F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Step Dash
Fastest Attack
Reversals

 Johnny

Pros
Cons
  • Looping unblockables: With Bacchus Sigh, Johnny can set up an unblockable Mist Finer after almost any knockdown, including Mist Finer itself.
  • Coin management: Coins are a finite resource. When they run out, many of the scarier aspects of Johnny's offense become less effective or even outright unavailable.
  • Struggles against zoning: Johnny's movement options, although interesting for offense, leave much to be desired in terms of getting past zoning tools.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 4 6 0
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 6 5 9 -4
Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
29 Mid 4 2 10 +2
Level Guard Bar+ Guard Bar-
2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 7 6 18 -10
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 11 7 19 -7
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
44 High 26 8 6 +5
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 6 +1
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 6 4 5 +5
Level Guard Bar+ Guard Bar-
2

2S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 8 3 14 -3
Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 9 8(2)4 29 -17
Level Guard Bar+ Guard Bar-
3
  • Frame advantage is for when only first hit connects

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Low 13 2(3)3 22 -6
Level Guard Bar+ Guard Bar-
3

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 11 8 6 0
Level Guard Bar+ Guard Bar-
2

6K

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 16 6 10 +3
Level Guard Bar+ Guard Bar-
3

6H

Damage Guard Startup Active Recovery On-Block Invuln
86 Mid 18 2 32 -15
Level Guard Bar+ Guard Bar-
3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 7 5 9
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 8 8 6
Level Guard Bar+ Guard Bar-
2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 10 4 21
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 4 14
Level Guard Bar+ Guard Bar-
2

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 14 10 10 -1
Level Guard Bar+ Guard Bar-
3

Special Moves

Mist Finer Stance

236[P] or 236[K] or 236[S]

Version Damage Guard Startup Active Recovery On-Block Invuln
236[P/K/S] 6
Stance H Total 3
Version Level Guard Bar+ Guard Bar-
236[P/K/S]
Stance H

236[P/K/S]: Stance H:

Mist Finer: Upper

236]P[

Version Damage Guard Startup Active Recovery On-Block Invuln
236P Lv1 32 Mid 7+5 4 38 -28
236P Lv2 70 Mid 7+4 4 23 -13
236P Lv3 20×9 Mid 7+4 {4(3)}×3,{3(4)4(3)}×2,3(4)4 44 -29
Version Level Guard Bar+ Guard Bar-
236P Lv1 2
236P Lv2 2
236P Lv3 3

236P Lv1: 236P Lv2: 236P Lv3:

Mist Finer: Middle

236]K[

Version Damage Guard Startup Active Recovery On-Block Invuln
236K Lv1 29 All 7+9 3 42 -31
236K Lv2 70 All 7+4 3 25 -14
236K Lv3 20×9 All×2, Low, All, Low×2, All×2, Low 7+4 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2 45 -33
Version Level Guard Bar+ Guard Bar-
236K Lv1 2
236K Lv2 2
236K Lv3 2

236K Lv1: 236K Lv2: 236K Lv3:

Mist Finer: Lower

236]S[

Version Damage Guard Startup Active Recovery On-Block Invuln
236S Lv1 26 Low 7+10 2 42 -30
236S Lv2 70 Low 7+5 2 25 -13
236S Lv3 20×9 Low×6, All×2, Low 7+5 {2(5)}×5,2(4)3(4)3(5)2 45 -33
Version Level Guard Bar+ Guard Bar-
236S Lv1 2
236S Lv2 2
236S Lv3 2

236S Lv1: 236S Lv2: 236S Lv3:

Glitter Is Gold

236H

Damage Guard Startup Active Recovery On-Block Invuln
10 All 5 33 Total 19 +5
Level Guard Bar+ Guard Bar-
2
  • Hitstop 6F

Bacchus Sigh

214P

Damage Guard Startup Active Recovery On-Block Invuln
9 100 Total 36
Level Guard Bar+ Guard Bar-

Divine Blade

623S > S or j.236S

Version Damage Guard Startup Active Recovery On-Block Invuln
623S Total 36
623S > S 50 All 7 10 Until landing+14
j.236S 50 All 13 10 Until landing+13
Version Level Guard Bar+ Guard Bar-
623S
623S > S 3
j.236S 3

623S:

  • Airborne 8~31F

623S > S: j.236S:

Overdrives

That's My Name

632146H

Damage Guard Startup Active Recovery On-Block Invuln
20, 65×2 Mid 4+4 3 22 -6
Level Guard Bar+ Guard Bar-
3

Instant Kill

Joker Trick

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal Mid 7+10 9 +4
Level Guard Bar+ Guard Bar-
2
  • IK Mode activation: 54F
  • Immediately enters recovery once card is blocked or offscreen
  • Hitstop 0F

Navigation

To edit frame data, edit values in GGX/Johnny/Data.
Systems Pages