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 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.

 Johnny  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.
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
GGACR Johnny Portrait.png

Normals

Ground Normals

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

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

  • 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

  • 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

Dead Angle Attack

Air Throw

Ground Throw

Specials

TODO: 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]
Step Forward
MF Stance -> 66
Step Backward
MF Stance -> 44
Stance Cancel
MF Stance -> H

  • 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

Bacchus Sigh

214P

Ensenga

j.41236H

Divine Blade

623S -> S

Air Divine Blade

j.236S

Killer Joker

421S -> S

Air Killer Joker

j.214S

Force Breaks

Jackhound

214D

Return Jack

Jackhound -> 236D

Overdrives

That's My Name

632146H

Uncho's Iai

j.236236H

Instant Kill

Joker Trick

in IK Mode: 236236H

Notable Players

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

External References

Navigation

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.