GGACR/Johnny
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
[edit]
Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.
In terms of playstyle, Johnny is a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
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Normals[edit]
Ground Normals[edit]
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move when Stance Cancelled with level 1. normals are 3 frames more plus on level 2 Mist Finer and 2 more then level 2 when done at level 3.
5P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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12 | Mid | SJR | 5 | 4 | 6 | 0 |
[edit]
- 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.
5K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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16 | Mid | SJR | 6 | 5 | 9 | -2 |
[edit]
- All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game.
- How to get around your 5K, should be the thought that permeates your opponent's mind.
- 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.
c.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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26 | Mid | SJR | 6 | 3 | 8 | +3 |
[edit]
- 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.
f.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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34 | Mid | SR | 8 | 3 | 21 | -7 |
[edit]
- Hits farther and harder than 5K, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. *Risky to use, but has excellent reach for its speed.
- Chains to 6H, but only combos on counter-hit or crouch-hit.
5H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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42 | Mid | SR | 11 | 2 | 33 | -16 |
[edit]
- 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.
Additional Frame Data Attack is fully extended on 12F
5D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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22 | High | R | 30 | 8 | 6 | 0 |
[edit]
- Very slow overhead. Johnny's only true standing overhead.
- On block, neutral at worst, +7 at best.
- Deceptive reach.
2P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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10 | Mid | SR | 5 | 3 | 6 | +1 |
[edit]
- 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. *Self-cancels.
Additional Frame Data Initial Prorate: 90%
2K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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12 | L | SR | 8 | 4 | 4 | +2 |
[edit]
- 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.
Additional Frame Data Initial prorate: 75%
2S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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30 | Low | SR | 9 | 6 | 12 | -4 |
[edit]
- 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.
Additional Frame Data Initial prorate: 75%
2H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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48 | Mid | R | 5 | 6 | 29 | -16 |
[edit]
- Very fast and lots of reach, both horizontally and a little bit vertically.
- Moves you backwards. Atrocious on whiff.
- A very specific move. Gatlings to 5D.
- Punishable on normal hit.
- Staggers on CH.
Additional Frame Data Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F
2D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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25x2 | Low | SR | 9 | 2(3)3 | 22 | -8 |
[edit]
- 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 wary.
- 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.
6P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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25 | Mid | SJR | 11 | 6 | 10 | -2 |
[edit]
- 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 on ground hit.
Additional Frame Data Upper body invincible 1~4F. Above knees invincible 5~16F. Floats opponent on ground hit (untechable for 28F). Initial prorate: 80%
6K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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30 | Mid | SRF | 16 | 4 | 16 | -3 |
[edit]
- Has some upper body invincibility in the middle of its startup.
- More of an ground to air poke than an anti-air.
- Wallsticks on counter-hit. 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 at 12~13f
- Goes over most mid pokes and it's good for tick throws.
Additional Frame Data 7~13F upper body invincible. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
6H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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64 | Mid | SJR | 18 | 2 | 32 | -15 |
[edit]
- 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.
3H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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28x2 | Mid | SR | 11 | 8(2)2 | 31 | -14 |
[edit]
- 2 hits. First hit hits around the feet, where 5H doesn't. Also has a lot of active frames.
- Second hit is like a 5H. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do.
- If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup.
- Can special cancel at any time, as long as the first hit has made contact.
Air Normals[edit]
j.P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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12 | High/Air | SR | 6 | 5 | 9 | - |
[edit]
- Your fastest air normal.
- Self-cancel.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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20 | High/Air | SJR | 8 | 6 | 8 | - |
[edit]
- Crossup. Decent air to ground.
Gatling Options: j.P, j.S, j.D
j.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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32 | High/Air | SJR | 10 | 2 | 23 | - |
[edit]
- Crossup. Whiffs on crouching hit boxes.
- Good air to air. Also good air to ground.
- Can be used to zone out a lot of space.
- Fast recovery allows for additional movements or attacks afterwards.
Gatling Options: j.H, j.D
j.H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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40 | High/Air | SR | 13 | 5 | 21 | - |
[edit]
- Good air to ground.
Additional Frame Data Staggers opponent on ground CH (max 39F) Slams down opponent on air hit
Gatling Options: j.D
j.D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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44 | High/Air | SR | 8 | 7 | 14+5 after landing | - |
[edit]
- Crossup.
- Best air to air for hitting opponents above you.
Additional Frame Data Wallbounces opponent on hit (untechable for 24F)
Universal Mechanics[edit]
Dead Angle Attack[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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25 | All | R | 14 | 10 | 10 | -6 |
[edit]
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
Air Throw[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
60 | 88 pixels | - | - | - | - | - |
[edit]
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.
Ground Throw[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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40 | 45 pixels | F | - | - | - | - |
[edit]
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 when you land it. Following up with damage combos is generally not worth it.
Specials[edit]
TO DO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance[edit]
236P/K/S
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Stance 236[P/K/S] |
- | - | - | - | - | see notes | - |
Step Forward MF Stance -> 66 |
- | - | - | - | - | 14 | - |
Step Backward MF Stance -> 44 |
- | - | - | - | - | 14 | - |
Stance Cancel MF Stance -> H |
- | - | - | - | - | 3 | - |
[edit]
- Johnny's most important tool. It's an Essential Johnny technique.
- Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage!
- How to Mist Cancel
- 1. Do a move that is special cancelable.
- 2. Special cancel in to a Mist Finer.
- 3. Hold button to stay in Mist Stance.
- 4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.)
Additional Frame Data Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F)
Mist Finer: Upper[edit]
236P
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Level 1 | 35 | Mid | R | 9+4 | 4 | 17 | -4 |
Level 2 | 38 | Mid | RF | 6+4 | 4 | 22 | -7 |
Level 3 | 20x9 | Mid | R | 4+4 | see notes | 20 | -5 |
[edit]
- 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, recoin possible when near corner.
Additional Frame Data Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f. Will cancel out projectiles, but loses hit potential.
Mist Finer: Middle[edit]
236K
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Level 1 | 32 | All | R | 9+6 | 3 | 33 | -19 |
Level 2 | 40 | All | RF | 6+4 | 3 | 23 | -7 |
Level 3 | 18x9 | see notes | RF | 4+4 | see notes | 25 | -8 |
Will cancel out projectiles, but loses hit potential.
Mist Finer: Lower[edit]
236S
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Level 1 | 29 | Low | R | 9+11 | 2 | 29 | -14 |
Level 2 | 35 | Low | RF | 6+5 | 2 | 23 | -6 |
Level 3 | 17x9 | see notes | R | 4+5 | see notes | 27 | -10 |
[edit]
Will cancel out projectiles, but loses hit potential.
Glitter Is Gold[edit]
236H or 214H
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
236H | 10 | All | - | 5 | 33 | 20 Total | +4 |
214H | 10 | All | - | 5 | 65 | 20 Total | +4 |
[edit]
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's 2D or Grand Viper).
Bacchus Sigh[edit]
214P
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
- | - | F | 9 | 100 | 53 Total | - |
[edit]
FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.
Ensenga[edit]
j.41236H
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
6, 62 | High/Air | R | 9 | 2(2)3 | 16 after landing | -25 |
[edit]
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, causes Blowback effect, which can score knockdown at low heights. Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second.
Divine Blade[edit]
623S -> S
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Transport 623S |
- | - | F | - | - | 35+5 after landing | - |
Attack 623S > S |
50 | All | F | 5+7 | 10 | 7 after landing | - |
[edit]
Air Divine Blade[edit]
j.236S
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
50 | All | F | 13 | 10 | 13 after landing | -7 |
[edit]
FRC: 15f~16f - Cancels out projectiles.
Killer Joker[edit]
421S -> S
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Transport 421S |
- | - | F | - | - | 34+5 after landing | - |
Attack 421S > S |
40 | All | RF | 8+10 | 3 | 14 after landing | - |
[edit]
Air Killer Joker[edit]
j.214S
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
32 | All | RF | 9 | 3 | 13 after landing | - |
[edit]
FRC: 12f~14f - On FRC, restores air movement
Force Breaks[edit]
Jackhound[edit]
214D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Normal 214D |
50 | Mid | R | 13 | 2 | 35 | -20 |
Stance Jackhound MF Stance > 214D |
50 | Mid | R | 6 | 2 | 35 | -20 |
Stance Step Jackhound MF Stance Step > 214D |
50 | Mid | R | 3 | 2 | 35 | -20 |
[edit]
Consumes 25% Tension. Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration.
(During Mist Stance Dash) - Staggers on ground hit (65F max). 47F float on air hit. 80% initial proration.
Return Jack[edit]
Jackhound -> 236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
60 | Mid | R | 12+1 | 2 | 65 | -48 |
[edit]
Consumes 25% Tension. On hit, increases Mist Level by one.
Overdrives[edit]
That's My Name[edit]
632146H
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
20, 65x2 | Mid | R, -x2 | 4+4 | 3 | 22 | -6 |
[edit]
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny.
Uncho's Iai[edit]
j.236236H
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
50x2 | High/Air | R | 5+3 | 3 | 24 | - |
[edit]
Instant Kill[edit]
Joker Trick[edit]
in IK Mode: 236236H
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
Fatal | Mid | - | 7+10 | - | - | +4 |
[edit]
Counts as a projectile. Whiffs on crouchers and characters with small hurtboxes. Does not hit dizzied: JA, DI, AB, SO, BA, HO, KL, AX, CH
Notable Players[edit]
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Satou | ![]() |
Japan | Mikado | - | Retired? | GOAT. Origin of the Satou Step | Link |
Omito | ![]() |
Japan | Mikado | - | Retired to Xrd | Before the turn of the era where he became the strongest Xrd player. | AC Footage |
quash | ![]() |
USA - Socal/Japan | - | - | Active | Counter hit 2H, stepjack maestro | Link |
BLEED | ![]() |
Japan | - | Retired to Xrd | BLEED | - | |
Jonio | ![]() |
Japan | Mikado | - | Retired to Xrd | The man who streamed nearly every Mikado +R event. | |
Kabegiwa no DC | ![]() |
Japan | - | - | Retired to Xrd | Known predominantly for flippantly wasting coins | Link |
NOTE: These tables are still WIP[edit]
External References[edit]
[edit]
![]() |
To edit frame data, edit values in GGACR/Johnny/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data