GGXRD-R/Johnny

From Dustloop Wiki
Johnny
GGXRD Johnny Portrait.png

Defense Modifier: x1.00

Guts Rating: 3

Weight:

Stun Resistance: 70

Jump Startup: 4F

Backdash Time 11F / Invul: 1-7F

Movement Options
Double Jump, 1 Airdash, Dash Type: Step
  

Link title==Overview==

A fallen legend Link title==Overview==

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
  • 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.


Weaknesses

  • Few defensive options
  • Limited movement options
  • Extremely limited high/low mixups
  • Huge recovery on most pokes
  • 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
GGXRD Johnny 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid - YRP 5 3 7 +2
  • Situational anti-air, good in scramble situations and against crossups / airdashes
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

Whiffs over most crouchers. Though lacking the invincibility of 6P, it has faster startup and less scaling and proration. On air hit, combos to j.P for an air combo. Otherwise chain to c.S/5H, or cancel to Coin > 5P.

5K
5K
GGXRD Johnny 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid - YRP 6 5 9 -2
  • Great all around poke (Excellent hitbox, speed, and recovery)
  • Shrinks his lower hurtbox (lifts his foot up)
  • Can be low profile / upper body inv'd
  • Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Johnny's most all-purpose and well rounded normal. 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. One of his best normals for delay chaining, usually into 5H or 2S as a frame trap.

c.S
c.S
GGXRD Johnny c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid - YRP 6 3 8 +3
  • His best throw option select. Input with 6S+HS
  • One of Johnny's few normals that's advantageous on block even without mist cancelling
  • Gatling Options: 6P, 2K, 5H, 2H, 5D, 2D

c.S is not often used itself as a poke, but it is a great pressure tool, and a good intermediate normal to use in your strings. 2K > c.S is a very common string you should be accustom to using. Be aware that c.S cannot be delay chained.

f.S
f.S
GGXRD Johnny f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid - YRP 8 3 23 -9
  • Strong far ranged poke
  • Long recovery
  • Whiffs crouching Faust
  • Combos to 6H on crouchers / counterhit
  • Gatling Options:2S, 2H, 6H, 5D
  • Great for burst-safe combo routes

f.S is a top class long range poke in terms of range and speed. It has poor recovery, so avoid whiffing it when poking if you can, as you can easily be whiffed punished for it. Particularly against very mobile ground characters like Millia or Jam, avoid falling for FD stop attempts to bait this move. f.S also has a blind spot low to the ground, and will lose to most low profile / upper body invincible moves, such as Elphelt's 2H, Ky's Stun Dipper, and many sweeps. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needed.

5H
5H
GGXRD Johnny 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - YRP 11 4 29 -14

5H has less horizontal range and is much slower than f.S, but is more advantageous on block when mist cancelled. It does reach slightly higher than f.S, making it situationally useful against jump outs from far away. It also covers much lower to the ground, making it an option to cover some low profile moves (It beats Elphelt 2H, but still loses to Sol's Ground Viper). It's worth noting that a 5H counterhit leads to great reward, as you can mist cancel, dash forward, and link many standing normals (Possible at LV1, and extremely practical at LV2).

5D
5D
GGXRD Johnny 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - YRP 26 8 6 ±0
  • Johnny's only standing overhead
  • Due to its massive active frames, it can be timed meaty to leave you +.
6P
6P
GGXRD Johnny 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid - YRP 11 6 13 -5
  • Main anti-air
  • 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.

6K
6K
GGXRD Johnny 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - YRP 16 4 11 -1
  • Moves forward
  • Great for closing distances and chasing
  • Has some upper body invincibility on startup
  • Launches on hit
  • Untechable on counterhit

6K has a lot of great uses for keeping your opponents on their toes. Because it's naturally +2 on block, it's a great way to close the gap while maintaining your turn. 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 even more + 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.

6H
6H
GGXRD Johnny 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
52 Mid - YRP 18 2 33 -16
  • Moves forward
  • Covers massive horizontal space

6H is an excellent pressure tool that also yields tons of advantage on mist cancel. It hits lower to the ground than f.S, making it a good way to hard punish characters trying to low profile your options (Still loses to moves like Sol's Ground Viper). A great overall poke and pressure tool.

2P
2P
GGXRD Johnny 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid - YRP 5 3 6 +1
  • 90% starting proration
  • Tied with 5P as fastest normal
  • Self chainable
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Johnny's 2P a useful defensive option, as it's a 5F startup, and does not whiff crouchers like 5P. It also hits much lower than 5K. It can also be a good way to start pressure, since it is much more flexibile to confirm hit/block with, and is decent at +1 on block. It's self-chain capability also makes it a good option for stuffing corner backdashes and option selecting in some situations.

2K
2K
GGXRD Johnny 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low - YRP 8 4 4 +2
  • 75% initial proration
  • Fast recovery
  • Hits low
  • Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

At +2 and also delay cancellable, 2K is an excellent way to frame trap and fish for counterhits. It's fast recovery makes it have some use at neutral, can let you safely option select against some reversals. It is 100% safe against any 9F reversal, and if you time it to meaty late, you can beat up to 6F reversals. At 8F startup, its a bit slow considering its range, however, so it's somewhat situational when used as a poke at neutral.

2S
2S
GGXRD Johnny 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - YRP 9 6 18 -10

2S is one of Johnny's main pokes. It's 1F 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.

2H
2H
GGXRD Johnny 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid - YRP 15 3 14 -4
  • Johnny is considered airborne when performing this move
  • Jump cancelable
  • In recovery until he lands
  • Can low crush
  • Forces standing on hit
  • 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.

2D
2D
GGXRD Johnny 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30, 20 Low - YRP 10 2(3)3 22 -8
  • Decent low
  • Hits twice
  • Lots of combo utility

While slower reaches less than 2S, 2D has a much higher reward on hit if you are only at LV1, as you can combo 2D > Coin to raise your mist finer level. It is also significantly better on mist cancel than 2S. At LV1, you can combo a close 2D(1) > Coin > 5P > LV2 High, making it an excellent hard punish. At LV2, you can also combo 2D(1) > Mist Cancel > 2P/c.S/5K > LV2 High, for a great coin-conservative confirm. Dash 2D is also a very good way to followup a very faraway LV2 Low hit. 2D overall is a very situational normal, but extremely rewarding if used properly.

j.P
j.P
GGXRD Johnny j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High/Air - YRP 7 5 9 -
  • Decent air to air hit
  • Often used to start airdash strings
  • Self chainable
  • Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
j.K
GGXRD Johnny j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High/Air - YRP 8 6 8 -
  • Can cross up
  • Can be used as a jump in
  • Hits very low, making it great for airdashes
  • Gatling Options: j.P, j.S, j.D

While it doesn't have as good of a hitbox as j.H, j.K is still very useful as a jump-in, due to its ability to hit behind him somewhat. Airdash back j.K can also hit opponents backwards, but must be immediate during the airdash. Low airdash j.K is a very reliable way to hit crouchers, as j.P will whiff more easily.

j.S
j.S
GGXRD Johnny j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High/Air - YRP 10 2 17 -
  • Long horizontal reach
  • Great air to air
  • Good air to ground at long range
  • Will often whiff crouchers (it can hit crouching, but only at very specific heights)
  • Gatling Options: j.P, j.H, j.D

j.S is Johnny's most reliable way to fight air to air. Though not fast, it has incredible reach, and can be used to chase down characters who try and use air movement to escape Johnny. It is difficult to antiair j.S if spaced correctly, making it a useful way to approach at times. Avoid using this move in airdash strings unless you know they are blocking, as it has a tendency to whiff crouchers. For similar reasons, it's suggested to avoid using j.S as a jump in.

j.H
j.H
GGXRD Johnny j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High/Air - YRP 13 5 21 -
  • Great air to ground
  • Plummets on hit
  • Staggers on ground counterhit
  • Often leads to hard knockdown from low air to air heights.
  • jH knockdown can generally be followed up with dash 2K/2S Coin OTG
  • Gatling Options: j.D

j.H has a very strong downward hitbox, making it difficult to antiair. When using it as a jump in, be careful of your horizontal positioning, as it has absolutely no backwards hitbox. If it hits an airborne opponent, it will often be a hard knockdown, making it a very useful air combo ender. j.H also combos into Air LV1 Mist Finer Low, which can also give you a knockdown. Be careful of using j.H too high up on block - you'll need to gatling into j.D, or use an air mist cancel to keep yourself safe / continue pressuring.

j.D
j.D
GGXRD Johnny j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High/Air - YRP 8 7 14+ 5 After Landing -
  • Wall bounces on hit
  • Launches grounded opponents
  • Johnny's highest hitting air normal
  • Great air to air when opponents are high above you

Primarily used as a combo filler due to its wall bounce property. Also can be used as an air combo ender due to its high untech, allowing you to land and tech chase. Can be used in air(dash) blockstrings, as it can lead to high reward on hit. Since j.D is the only air normal that hits above him, j.D can be very effective to deal with opponents who are high above him, especially when combined with Johnny's top class superjump. Be aware, however, that j.D has a lot of recovery. If you miss the air to air attempt, you will often lose your priority at neutral. j.D as a tech chase option is fairly strong when the opponent is teching high in the air.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Johnny GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Ground Throw - R 1 1 - +17
  • Floats opponent on hit (untechable for ??F)
  • Forced prorate ??%

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.

Air Throw
Air Throw
GGXRD Johnny AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw - R 1 1 - -

Johnny throws them the opposite of the direction you input airthrow in, meaning that if you want to throw them towards the direction you're currently facing, airthrow with 4+H. Can combo afterwards with forward dash twice, OTG 2K > Coin to raise your mist finer level.

Dead Angle Attack
Dead Angle Attack
GGXRD Johnny 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 - - - 14 - - -6
  • One of Johnny's only defensive options.
  • Can be low profiled under
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Johnny BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • Partial charge version causes horizontal blowback on hit, wall sticks in corner.
  • Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
  • Proration: 55% (partial charge only)

Special Moves

Glitter is Gold
Glitter is Gold
236H
GGXRD Johnny GlitterIsGold.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 - - YRP 6 - Total: 17 +8
  • Levels up next Johnny's Mist Finer
  • Depletes one Coin when used, starts each round with eight.
  • Useful on offense to maintain pressure as well as a useful frame trap
  • Good neutral option allowing you to push forward
  • Can be used on defense as a counter poke due to persisting even if Johnny is hit after performing Glitter is Gold.
  • Low risk anti-air option
  • Loses to most low profile moves, especially forward moving ones, such as Elphelt's 2H, or Ky's Stun Dipper
  • Can be used as okizeme to cover most wake-up options.

Glitter as 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.

Baccus Sigh
Baccus Sigh
41236P
GGXRD Johnny BaccusSigh.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - Total: 56 -

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 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 if Johnny is hit (persists while Johnny is blocking)
  • 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.

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.

Mist Stance
Mist Stance
214[P]/[K]/[S] (Air OK)
GGXRD Johnny MistStance.png
Hold button to stay in Mist Stance, release button to attack
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Cancel
Stance > H
- - - Y 9 / 6 / 4 - 4 -
Mist Step
Ground Stance > 66 or 44
- - - - - - Forward: 15
Backward: 14
-
  • All Mist Finers destroy one hit of projectiles.
  • 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.
  • 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)
  • 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.

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 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.

High Mist Finer
High Mist Finer
214P
GGXRD Johnny HighMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 30 Mid - YRP 9+4 4 - -4
Level 2 40 Mid - YRP 6+4 4 26 -11
Level 3 70 Mid - YRP 4+4 4 20 -5
  • Level 1: Blows opponent diagonally back. Air techable. Untechable on Counter Hit.
  • Level 2: Blows opponent diagonally back then wall bounces back towards Johnny. Reaches farther than Level 1.
  • Level 3: Same as Level 2, but extends even farther, and much more untechable.

High Mist Finer is one of Johnny's primary midscreen combo tools at Level 2/3, helping him corner carry and set up air combos. Level 1 can be freely used as a preemptive anti-air and also stop opponents who try to jump out of pressure. Though much less rewarding than Johnny's 6P, when used preemptively, it is difficult to challenge. Level 2 and 3 have even better range, as well as giving great reward on hit. High Mist Finer must be FD'd in the air, making the very fast Level 2 and 3 extremely practical for sniping jump-happy opponents, even if they are not necessarily trying to attack you.

Mid Mist Finer
Mid Mist Finer
214K
GGXRD Johnny MidMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 32 All - YRP 9+6 3 26 -12
Level 2 40 All - YRP 6+4 3 23 -7
Level 3 70 All - YRP 4+4 3 29 -7
  • Level 1: Horizontal slash that knocks opponent away on hit. Air techable. Does not combo from 2S.
  • Level 2: Farther reaching horizontal slash. Causes tumble on hit.
  • Level 3: Extremely far reaching horizontal slash. Causes wall stick on hit.

Mid Mist Finer can be used as a ground poke, and even at Level 1, reaches farther than most of Johnny's traditional pokes. When combined with Mist Step, Level 1 can be used to disrupt your opponent's ground game and whiff punish. Level 2 and 3 are essential for Johnny's corner combos. Because of Mist Finer's projectile cancel property, Mid Mist Finer is extremely useful when anticipating many fireballs, as you will cancel out the fireball and also hit the opponent. Be aware that this will not completely go through multi-hitting projectiles, but hitting an opponent in range will cancel out the fireball regardless.

Low Mist Finer
Low Mist Finer
214S
GGXRD Johnny LowMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 29 Low/Air - YRP 9+11 2 29 -14
Level 2 40 Low/Air - YRP 6+5 2 29 -6
Level 3 70 Low/Air - YRP 4+5 2 20 -3
  • All Versions: Hits low
  • Level 1: Downward slash that knocks the opponent down on hit.
  • Level 2: Downward slash that bounces an opponent directly upwards on hit. Generally untechable.
  • Level 3: Similar to Level 2, but reaches slightly farther and bounces opponents towards Johnny slightly.

Level 1 is a very situational low with very little reward, occasionally used to catch an opponent off guard. Level 2 and 3 are Johnny's main ways of converting from his far pokes midscreen. Confirm into these to begin most of his important midscreen combos. Due to the angle, Low Mist Finer is used primarily in combos, as Mid Mist Finer covers ground much better. Level 2 and 3 are good startup, however, and can sometimes be used to catch an opponent stand blocking from far away.

Air High Mist Finer
Air High Mist Finer
j.214P
GGXRD Johnny AirHighMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 29 - - YRP 8+5 3 27 -
Level 2 40 - - YRP 6+5 3 18 -
Level 3 60 - - YRP 4+5 3 17 -
  • Level 1: Knocks opponent diagonally away on hit. Similar to Ground version
  • Level 2: Knocks opponent diagonally away then wall bounces back towards Johnny, similar to the Ground Version. Opponents do not wall bounce back towards Johnny as much as the Ground version.
  • Level 3: Similar to Level 2.

Level 1 is an important way to end air combos when other options are unavailable. Level 2 and 3 are key components in Johnny's combo theory. Compared to the ground version, the opponent bounces back farther away from Johnny, making it easier for him to combo off and improving corner carry potential.

Air Mid Mist Finer
Air Mid Mist Finer
j.214K
GGXRD Johnny AirMidMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 32 All - YRP 8+6 3 33 -
Level 2 40 All - YRP 6+6 3 16 -
Level 3 60 All - YRP 4+6 3 16 -
  • Level 1: Same as Ground version. Situational air to air.
  • Level 2: Similar to Ground version. Tumbles opponent on hit. Fixed tumble duration that begins from initial contact, meaning that the ground tumble duration is dependent on height of initial contact
  • Level 3: Blows opponent back horizontally. If opponent reaches a wall, causes wall stick until opponent reaches the floor.
Air Low Mist Finer
Air Low Mist Finer
j.214S
GGXRD Johnny AirLowMistFiner.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Level 1 29 High/Air - YRP 8+10 3 36 -
Level 2 40 High/Air - YRP 6+10 3 20 -
Level 3 60 High/Air - YRP 4+10 3 20 -
  • All Versions: Hits overhead
  • Level 1: Like Ground version. Knocks down on hit.
  • Level 2: Like the Ground version, but opponents bounce away from Johnny and hits overhead
  • Level 3: Similar to Level 2.

Air Low Mist Finer hits overhead on all versions. When TK'd, becomes one of Johnny's few high/low mixup options, and can be followed up with a full combo from Level 2/3. Level 1 also allows you to end some air combos in a knockdown. When using Air Mist Stance to stall or alter your fall trajectory, Air Low Mist Finer becomes an extremely useful way to punish an opponent's anti-air, or to cover your landing.

Zweihander
Zweihander
623K > K
GGXRD Johnny ZweihanderTransport.png
GGXRD Johnny Zweihander.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Transport
623K
- - - Y - - Total: 37 -
Attack
> K
Kick: 35
Fire: 55
All - YRP 3
8
1
9
Until Landing + 10 -
  • First hit (the kick) is an untechable knockdown
  • The fire is air techable, but floats opponent on ground hit (untechable)
  • If YRC'd early enough after inputting K, will remove Johnny's upward momentum.

Generally used in conjunction with YRC to approach opponents or to extend pressure. If upwards momentum is cancelled, can continue on block with airdash or land low for a safe high/low mixup. Can also be used during an opponents wake-up to cover many options and safely pressure.

Air Zweihander
Air Zweihander
j.623K
GGXRD Johnny AirZweihander.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Kick: 35
Fire: 40
All - YRP 15
20
1
10
Until Landing + 5 After -
  • First hit (the kick) is an untechable knockdown.
  • The fire is air techable, but floats opponent on ground hit (untechable)
  • If YRC'd early enough after inputting K, will remove Johnny's upward momentum.

Air Zweihander is Johnny's best anti-anti-air. When YRC'd, allows Johnny to combo afterwards. Good use of Air Zweihander forces opponents to think twice about how to deal with an airborne Johnny. Air Zweihander is also an effective way to cover an opponents wake-up options while avoiding most attacks. The first hit of Zweihander gives a hard knockdown, and is used as one of Johnny's primary air combo enders in order to get a hard knockdown. The hitbox for the second hit of Zweihander occurs around Johnny's midsection and downward. Connecting the Zweihander when the opponent is slightly above Johnny is a good guideline (but not too high, or Zweihander 1st hit will whiff). Air Zweihander has significant startup, so j.D is generally necessary to use to combo into it.

Overdrives

That's My Name
That's My Name
2363214H/D
GGXRD Johnny ThatsMyName1.png
GGXRD Johnny ThatsMyName2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
2363214H
20, 65*2 Mid - YRP 4+4 3 22 -6
Burst
2363214D
25,81*2 Mid - YRP 4+4 3 22 -6
  • One of Johnny's only defensive options
  • Difficult for opponents to punish on block
  • Can be stuffed by many low profile attack / upper body inv attacks, such as Slayer's 6P or I-no's Stroke The Big Tree
  • 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
  • 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.

Treasure Hunt
Treasure Hunt
632146S
GGXRD Johnny TreasureHunt1.png
GGXRD Johnny TreasureHunt2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid - YRP 8+3~82 2 Total: 8+70~148 -
  • Replenishes two coins
  • Can be performed while in Mist Stance
  • Can be performed during Mist Stance Dash
  • If performed during Mist Stance Dash, launches opponents up on hit and is untechable
  • Can be charged by holding S
  • If partially charged, hits crossup
  • If fully charged, is unblockable, and replenishes one extra coin (three total)

For detailed explanation of how to input and combo into Mist Stance Dash Treasure Hunt, refer to How To Do Mist Stance Dash Treasure Hunt. It is possible to OTG the opponent after a normal Treasure Hunt knockdown if cornered and it connects on a grounded opponent. If it connects grounded against Slayer or Leo, will put Johnny into the corner afterwards.

Instant Kill

Joker Trick
During IK Mode: 236236H
GGXRD Johnny JokerTrick1.png
GGXRD Johnny JokerTrick2.png
GGXRD Johnny JokerTrick3.png
GGXRD Johnny JokerTrick4.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY - - - 9+25
[5+25]
4 30 -17
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]
  • Uses the animation of his 5H, which has good range.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Guilty Gear Xrd -REVELATOR-e
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