GGACR/Johnny

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< GGACR
Revision as of 19:01, 24 September 2021 by PrivateTarkus (talk | contribs) (Reverted edits by Drako125 (talk) to last revision by JamalxDxDxD)


Overview

Template:CharaOverview

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

  • 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

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]
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

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
214H

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

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

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
Stance Jackhound
MF Stance > 214D
Stance Step Jackhound
MF Stance Step > 214D

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

Uncho's Iai

j.236236H

Instant Kill

Joker Trick

During IK Mode: 236236H

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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