GGACR/Johnny

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Overview
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.


Lore:Originally a kid who was raised as an orphan, he carries on the will of his late adopted father to not hate anyone no matter how bad they happen to be whilst raising orphans on his own. Together with his self-made family, the Jellyfish Pirates, Johnny in spite of being an outlaw fights to not only protect the ladies, but to also to uphold his own beliefs with a heart of gold. Lately, he's been conflicted on how to spill the truth to May about her true heritage....
Voice:Norio Wakamoto
Playstyle
GGACR Johnny Icon.png Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options, requiring a form of precision to effectively cut down his foes at the slightest of exposed gaps.
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: Can find multiple conversions into complicated-yet-extensively rewarding combos. Leads to making his strike/throw game being far more threatening.
  • Very Strong Air Options: Divine Blade, Ensenga, Unchou's Iai, Killer Joker, and Johnny's air normals are all good, which also provide him with solid air combo tools.
  • Unblockables: Using level 2 Mist Finder, Enkasu, and Bacchus Sigh Johnny can set up unblockables during OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. Frequently shortened to "Oki"..
  • Strike/Throw Mixups: Johnny's step dash and up-coin help him create throw mixups that are hard to avoid, and lead to decent reward.
  • Good Mobility: Despite not having a run, Johnny's step dash can be applied in creative ways to bolster his offense. Furthermore, his jump and superjump pair well with his strong air attacks to make it difficult for opponents to contest his air options from the ground.
  • 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.
  • Committal Pokes: In spite of his threatening tools, mishandling of any of them leads to much of his own gaps being easily exposed.
  • Stability: Johnny can have difficulty securing hard knockdowns without level 2 Mist Finer, and even then will sometimes have to choose between knockdown and damage. This problem is exacerbated by the difficulty of performing his good combo routes which can lead to the character having stability issues in competitive play.
  • Struggles with Zoning: Johnny's movement options, although great for offense, are flawed in terms of avoiding zoning tools. Furthermore, Johnny doesn't like it when the opponent has better normals than him in a given situation.
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.
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

Ground Normals

Note: Frame data for normals is as follows;

x is the normals standard frame data without performing a Mist Cancel, [x] is it's frame data after performing a Level 1 Mist Cancel, [x] after performing a Level 2 Mist Cancel, and [x] after performing a Level 3 Mist Cancel. NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.

5P

5K

c.S

f.S

5H

5D

2P

2K

2S

2H

2D

6P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
30 Mid 16 4 16 -3 [+5] [+8] [+10] 7~13F Upper Body

  • 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

3H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
28x2 Mid 11 8(2)2 31 -14 [+7] [+10] [+12] -

Johnny's classic 2H from GGX originally exclusive to his EX Mode in all XX iterations, now added back as an addition to his base version moveset.

  • 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

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Specials

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

Mist Finer Stance

236P/K/S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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 - -

  • 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

236P

Mist Finer: Middle

236K

Mist Finer: Lower

236S

Glitter Is Gold

236H or 214H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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).

  • Has its uses as a zoning tool, with the 214H version as a recent addition to +R being a good way to call-out aerial approaches or to prevent liberal occurrences of them.
  • For the most part, in combos, the coins often serve more to extend them into repeated Level 2 Mist Finers in the hands of dexterous players, given the benefits of the said Level 2 versions as combo tools on their own.
    • Even then, trying to throw coins randomly may exhaust your options, but the best reward is always finding a way to stick them into a combo of any sort.

Bacchus Sigh

214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
- - 9 100 53 Total - -

Causes no hitstun or blockstun. On "hit", attaches to opponent. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached.

  • Projectile moves rather slow, but has some slight tracking. Even then, trying to rely on this to land on your foe in the open isn't going to do any wonders.
  • Will attach to downed opponents, thus it's a prime oki tool should Johnny score a valuable knockdown with time to act.
  • FRC: 41f~46f; use this to basically force the foe into a metaphorical corner or a physical one in tandem with all your other Mist Finer-based options.

Ensenga

j.41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6, 62 High/Air 9 2(2)3 16 after landing -25 -

Overhead. Not a projectile. A tool to Tiger Knee with for some semblance of being able to mixup the foe as Johnny's next-best-bet for a grounded overhead of sorts.

  • 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.
  • Halts and/or slightly carries some of Johnny's aerial momentum in the air; the latter case is often so whenever this move is TK'd.

Divine Blade

623S -> S

Air Divine Blade

j.236S

Killer Joker

421S -> S

Air Killer Joker

j.214S

Force Breaks

Jackhound

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
214D
50 Mid 13 2 35 -20 13~15F Strike
Stance Jackhound
MF Stance > 214D
50 Mid 6 2 35 -20 6~8F Strike
Stance Step Jackhound
MF Stance Step > 214D
50 Mid 3 2 35 -20 3~5F Strike

A mid-ranged call-out that's excellent for cutting through single-hit projectiles or just punishing someone for pressing a button. Consumes 25% Tension.

  • Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration.
  • Despite its speed, it can be easily mishandled into exposing Johnny for a punish; trying to use it as a form of cross-ups is rather ill-advised.

(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

Jackhound -> 236D

Overdrives

That's My Name

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
20, 65x2 Mid 4+4 3 22 -6 1~8F All
9~10F Throw
9~17F Above Knees

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 just to line the slash trails up properly as a J.

  • Damage for the most part comes from the initial slashes themselves, with the explosion usually being just for show.

4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility.

Uncho's Iai

j.236236H

Instant Kill

Joker Trick

During IK Mode: 236236H

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.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Johnny/Data.