GGACR/Johnny

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Overview[edit]
Overview

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.

Playstyle
GGACR Johnny Icon.png Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options.
Pros Cons
  • Long horizontal range: Johnny has strong options for controlling horizontal space such as f.S, Mist Finer, and more.
  • Good anti-airs: 6P, 5P, and Mist Finer are potent anti-airs when used at the appropriate spacings.
  • High damage potential
  • Great Strike/Throw mixups
  • Very Strong Air Options: Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
  • Susceptible to low profile: Some of Johnny's best pokes, such as f.S, can be low profiled due to their thin hitboxes.
  • Damage requires resources: Johnny's high damage combos will often require coins, meter, or both.
  • Subpar High/Low mixups
  • No Meterless Reversal
  • High Execution Barrier: In order to utilize the depths of the character a player must commit to practicing their ability to input difficult techniques consistently.
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.
Guilty Bits Character Intro
GGACR Johnny Nameplate.png
GGAC Johnny Portrait.png
Prejump:4f
Weight:Heavyweight (0.98x)
Backdash:11f (1~>7f invuln)
Movement Options:Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport, Divine Blade Transport
Guts Rating:4
Defense Modifier:x1.00
Stun Resistance:70
Wakeup Time:53f (Face Up) / 49f (Face Down)
Colors
GGACR Johnny normal p.png
GGACR Johnny normal k.png
GGACR Johnny normal s.png
GGACR Johnny normal h.png
GGACR Johnny normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Johnny ex p.png
GGACR Johnny ex k.png
GGACR Johnny ex s.png
GGACR Johnny ex h.png
GGACR Johnny ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Johnny slash p.png
GGACR Johnny slash k.png
GGACR Johnny slash s.png
GGACR Johnny slash h.png
GGACR Johnny slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Johnny reload p.png
GGACR Johnny reload k.png
GGACR Johnny reload s.png
GGACR Johnny reload h.png
GGACR Johnny reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Johnny normal h.png
AC Johnny normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

6P[edit]

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.
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]

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.
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]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Universal Mechanics[edit]

Dead Angle Attack[edit]

Air Throw[edit]

Ground Throw[edit]

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.
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

Mist Finer: Middle[edit]

236K

Mist Finer: Lower[edit]

236S

Glitter Is Gold[edit]

236H or 214H

Bacchus Sigh[edit]

214P

Ensenga[edit]

j.41236H

Divine Blade[edit]

623S -> S

Air Divine Blade[edit]

j.236S

Killer Joker[edit]

421S -> S

Air Killer Joker[edit]

j.214S

Force Breaks[edit]

Jackhound[edit]

214D

Return Jack[edit]

Jackhound -> 236D

Overdrives[edit]

That's My Name[edit]

632146H

Uncho's Iai[edit]

j.236236H

Instant Kill[edit]

Joker Trick[edit]

in IK Mode: 236236H

Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Satou enter Japan Mikado - Retired? GOAT. Origin of the Satou Step Link
Omito enter Japan Mikado - Retired to Xrd Before the turn of the era where he became the strongest Xrd player. AC Footage
quash enter USA - Socal/Japan - - Active Counter hit 2H, stepjack maestro Link
BLEED enter Japan - Retired to Xrd BLEED -
Jonio enter Japan Mikado - Retired to Xrd The man who streamed nearly every Mikado +R event.
Kabegiwa no DC enter Japan - - Retired to Xrd Known predominantly for flippantly wasting coins Link

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]


Ambox notice.png 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.