GGXRD-R2/Johnny/Frame Data

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 Johnny


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Johnny x1.00 3 4F [98] Slightly Heavy 11F (1~7F invuln) 18f (1~14f foot invuln) 28 25F 24F Step Dash (No Run)
Zweihander
  • Can cancel Forward Dash into actions after 12F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 6 7 Mid 1 CSJ 264 5 4 6 +2
5K 16 6 7 Mid 1 SJ 264 6 5 12 -5
c.S 26 10 7 Mid 2 SJ 264 6 3 8 +3
f.S 34 14 6 Initial: 90% Mid 3 S 384 8 3 23 -9
5H 38 20 6 Mid 4 S 384 11 4 29 -14
5D 22 10 20 Initial: 80% High 2 264 26 8 6 ±0
6P 25 10 10 Initial: 80% Mid 2 SJ 264 11 6 13 -5 1-4F Upper Body
5-16F Above Knees
6K 30 10 20 Initial: 80% Mid 2 264 16 4 11 -1 7-13F Upper Body
6H 52 20 6 Mid 4 SJ 384 18 2 33 -16 14-17F Upper Body
2P 10 3 8 Initial: 90% Mid 0 CS 144 5 3 6 +1
2K 12 3 8 Initial: 70% Low 0 S 144 8 4 4 +2
2S 30 10 7 Initial: 75% Low 2 S 264 10 6 17 -9
2H 42 20 6 Mid / Air 4 SJ 384 15 3 14 + 6 After Landing -4 7F Onwards Foot
9F Onwards Lower Body
2D 30, 20 14 6 Low 3 S 384 10 2(3)3 22 -8
j.P 12 3 8 High/Air 0 CS 144 7 5 9
j.K 20 6 7 High/Air 1 SJ 264 8 6 8
j.S 32 10 7 High/Air 2 SJ 264 10 2 17
j.H 40 10 7 High/Air 2 S 264 13 5 21
j.D 36 10 7 High/Air 2 S 264 8 7 14 + 5 After Landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 40 -6,+8/- Forced: 50% Ground Throw: 63000 0,480 1 1 +17
Air Throw Air Throw 0, 60 -6,0/- Forced: 65% Air Throw: 192500 0,480 1 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 14 10 10 -6 1-23 Full
24-28 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236H Glitter is Gold 10 2 12 All 2 6 31 Total: 17 +8
41236P Bacchus Sigh 100/- 17 Total: 56
214P/K/S Mist Stance 0/- Lv1: 9, Lv2: 6, Lv3: 4
j.214P/K/S Air Mist Stance 50/- Lv1: 8, Lv2: 6, Lv3: 4
Ground Stance 66 Mist Step Forward Total: 14
Ground Stance 44 Mist Step Backward Total: 13
Air Stance 66/44 Air Mist Step Total: 16
214P Level 1 High Mist Finer Lv 1 30 14 12 Forced: 80% Mid 3 100/480 9+4 4 17 -4
214P Level 2 High Mist Finer Lv 2 40 20 10 Initial: 85% Mid 4 150/960 6+4 4 26 -11
214P Level 3 High Mist Finer Lv 3 60 20 6 Mid 4 200/1080 4+4 4 20 -5
214K Level 1 Mid Mist Finer Lv 1 32 14 6 Initial: 85% All 3 100/480 9+6 3 26 -12
214K Level 2 Mid Mist Finer Lv 2 40 20 10 Initial: 85% All 4 150/960 6+4 3 23 -7
214K Level 3 Mid Mist Finer Lv 3 60 20 6 All 4 200/1080 4+4 3 29 -7
214S Level 1 Low Mist Finer Lv 1 29 14 6 Initial: 85% Low/Air 3 100/480 9+11 2 29 -14
214S Level 2 Low Mist Finer Lv 2 40 14 6 Initial: 85% Low/Air 4 150/960 6+5 2 29 -6
214S Level 3 Low Mist Finer Lv 3 60 20 6 Initial: 90% Low/Air 4 200/1080 4+5 2 20 -3
j.214P Level 1 Air High Mist Finer Lv 1 30 14 6 Initial: 85% All 3 100/480 8+5 4 26
j.214P Level 2 Air High Mist Finer Lv 2 40 14 10 Initial: 85% All 3 150/960 6+5 4 17
j.214P Level 3 Air High Mist Finer Lv 3 55 20 6 All 4 200/1080 4+5 4 16
j.214K Level 1 Air Mid Mist Finer Lv 1 32 14 6 Initial: 85% All 3 100/480 8+6 3 33
j.214K Level 2 Air Mid Mist Finer Lv 2 40 14 10 Initial: 85% All 3 150/960 6+6 3 17
j.214K Level 3 Air Mid Mist Finer Lv 3 55 14 6 All 3 200/1080 4+6 3 16
j.214S Level 1 Air Low Mist Finer Lv 1 29 14 6 Initial: 85% High/Air 3 100/480 8+10 3 36 -14
j.214S Level 2 Air Low Mist Finer Lv 2 40 20 10 Initial: 85% High/Air 4 150/960 6+10 3 20 -4
j.214S Level 3 Air Low Mist Finer Lv 3 55 20 10 Initial: 90% High/Air 4 200/1080 4+10 3 20 -4
Stance H Stance Cancel 4
623K Zweihander Transport 200/- 30 + 7 after landing 4-6 Throw
623K > K Zweihander 35, 55 -6,-7/+20,+2 200%, Initial: 90% All 4, 2 0/360,120 1 1(4)10 Until Landing + 10
j.623K Air Zweihander Kick: 35
Fire: 40
-6,-7/+20,+2 None
Initial: 90%
All Kick: 4
Fire: 2
300/0,120 15 1(4)10 Until Landing + 5 After
※2 Since the tumble-state time is a fixed 60F, if the total amount of frames from tumble-state plus landing surpass the untechable time, the opponent will automatically recover from hitstun after tumble-state.

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
2363214H That's My Name 20, 65×2
[25,81×2]
-0,-6×3/+20 Mid 4 -5000/- 4+4 3 22 -6 1-10F All
11-17F Throw
632146S Treasure Hunt 60 [70] 20 6 Mid 4 -5000/- 8+3~81
[4+3~85]
2 66 -49 9-12 All
[5-8 All]

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Joker Trick DESTROY 9+25
[5+25]
4 30 -17 9-37F All
[5-33F All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Johnny 5P.pngGuardMidStartup5Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Johnny 2P.pngGuardMidStartup5Recovery6Advantage+1 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Johnny 6P.pngGuardMidStartup11Recovery13Advantage-5 - - - - 5D Jump, Special, Super
5KGGXRD Johnny 5K.pngGuardMidStartup6Recovery12Advantage-5 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Johnny 2K.pngGuardLowStartup8Recovery4Advantage+2 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD Johnny 6K.pngGuardMidStartup16Recovery11Advantage-1 - - - - - -
c.SGGXRD Johnny c.S.pngGuardMidStartup6Recovery8Advantage+3 6P 2K - 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Johnny f.S.pngGuardMidStartup8Recovery23Advantage-9 - - 2S 2H, 6H 5D Special, Super
2SGGXRD Johnny 2S.pngGuardLowStartup10Recovery17Advantage-9 - - - 2H - Special, Super
5HGGXRD Johnny 5H.pngGuardMidStartup11Recovery29Advantage-14 - - - - 5D Special, Super
2HGGXRD Johnny 2H.pngGuardMid / AirStartup15Recovery14 + 6 After LandingAdvantage-4 - - - - - Jump, Special
6HGGXRD Johnny 6H.pngGuardMidStartup18Recovery33Advantage-16 - - - - - Jump, Special, Super
5DGGXRD Johnny 5D.pngGuardHighStartup26Recovery6Advantage±0 - - - - - Homing Jump, Homing Dash
2DGGXRD Johnny 2D.pngGuardLowStartup10Recovery22Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Johnny j.P.pngGuardHigh/AirStartup7Recovery9Advantage- j.P j.K j.S j.H j.D Special
j.KGGXRD Johnny j.K.pngGuardHigh/AirStartup8Recovery8Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Johnny j.S.pngGuardHigh/AirStartup10Recovery17Advantage- j.P - - j.H j.D Jump, Special
j.HGGXRD Johnny j.H.pngGuardHigh/AirStartup13Recovery21Advantage- - - - - j.D Special, Super
j.DGGXRD Johnny j.D.pngGuardHigh/AirStartup8Recovery14 + 5 After LandingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Mist Cancel Frame Advantage Chart

Shows the frame advantage for each attack level assuming fastest possible mist cancel by level.

Attack Level Normals MC Level 1 MC Level 2 MC Level 3
Level 0 2P, 2K -4 -1 +1
Level 1 5P, 5K -2 +1 +3
Level 2 c.S, 2S, 6P +0 +3 +5
Level 3 f.S, 2D +3 +6 +8
Level 4 5H, 6H +5 +8 +10
Attack Level Normals MC Level 1 MC Level 2 MC Level 3
Level 0 j.P -3 -1 +1
Level 1 j.K -1 +1 +3
Level 2 j.S, j.H, j.D +1 +3 +5
Level 3 - +4 +6 +8
Level 4 2H +6 +8 +10

Navigation

 Johnny


To edit frame data, edit values in GGXRD-R2/Johnny/Data.
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