GGACR/Johnny

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GGACR Johnny Nameplate.png
GGAC Johnny Portrait.png

Defense Modifier: x 1.00
Guts Rating: 4
Stun Resistance: 70
Prejump: 4
Backdash Time: 11
Backdash Invincibility: 1-7
Wakeup (Face Up/Down): 53 / 49

Movement Options
Double Jump, 1 Air Dash, Dash Type: Step, Killer Joker Transport and Divine Blade Transport
Colors
default P
default K
default S
default H
default D
ex P
ex K
ex S
ex H
ex D
slash P
slash K
slash S
slash H
slash D
reload P
reload K
reload S
reload H
reload D

Overview[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 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 oppropriate 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.
  • Susceptable 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

Note: Johnny is a character with a significant execution barrier. In order to utilize the depth of the character a player must commit to practicing their ability to input difficult techniques consistently.

Unique Mechanics[edit]


Coin[edit]

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

Normals[edit]

Ground Normals[edit]

5P[edit]
5P
GGAC Johnny 5P.png
*Snap*
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
12 Mid SJR 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.

5K[edit]
5K
GGAC Johnny 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
16 Mid SJR 6 5 9 -2
  • 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]
c.S
GGAC Johnny cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
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.

f.S[edit]
f.S
GGAC Johnny fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
34 Mid SR 8 3 21 -7
  • 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]
5H
GGAC Johnny 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
42 Mid SR 11 2 33 -16
  • 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]
5D
GGAC Johnny 5D.png
FLY AWAY
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
22 High R 30 8 6 0
  • Very slow overhead. Johnny's only true standing overhead.
  • On block, neutral at worst, +7 at best.
  • Deceptive reach.

2P[edit]
2P
GGAC Johnny 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
10 Mid SR 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. *Self-cancels.

Additional Frame Data Initial Prorate: 90%

2K[edit]
2K
GGAC Johnny 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
12 L 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.

Additional Frame Data Initial prorate: 75%

2S[edit]
2S
GGAC Johnny 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 Low SR 9 6 12 -4
  • 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]
2H
GGAC Johnny 2H.png
Blow it out your ass
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
48 Mid R 5 6 29 -16
  • 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]
2D
GGAC Johnny 2D.png
He got dem moves
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
25x2 Low SR 9 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 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]
6P
GGAC Johnny 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
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 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]
6K
GGAC Johnny 6K.png
I've got balls of steel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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
  • 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]
6H
GGAC Johnny 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
64 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.

3H[edit]
3H
GGAC Johnny 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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
  • 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.P
GGAC Johnny jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
12 High, Air SR 6 5 9 -
  • Your fastest air normal.
  • Self-cancel.


Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K[edit]
j.K
GGAC Johnny jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 High, Air SJR 8 6 8 -
  • Crossup. Decent air to ground.


Gatling Options: j.P, j.S, j.D

j.S[edit]
j.S
GGAC Johnny jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 High, Air SJR 10 2 23 -
  • 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.P, j.H, j.D

j.H[edit]
j.H
GGAC Johnny jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
40 High, Air SR 13 5 21 -
  • 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]
j.D
GGAC Johnny jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
44 High, Air SR 8 7 14+5 after landing -
  • 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[edit]
Dead Angle Attack
GGAC Johnny 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
25 All R 14 10 10 -6

Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.

Air Throw[edit]
Air Throw
GGAC Johnny airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 - - - - -

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]
Ground Throw
GGAC Johnny throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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.
40 45 pixels F - - - -

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]

TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA

Mist Finer Stance[edit]
Mist Finer Stance
236P/K/S
GGAC Johnny MistStance.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

Additional Frame Data Can input Mist Stance Cancel from 2F onwards. Startup: LV1: 8F; LV2: 5F; LV3: 3F. Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F; LV2: 7F; LV3: 5F

Step Forward
MF Stance -> 66
- - - - - 14 -

Additional Frame Data Can cancel into another Step Forward from 2~9F. Can cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards.

Step Backward
MF Stance -> 44
- - - - - 14 -

Additional Frame Data Can cancel into Mist Stance Cancel from 10F onwards. Can cancel into Jackhound from 3F onwards. Can cancel into all Mist Stance followups from 12F onwards

Stance Cancel
MF Stance -> H
- - - - - 3 -
  • 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)

Up Mist Finer[edit]
Mist Finer: Upper
236P
GGAC Johnny 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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
  • 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.

Level 2 38 Mid RF 6+4 4 22 -7
  • FRC Point at 19f~20f for getting a combo that ends in coin or making it safe if whiffed.

Additional Frame Data Reduces Mist Level to 1. Cancels out projectiles. Wallbounces opponent on hit (untechable for 70F). Hitstop 0f.

Level 3 20x9 Mid R 4+4 see notes 20 -5
  • Most damaging Mist Finer variation
  • Works as a very powerful anti air, but it is a very hard call-out

Additional Frame Data Reduces Mist Level to 1. Cancels out projectiles. Floats opponent and fully untechable on hit. Active frames are: {4(3)}x3,{3(4)4(3)}x2,3(4)4. Forward/Backwards movement possible during attack, Hitstop 0f

Mid Mist Finer[edit]
Mist Finer: Middle
236K
GGAC Johnny 236K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

Will cancel out projectiles, but loses hit potential.

Level 2 40 All RF 6+4 3 23 -7

Reduces Mist Level to 1. Cancels out projectiles.

Level 3 18x9 see notes RF 4+4 see notes 25 -8

9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.

Low Mist Finer[edit]
Mist Finer: Lower
236S
GGAC Johnny 236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

Will cancel out projectiles, but loses hit potential.

Level 2 35 Low RF 6+5 2 23 -6

FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.

Level 3 17x9 see notes R 4+5 see notes 27 -10

9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.

Glitter Is Gold[edit]
Glitter Is Gold
236H or 214H
GGACR Johnny Glitter.png
Shake it, baby
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

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]
Bacchus Sigh
214P
GGAC Johnny 214P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

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]
Ensenga
j.41236H
GGAC Johnny j41236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

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]
Divine Blade
623S -> S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

Air Divine Blade[edit]
Air Divine Blade
j.236S
GGAC Johnny 623SS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

FRC: 15f~16f - Cancels out projectiles.

Killer Joker[edit]
Killer Joker
421S -> S
GGAC Johnny 421S.png
GGAC Johnny 421SS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

Air Killer Joker[edit]
Air Killer Joker
j.214S
GGAC Johnny 421SS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

FRC: 12f~14f - On FRC, restores air movement


Force Breaks[edit]

Jackhound[edit]
Jackhound
214D
GGAC Johnny 214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

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). 51F float on air hit. 80% initial proration.

Return Jack[edit]
Return Jack
Jackhound -> 236D
GGAC Johnny 236D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

Consumes 25% Tension. On hit, increases Mist Level by one.


Overdrives[edit]

That's My Name[edit]
That's My Name
632146H
GGAC Johnny 632146H.png
Don't Forget It.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

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]
Uncho's Iai
j.236236H
GGACR Johnny j236236H.png
BUURRRRRRAVO DAZE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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 -

Instant Kill[edit]

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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

It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell. Overall, as bad as any IK.


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

Roadmap[edit]

75% complete
Page Status Completion Score
Overview TODO: Special Move Hitboxes. Hurtboxes. Expand. 18/26
Combos TODO: Reformat. Provide Examples. 6/10
Okizeme TODO: Create 0/10
Strategy TODO: needs "fighting johnny" section 10/12
Frame Data Cross Check 41/42

For a list of criteria for appraising character pages see this page.


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.
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