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||{{CharData-GGXRD-R | ||{{CharData-GGXRD-R | ||
|defense=x1.00 | |defense=x1.00 | ||
|guts= | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Slightly Heavy | |||
|jumpStartup=4F | |jumpStartup=4F | ||
|backdashTime=11F | |backdashTime=11F | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator. Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses and a hat, which clearly makes him the coolest character in the game. | |||
===Strengths=== | ===Strengths=== | ||
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*Good range | *Good range | ||
*High damage potential | *High damage potential | ||
* | *Good reward off of throw | ||
*Great pressure game thanks to Mist Cancelling | *Great pressure game thanks to Mist Cancelling | ||
*Excellent meter options | *Excellent meter options | ||
*Often awkward to combo | *Often awkward to combo | ||
*Unblockable setups | |||
===Weaknesses=== | ===Weaknesses=== | ||
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*Limited movement options | *Limited movement options | ||
*Extremely limited high/low mixups | *Extremely limited high/low mixups | ||
*Huge recovery on most pokes | *Huge recovery on most pokes if not cancelled | ||
*Many deadzones in his pokes | *Many deadzones in his pokes | ||
*Dependant on his limited resource: Coin | *Dependant on his limited resource: Coin | ||
If you are learning Johnny for the first time, please refer to the [[GGXRD-R/Johnny/Strategy#Learning_Johnny|Learning Johnny]] section for a basic guidelines on learning him. | If you are learning Johnny for the first time, please refer to the [[GGXRD-R/Johnny/Strategy#Learning_Johnny|Learning Johnny]] section for a basic guidelines on learning him. | ||
<br clear=all/> | |||
<br clear=all/> | <br clear=all/> | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=38 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|name=5D | |name=5D | ||
|image=GGXRD_Johnny_5D.png | |image=GGXRD_Johnny_5D.png | ||
|caption= | |caption= FLY AWAY | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|startup=11 | |startup=11 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=13 | ||
|frameAdv=- | |frameAdv=-5 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Main anti-air | *Main anti-air | ||
*Launches on hit, jump cancellable. | |||
*Goes from upper body to above knee invincibility towards the later portion of startup | *Goes from upper body to above knee invincibility towards the later portion of startup | ||
Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim. | Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim. }} | ||
}} | }} | ||
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|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
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|active=4 | |active=4 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv= | |frameAdv=-1 | ||
|inv= | |inv= | ||
|description= | |description= | ||
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*Launches on hit | *Launches on hit | ||
*Untechable on counterhit | *Untechable on counterhit | ||
6K has a lot of great uses for keeping your opponents on their toes | 6K has a lot of great uses for keeping your opponents on their toes. At neutral, because of how far it moves, it can catch opponents off guard. It's also useful as a tech chase option, and becomes + if FD'd. The upper body invincibility also makes 6K much harder to counterpoke against, but be aware that low hitting pokes, as well as any low profile moves can stuff it completely. While great against scared or complacent opponents, being predictable with your 6K usage is easily capitalized on. Against opponents who are reading your 6K, 6H and 2S are good alternatives to punish counter pokes. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=52 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *70% initial proration | ||
*Fast recovery | *Fast recovery | ||
*Hits low | *Hits low | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=10 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=17 | ||
|frameAdv=- | |frameAdv=-10 | ||
|inv= | |inv= | ||
|description= | |description= | ||
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*Great reach | *Great reach | ||
*[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | *[[GGXRD-R/Johnny/Frame_Data#Gatling_Table|Gatling Options:]] 2H | ||
2S is one of Johnny's main pokes. It's | 2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents who try and low profile or upper body inv through Johny's other options. Since it can only gatling to 2H, it's important to be able to confirm 1 hit 2S into either Mist Finer or RC, if you want to combo off of it. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=42 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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*Forces standing on hit | *Forces standing on hit | ||
*Can be combo'd from f.S on airhit | *Can be combo'd from f.S on airhit | ||
New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's comboable into j.K, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route. | New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them besides f.S can combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's now comboable into j.K or j.D, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=30, 20 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=36 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD_Johnny_GroundThrow.png | |image=GGXRD_Johnny_GroundThrow.png | ||
|caption= | |caption= Launches upwards for combos | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*Floats opponent on hit (untechable for ??F) | *Floats opponent on hit (untechable for ??F) | ||
*Forced prorate | *Forced prorate 50% | ||
Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. | Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. His throw allows for easy coins and follow up combos. However, because it prorates heavily, you will not be getting the bulk of your damage from this. | ||
}} | }} | ||
}} | }} | ||
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|input=236H | |input=236H | ||
|image=GGXRD_Johnny_GlitterIsGold.png | |image=GGXRD_Johnny_GlitterIsGold.png | ||
|caption= | |caption= Where it all starts | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Can be used as okizeme to cover most wake-up options. | *Can be used as okizeme to cover most wake-up options. | ||
Glitter | Glitter is Gold, AKA Coin, is an all around excellent move at almost any point in the game, and also serves as an essential combo piece. Landing a coin powers up Johnny's Mist Finer, drastically increasing his combo potential and offensive power. Because of this, when at Mist Finer Level 1, landing a Coin or combo'ing into a Coin is extremely crucial. Coin is an extremely powerful tool outside of combos, and often allows Johnny an easy way out of many difficult situations. However, because Coins are limited, knowing how to plan ahead and pace your coin usage properly is key to mastering Johnny. Having no coins left severely limits Johnny's combo potential - even with a significant life lead, being stuck with no coins puts Johnny in a severely disadvantageous position. On the other hand, one should avoid being overly conservative with Coins - losing a round with tons of coins left is generally considered a waste. Johnny's Treasure Hunt super replenishes two coins on hit - use Treasure Hunt proactively when you feel you need more coins to finish the round. | ||
}} | }} | ||
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|description= | |description= | ||
Creates a mist at Johnny's location that slowly travels forward for a few seconds | Creates a mist at Johnny's location that slowly travels forward for a few seconds | ||
*If the mist gets close enough to the opponent, it | *If the mist gets close enough to the opponent, it attaches to the opponent for ~7 seconds. Mist Finer causes Stagger if a grounded opponent blocks it, and is entirely unblockable against airborne opponents. | ||
*Disappears when a Mist Finer makes contact with the opponent (does not disappear if you whiff a Mist Finer) | *Disappears when a Mist Finer makes contact with the opponent (does not disappear if you whiff a Mist Finer) | ||
*Disappears if Johnny is hit (persists while Johnny is blocking) | *Disappears if Johnny is hit (persists while Johnny is blocking) | ||
*If Mist Finer hits as an unblockable, applies | *If Mist Finer hits as an unblockable, applies 60% initial proration. Only applies if the opponent is blocking. | ||
*Unblockable Mist Finers are still susceptible to Blitz Shield. | *Unblockable Mist Finers are still susceptible to Blitz Shield. | ||
Baccus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. Because of Baccus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. j.H, 2D and Zweihander are the main tools for getting a hard knockdown. Even with a knockdown, using YRC is generally required in order to properly meaty an opponent. Even when applying Baccus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Baccus Sigh can apply properly. | Baccus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. Because of Baccus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. j.H, 2D and Zweihander are the main tools for getting a hard knockdown. Even with a knockdown, using YRC is generally required in order to properly meaty an opponent. Even when applying Baccus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Baccus Sigh can apply properly. | ||
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|input=214[P]/[K]/[S] (Air OK) | |input=214[P]/[K]/[S] (Air OK) | ||
|image=GGXRD_Johnny_MistStance.png | |image=GGXRD_Johnny_MistStance.png | ||
| | |image2=GGXRD_Johnny_AirMistStance.png | ||
|caption2=Hold button to stay in Mist Stance, release button to attack | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Mist Finer levels increase when Glitter Is Gold hits an opponent, up to Level 3. | *Mist Finer levels increase when Glitter Is Gold hits an opponent, up to Level 3. | ||
*When Mist Finer is performed, resets the current Mist Finer level back to 1. | *When Mist Finer is performed, resets the current Mist Finer level back to 1. | ||
*Considered unblockable if opponents have Baccus Sigh attached to them | *Considered unblockable if opponents have Baccus Sigh attached to them (causes forced stagger on ground block, unblockable entirely on air block) | ||
*Removes any Baccus Sigh presence when Mist Finer connects with an opponent (Block or Hit) | *Removes any Baccus Sigh presence when Mist Finer connects with an opponent (Block or Hit) | ||
*Counts as a physical reject if Blitz Shield'd regardless of distance. | *Counts as a physical reject if Blitz Shield'd regardless of distance. | ||
*Air Mist Stance suspends Johnny's air momentum, allowing him to slow his fall and change his jump trajectory. Often used to avoid anti airs and shorten Johnny's airdash. | *Air Mist Stance suspends Johnny's air momentum, allowing him to slow his fall and change his jump trajectory. Often used to avoid anti airs and shorten Johnny's airdash. | ||
Johnny can use Mist Stance and immediate Mist Stance Cancel (AKA Mist Cancel) in order to drastically reduce the recovery of his normals. This often leaves Johnny at frame advantage, and is essential to Johnny's offensive game. Refer to [[ | Johnny can use Mist Stance and immediate Mist Stance Cancel (AKA Mist Cancel) in order to drastically reduce the recovery of his normals. This often leaves Johnny at frame advantage, and is essential to Johnny's offensive game. Refer to [[GGXRD-R/Johnny/Strategy#Mist_Cancel|Mist Cancel]] section for details. Entering Mist Stance at neutral can also be a useful tactic, combined with using Mist Step, in order to punish an opponent's reckless approach, especially against characters that Johnny wants to keep away. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Level 1 | |version=Level 1 | ||
|damage= | |damage=30 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+4 | ||
|active=4 | |active=4 | ||
|recovery14 | |recovery14 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+4 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=9+11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 1,015: | Line 1,020: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 1,065: | Line 1,070: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+5 | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
Line 1,082: | Line 1,087: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+5 | ||
|active=3 | |active=3 | ||
|recovery=18 | |recovery=18 | ||
Line 1,130: | Line 1,135: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+6 | ||
|active=3 | |active=3 | ||
|recovery=33 | |recovery=33 | ||
Line 1,148: | Line 1,153: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+6 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
Line 1,195: | Line 1,200: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=8+10 | ||
|active=3 | |active=3 | ||
|recovery=36 | |recovery=36 | ||
Line 1,213: | Line 1,218: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=6+10 | ||
|active=3 | |active=3 | ||
|recovery=20 | |recovery=20 | ||
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{{MoveData | {{MoveData | ||
|name=That's My Name | |name=That's My Name | ||
|input= | |input=2363214H/D | ||
|image=GGXRD_Johnny_ThatsMyName1.png | |image=GGXRD_Johnny_ThatsMyName1.png | ||
|image2=GGXRD_Johnny_ThatsMyName2.png | |image2=GGXRD_Johnny_ThatsMyName2.png | ||
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{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle= | |subtitle=2363214H | ||
|damage=20, 65*2 | |damage=20, 65*2 | ||
|tension= | |tension= | ||
Line 1,354: | Line 1,359: | ||
|header=no | |header=no | ||
|version=Burst | |version=Burst | ||
|subtitle= | |subtitle=2363214D | ||
|damage=25,81*2 | |damage=25,81*2 | ||
|tension= | |tension= | ||
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*Can also be stuffed on rare occasion by moves that push the opponent towards Johnny, regardless of low profile | *Can also be stuffed on rare occasion by moves that push the opponent towards Johnny, regardless of low profile | ||
*Often used as a combo ender, especially to kill | *Often used as a combo ender, especially to kill | ||
*Can followup with OTG 2K > Coin anywhere: FA, PO, SL | *Can followup with OTG 2K > Coin anywhere: FA, KU, PO, SL. Corner only: AX, BE, CH, EL, IN, MI, RV, SI. | ||
As an input shortcut, you can use 243214H. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Replenishes two coins | *Replenishes two coins (icons are instead different with each character) | ||
*Can be performed while in Mist Stance | *Can be performed while in Mist Stance | ||
*Can be performed during Mist Stance Dash | *Can be performed during Mist Stance Dash | ||
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|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*IK Mode Activation: 84F [5F+5F] | *IK Mode Activation: 84F [5F+5F] | ||
*Uses the animation of his 5H, which has good range. | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Johnny]] | ||
Latest revision as of 04:46, 25 December 2023
Johnny |
---|
Defense Modifier: x1.00 Guts Rating: 3 Weight: Slightly Heavy Stun Resistance: 70 Jump Startup: 4F Backdash Time 11F / Invul: 1-7F
|
Overview
A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator. Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses and a hat, which clearly makes him the coolest character in the game.
Strengths
- Great pokes
- Good range
- High damage potential
- Good reward off of throw
- Great pressure game thanks to Mist Cancelling
- Excellent meter options
- Often awkward to combo
- Unblockable setups
Weaknesses
- Few defensive options
- Limited movement options
- Extremely limited high/low mixups
- Huge recovery on most pokes if not cancelled
- Many deadzones in his pokes
- Dependant on his limited resource: Coin
If you are learning Johnny for the first time, please refer to the Learning Johnny section for a basic guidelines on learning him.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Glitter is Gold
Glitter is Gold 236H |
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Baccus Sigh
Baccus Sigh 41236P |
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Mist Stance
Mist Stance 214[P]/[K]/[S] (Air OK) |
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High Mist Finer
High Mist Finer 214P |
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Mid Mist Finer
Mid Mist Finer 214K |
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Low Mist Finer
Low Mist Finer 214S |
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Air High Mist Finer
Air High Mist Finer j.214P |
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Air Mid Mist Finer
Air Mid Mist Finer j.214K |
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Air Low Mist Finer
Air Low Mist Finer j.214S |
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Zweihander
Zweihander 623K > K |
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Air Zweihander
Air Zweihander j.623K |
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Overdrives
That's My Name
That's My Name 2363214H/D |
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Treasure Hunt
Treasure Hunt 632146S |
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Instant Kill
Joker Trick During IK Mode: 236236H |
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