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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 1 +2 5 4 6 CSJ 264 12 6 7 YRP
5K Mid 1 -5 6 5 12 SJ 264 16 6 7 YRP
c.S Mid 2 +3 6 3 8 SJ 264 26 10 7 YRP
f.S Mid 3 -9 8 3 23 S Initial: 90% 384 34 14 6 YRP
5H Mid 4 -14 11 4 29 S 384 38 20 6 YRP
5D High 2 ±0 26 8 6 Initial: 80% 264 22 10 20 YRP
6P Mid 2 -5 11 6 13 SJ 1-4F Upper Body
5-16F Above Knees
Initial: 80% 264 25 10 10 YRP
6K Mid 2 -1 16 4 11 7-13F Upper Body Initial: 80% 264 30 10 20 YRP
6H Mid 4 -16 18 2 33 SJ 14-17F Upper Body 384 52 20 6 YRP
2P Mid 0 +1 5 3 6 CS Initial: 90% 144 10 3 8 YRP
2K Low 0 +2 8 4 4 S Initial: 70% 144 12 3 8 YRP
2S Low 2 -9 10 6 17 S Initial: 75% 264 30 10 7 YRP
2H Mid / Air 4 -4 15 3 14 + 6 After Landing SJ 7F Onwards Foot
9F Onwards Lower Body
384 42 20 6 YRP
2D Low 3 -8 10 2(3)3 22 S 384 30, 20 14 6 YRP
j.P High/Air 0 7 5 9 CS 144 12 3 8 YRP
j.K High/Air 1 8 6 8 SJ 264 20 6 7 YRP
j.S High/Air 2 10 2 17 SJ 264 32 10 7 YRP
j.H High/Air 2 13 5 21 S 264 40 10 7 YRP
j.D High/Air 2 8 7 14 + 5 After Landing S 264 36 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 63000 +17 1 1 Forced: 50% 0,480 0, 40 -6,+8/- R
Air Throw Air Throw: 192500 1 1 Forced: 65% 0,480 0, 60 -6,0/- R
DAA All 2 -6 14 10 10 1-23 Full
24-28 Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236H All 2 +8 6 31 Total: 17 10 2 12 YRP
41236P 17 Total: 56 100/- YRP
214P/K/S Lv1: 9, Lv2: 6, Lv3: 4 0/- YR
j.214P/K/S Lv1: 8, Lv2: 6, Lv3: 4 50/- YR
Ground Stance 66 Total: 14
Ground Stance 44 Total: 13
Air Stance 66/44 Total: 16
214P Level 1 Mid 3 -4 9+4 4 17 Forced: 80% 100/480 30 14 12 YRP
214P Level 2 Mid 4 -11 6+4 4 26 Initial: 85% 150/960 40 20 10 YRP
214P Level 3 Mid 4 -5 4+4 4 20 200/1080 60 20 6 YRP
214K Level 1 All 3 -12 9+6 3 26 Initial: 85% 100/480 32 14 6 YRP
214K Level 2 All 4 -7 6+4 3 23 Initial: 85% 150/960 40 20 10 YRP
214K Level 3 All 4 -7 4+4 3 29 200/1080 60 20 6 YRP
214S Level 1 Low/Air 3 -14 9+11 2 29 Initial: 85% 100/480 29 14 6 YRP
214S Level 2 Low/Air 4 -6 6+5 2 29 Initial: 85% 150/960 40 14 6 YRP
214S Level 3 Low/Air 4 -3 4+5 2 20 Initial: 90% 200/1080 60 20 6 YRP
j.214P Level 1 All 3 8+5 4 26 Initial: 85% 100/480 30 14 6 YRP
j.214P Level 2 All 3 6+5 4 17 Initial: 85% 150/960 40 14 10 YRP
j.214P Level 3 All 4 4+5 4 16 200/1080 55 20 6 YRP
j.214K Level 1 All 3 8+6 3 33 Initial: 85% 100/480 32 14 6 YRP
j.214K Level 2 All 3 6+6 3 17 Initial: 85% 150/960 40 14 10 YRP
j.214K Level 3 All 3 4+6 3 16 200/1080 55 14 6 YRP
j.214S Level 1 High/Air 3 -14 8+10 3 36 Initial: 85% 100/480 29 14 6 YRP
j.214S Level 2 High/Air 4 -4 6+10 3 20 Initial: 85% 150/960 40 20 10 YRP
j.214S Level 3 High/Air 4 -4 4+10 3 20 Initial: 90% 200/1080 55 20 10 YRP
Stance H 4 YR
623K 30 + 7 after landing 4-6 Throw 200/- Y
623K > K All 4, 2 1 1(4)10 Until Landing + 10 200%, Initial: 90% 0/360,120 35, 55 -6,-7/+20,+2 YRP
j.623K All Kick: 4
Fire: 2
15 1(4)10 Until Landing + 5 After None
Initial: 90%
300/0,120 Kick: 35
Fire: 40
-6,-7/+20,+2 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
2363214H Mid 4 -6 4+4 3 22 1-10F All
11-17F Throw
-5000/- 20, 65×2
[25,81×2]
-0,-6×3/+20 YRP
632146S Mid 4 -49 8+3~81
[4+3~85]
2 66 9-12 All
[5-8 All]
-5000/- 60 [70] 20 6 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H -17 9+25
[5+25]
4 30 9-37F All
[5-33F All]
DESTROY

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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Mechanics
Application & Advanced Information
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