From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
GGReload Johnny Portrait.jpg

Defense Modifier: x1.00

Guts Rating: 4

Weight: Mid-Heavy (x0.98)

Stun Resistance: 70

Jump Startup: 4F

Backdash Time: 11F / Invul: 1~7F

Wake-Up (Face Up/Down): 36F / 35F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Step1, Divine Blade Transport

1: Note that Johnny's dashes put him in an airborne state and allow him to dodge moves with hitboxes very low to the ground and Potemkin's Slide Head. Consequently, he is also air throwable while dashing.

P K S H D Start
GGReload Johnny P.png
GGReload Johnny K.png
GGReload Johnny S.png
GGReload Johnny H.png
GGReload Johnny D.png
GGReload Johnny Start.png
GGReload Johnny P(Sp).png
GGReload Johnny K(Sp).png
GGReload Johnny S(Sp).png
GGReload Johnny H(Sp).png
GGReload Johnny D(Sp).png
GGReload Johnny Start(Sp).png


Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (236P/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 a dangerous and threatening characters to face.

Strengths and Weaknesses

Strengths Weaknesses
  • Great pokes with excellent range and advantage with Mist.
  • Extremely good space control and whiff-punishing ability with Mist Finer levels.
  • Very high damage potential.
  • Good reward off of throw.
  • Excellent pressure game thanks to Mist Cancelling.
  • Excellent supers and meter options complimented by fast tension gain.
  • Often awkward to combo.
  • Snowballs extremely well with unblockable setups, strong throw mixups, and high-damage burst-safe combos.
  • Has one of the best backdashes in the game with 7/11 frames of invincibility.
  • Decent disjointed hitboxes.
  • High effective health.
  • Reversal requires meter.
  • Somewhat limited high/low mixups.
  • Long recovery on some pokes if not cancelled.
  • Many deadzones in his pokes.
  • Dependent on his limited resource: Coin.
  • Above average execution barrier.
  • Has many character-specific combo routes.

Unique Mechanics


Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.


GGAC Johnny 5P.png
GGXXACPR Johnny-5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid SCJR 5 4 6 ±0

Sparkles. Whiffs over most crouchers. A decent anti-air. Though lacking the invincibility of 6P, it has faster startup and less scaling and proration. On air counter-hit, can jump-cancel for an air combo. Otherwise chain to c.S, or cancel to Coin. Has similar animation to Coin.

GGAC Johnny 5K.png
GGXXACPR Johnny-5K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Mid SJR 6 5 9 -2

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. This move should be the centerpiece of your close range gameplan.

GGAC Johnny cS.png
GGXXACPR Johnny-cS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SJR 6 3 8 +3

Sort of an intermediary between 2P and 5K. One frame slower than 2P and less range than 5K, but more frame advantage on block, and a larger hitbox, vertically. A great move to use as your throw option select.

GGAC Johnny fS.png
GGXXACPR Johnny-fS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 Mid SR 8 3 23 -9

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 Ky's Stun Dipper and many sweeps. Some characters can even run under it. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needed.

GGAC Johnny 5H.png
GGXXACPR Johnny-5H-1-Hitbox.png

Frame 11

GGXXACPR Johnny-5H-2-Hitbox.png

Frame 12

Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 11 1 32 -14

Big reach. Controls a lot of space, ground-wise and air-wise. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Can be low profiled. Great for stopping jump outs and as a pressure tool. Can be special-cancelled very late in its animation.

GGAC Johnny 5D.png
GGXXACPR Johnny-5D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High R 26 8 6 ±0

Very slow overhead. Johnny's only true standing overhead. On block, neutral at worst, +7 at best. Deceptive reach.

GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SJR 11 6 10 -2

Your 'go to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. Floats high enough on ground hit for an air combo.

1~16F above knees invul. Floats opponent on hit. Initial proration 80%.

GGAC Johnny 6K.png
GGXXACPR Johnny-6K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid RF 16 4 11 +2

Has some upper body invincibility in the middle of its startup. More of a ground to air poke than an anti-air. Floats on ground hit. Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash. Good for pressure and chasing opponents, but easily called out by low hitting pokes.

FRC point 12~13F. Floats opponent on hit. Initial proration 90%.

GGAC Johnny 6H.png
GGXXACPR Johnny-6H-1-Hitbox.png

Frame 18

GGXXACPR Johnny-6H-2-Hitbox.png

Frame 19

Damage Guard Cancel Startup Active Recovery Frame Adv.
76 Mid SJR 18 2 32 -15

Hit box moves back slightly at startup. Long range poke, controls a lot of ground space. The highest damage you can get in a single hit. Also your slowest poke. Jump cancellable.

GGAC Johnny 2P.png
GGXXACPR Johnny-2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid SCR 5 3 6 +1

Like a close range version of your 5K. Is all around faster than 5K, but has a little bit of proration. Tends to beat and lose to the same moves as 5K. Natural frame advantage on block. Chains.

Initial proration 90%.

GGAC Johnny 2K.png
GGXXACPR Johnny-2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 8 4 4 +2

Hits low. Compliments your 5K. Good frame advantage on block, and has a long cancel window. Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. Properly meatied, 2K is reversal safe against many reversals.

Notably, it gatlings into 2D but doesn't combo into it. Fill with c.S beforehand if you want to convert into 2D knockdown.

Initial proration 75%.

GGAC Johnny 2S.png
GGXXACPR Johnny-2S-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-2S-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SR 9 6 10 -2

What 2K is to 5K, 2S is to f.S. Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff. Prorates a lot. Proper use of 2S is essential to many matchups.

Only gatlings into 2HS, but combos into Lv2Mistfiner if you have it.

Initial proration 75%.

GGAC Johnny 2H.png
GGXXACPR Johnny-2H-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Mid R 5 6 28 -15

Very fast and lots of reach, both horizontally and a little bit vertically. Staggers on CH. Moves you backwards. Atrocious on whiff. A very specific move. The only move it gatlings into is 5D. Punishable on normal hit.

Staggers opponent on CH (max 35F). Johnny is in CH state during recovery.

GGAC Johnny 2D.png
GGXXACPR Johnny-2D-1-Hitbox.png

Frames 9-10

GGXXACPR Johnny-2D-2-Hitbox.png

Frames 14-16

Damage Guard Cancel Startup Active Recovery Frame Adv.
25*2 Low SR 12 2(3)3 22 -8

2 hits, both low. Second hit knocks down. Good to Mist Cancel off of. Good blockstring filler, to train them in to the habit of blocking low. Mixup which hit you Mist Cancel, to keep them weary. Has a little bit more reach than 2S and it doesn't prorate, so it can be a good substitute. But it's also worse to whiff. 2D(1)>Coin will connect on most of the cast at most ranges.

GGAC Johnny jP.png
GGXXACPR Johnny-jP-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High SCR 7 5 9 -

Your fastest air normal. Decent air-to-air, often used to start airdash strings. Chains. Sets up tick throws from Divine Blade Oki.

GGAC Johnny jK.png
GGXXACPR Johnny-jK-1-Hitbox.png

Frames 8-9

GGXXACPR Johnny-jK-2-Hitbox.png

Frames 10-13

Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High SJR 8 6 8 -

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.

GGAC Johnny jS.png
GGXXACPR Johnny-jS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High SJR 10 2 23 -

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. Fast recovery allows for additional movements or attacks afterwards.

GGAC Johnny jH.png
GGXXACPR Johnny-jH-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High SR 13 5 21 -

j.H has a very strong downward hitbox, making it difficult to anti-air. 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. Be careful of using j.H too high up on block - you'll need to gatling into j.D.

Staggers opponent on ground CH (max 39F). Slams down opponent on air hit.

GGAC Johnny jD.png
GGXXACPR Johnny-jD-1-Hitbox.png

Frames 8-10

GGXXACPR Johnny-jD-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High SR 8 7 14+5L -

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.

Wall bounces opponent on hit.

Universal Mechanics

Ground Throw
GGAC Johnny throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Throw: 45 Pixels - - - - -

Great throw overall, although its conversions afterwards are very matchup-specific. Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both if possible. Following up with damage combos is generally not worth it. Unfortunately, it doesn't combo into Coin on some lighter characters, like Millia. Comboing into Coin in corner is also not possible on all characters, and the timing is sometimes different.

Initial proration 40%

Air Throw
GGAC Johnny airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

One of the best airthrows in the game. Always knocks down. It wallbounces in the corner, allowing you to either go 2P > Coin, or you can go for Bacchus Sigh' for unblockable. You can also go for damage, although the proration usually makes it not worth it. If done at midscreen, you can chase the opponent afterwards with Divine Blade Transport.

Initial proration 50%.

Dead Angle Attack
GGAC Johnny 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 14 10 10 -6

One of Johnny's only defensive options, but unfortunately it can be low profiled under. The frame advantage is the best among DAA's of the game with Johnny's only being -6.

1~13F Full invul. 14~23F Upper body invul. 15~28F Throw invul. Wall bounces opponent on hit, allowing you to combo afterwards. Initial proration 50%.


Mist Finer Stance
GGAC Johnny MistStance.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - see notes - - -
Step Forward
MF Stance -> 66
- - - - - Total 15F -
Step Backward
MF Stance -> 44
- - - - - Total 15F -
Stance Cancel
MF Stance -> H
- - - - - Total 4F -

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.

Stance startup depends on Mist Level. Lv1: 10F, Lv2: 7F, Lv3: 5F

Mist Finer: Upper
GGAC Johnny 236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 35 Mid R 9+4 4 17 -4

Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P. Scores knockdown on air CH.

Level 2 50 Mid R 6+4 4 22 -7

Reduces Mist Level to 1. Knocks down opponent on hit.

Level 3 20*9 Mid R 4+4 See notes 20 -5

9 hits. Reduces Mist Level to 1. Floats opponent on hit, but doesn't knock down. Active frames: {4(3)}*3,{3(3)4}*2,3(4)4

Mist Finer: Middle
GGAC Johnny 236K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 32 All R 9+6 3 33 -19

Floats opponent on hit. Initial proration 85%.

Level 2 50 All R 6+4 3 23 -7

Reduces Mist Level to 1. Floats and knocks down opponent on hit. Initial proration 85%.

Level 3 18*9 See notes R 4+4 See notes 25 -8

9 hits. Reduces Mist Level to 1. 9th hit floats opponent. 3rd, 5th, 6th, and 9th hits must be blocked low, all other hits can be blocked mid. Active frames: 3(4)4(4)2(4)3(5)2(5)2(4)3(4)3(5)2

Mist Finer: Lower
GGAC Johnny 236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Level 1 29 Low R 9+11 2 29 -14

Knocks down opponent on ground hit. Initial proration 85%.

Level 2 50 Low R 6+5 2 23 -6

Reduces Mist Level to 1. Floats and knocks down opponent on ground hit. Initial proration 85%.

Level 3 17*9 See notes R 4+5 See notes 27 -10

9 hits. Reduces Mist Level to 1. 9th hit floats opponent on hit. 7th, 8th hits can be blocked mid. All other hits must be blocked low. Active frames: {2(5)}*5,2(4)3(4)3(5)2.

Glitter Is Gold
GGAC Johnny 236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 All - 5 - Total 19 +5

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.

Bacchus Sigh
GGAC Johnny 214P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 9 100 Total 42 -

Bacchus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. It 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 358F. about 5 seconds. During this time period Mist Finer becomes entirely unblockable. Disappears when a Mist Finer makes contact with the opponent (does not disappear if you whiff a Mist Finer) or if Johnny is hit (persists while Johnny is blocking) Because of Bacchus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. Even when applying Bacchus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Bacchus Sigh can apply properly.

GGAC Johnny j41236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6,62 High, Air R 9 2(2)3 Until L+16 -27

Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62. Note that when both hits connect, the knockdown of the first hit is cancelled out.

Divine Blade
623S -> S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
- - RF - - Total 36+5L -

8F onwards airborne. Johnny is in CH state during recovery. 9~31F can cancel into Divine Blade. The FRC is mostly used to surprise opponents from full screen distance, but it can also be used to air throw enemies that tech backwards after being hit with Coin.

623S > S
50 All RF 8+7 10 until L+14 -

Floats the opponent on hit. Great combo tool. When FRC'd leads to 50/50s, especially when Divine Blade Transport was Neutral Jump Installed.

Air Divine Blade
GGAC Johnny 623SS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 All RF 13 10 Until L+13 -9

The existence of this move makes countering Johnny's jump-ins risky, as it stuffs any standing anti-air that would beat your j.HS. Extremely rewarding damage if it starts a combo in the corner.

Frame adv listed on fastest TK version. Floats opponent on hit. FRC point 15~16F.


That's My Name
GGAC Johnny 632146H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20,65*2 Mid R,-*2 4+4 3 22 -6

One of Johnny's only defensive options. Difficult for opponents to punish on block, but can be stuffed by many low profile/upper body invincible attacks, such as Slayer's 6P or I-No's Stroke The Big Tree. It 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.

1-8F Full invul. 9F Throw invul and upper body invul. 10-17F above knees invul. Knocks down opponent on hit. On hit, Johnny ends up on Player 1 side.

Instant Kill

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY Mid - 7+10 - Total 177 +4


Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data

Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc