GGACR/Johnny

From Dustloop Wiki


Overview
Overview

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. If you can get a handle on Johnny's movelist, then you'll gain access to some incredible offensive capabilities.

The operative word there is "if", though. Johnny is one of the more difficult characters to play in +R thanks to high execution and few quirks. Many of Johnny's optimal combos are highly character specific and require a good amount of height management to perform, meaning players may need to grind more than usual on finding combos that work for him. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward, meaning Johnny must often play patiently and considerately to win neutral.

If you're willing to commit to getting used to these issues 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, 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 excellent tools for neutral and combos.
  • Unblockables: Using level 2 Mist Finer, Enkasu, and Bacchus Sigh, Johnny can set up unblockables during okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • 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 can struggle 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. 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 from 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.
GGACR Johnny Nameplate.png
GGACR Johnny Portrait.png
Damage Received Mod
×1
Guts Rating
4/5
Gravity Mod
×0.98
Stun Resistance
70
Prejump
4F
Backdash
11F (1~7F Strike Invuln)
Forwards Dash
22F
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Step Dash
Divine Blade
Killer Joker
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
2H (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (8F)
Mist Cancel
Mist Cancel Advantage  
Normal Raw Level 1 Level 2 Level 3
5P 0 -2 +1 +3
5K -2 0 +3 +5
c.S +3 +2 +5 +7
f.S -7 +5 +8 +10
5H -16 +7 +10 +12
5D 0 N/A
6P -2 +2 +5 +7
6K -3 +5 +8 +10
6H -15 +7 +10 +12
3H -14 +7 +10 +12
2P +1 -2 +1 +3
2K +2 -2 +1 +3
2S -4 +2 +5 +7
2H -15 N/A
2D -8 +5 +8 +10

Although not explicitly a mechanic, Mist Canceling is an important part of Johnny's character identity. By special canceling a normal into Mist Finer StanceGGAC Johnny MistStance.pngGuardStartupRecoverySee notesAdvantage-, and then exiting Mist Finer Stance by pressing the H button, Johnny can get the effects of a special cancel without committing fully to a special move. This, in practice, allows the player to modify Johnny's frame advantage on block and on hit substantially. Some moves that are substantially minus on block can become plus on block through Mist Canceling.
For example: 5HGGAC Johnny 5H.pngGuardMidStartup11Recovery33Advantage-16/+7/+10/+12 is normally -16 on block. When Mist Canceled it becomes +7 — turning the move from punishable to advantaged.

The frame advantage from Mist Canceling becomes better as the level for Mist Finer increases. This is because the startup for Mist Finer Stance becomes faster as the level of the move goes up.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

Values for On-Block for ground normals have 4 values separated by "/":

  • First value is the normals standard frame data without performing a Mist Cancel
  • Second-Fourth values are for Level 1/2/3 Mist Cancel

NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.

5P

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. Invuln Level
12 Mid 5 4 6 0/-2/+1/+3 1
Total: 14

  • 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.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

c.S

f.S

5H

5D

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. Invuln Level
30 Mid 16 4 16 -3/+5/+8/+10 7~13F Upper Body 4
Total: 35

A dashing upkick that covers similar ground to Johnny's forward dash while hitting sooner than a normal-cancelled dash, making it good for pressure and chasing opponents. It goes over most mid pokes and is good for tick throws when used with FRC, but is easily called out by low-hitting pokes. It also has some upper body invincibility in the middle of its startup, but is still more of a ground-to-air poke than an anti-air.

  • Floats on ground hit. Wallsticks on counter hit.

Additional Frame Data: FRC timing 12~13F. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsticks 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. Invuln Level
28×2 Mid 11 8(2)2 31 -14/+7/+10/+12 5
Total: 53

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.

Gatling Options: 5H, 6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Special Moves

Mist Finer Stance

236[P] or 236[K] or 236[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. Invuln Level
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

236]P[

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. Invuln Level
236P Lv1 35 Mid 9+4 4 17 -4 4
236P Lv2 38 Mid 6+4 4 22 -7 5
236P Lv3 20×9 Mid 4+4 {4(3)}×3,{3(4)4(3)}×2,3(4)4 20 -5 5

Level 1

  • 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.
  • Removes one point of durability from projectiles, but loses hit potential.

Additional Frame Data: Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f.

Level 2

  • Causes a wallbounce on hit, vital combo tool.
  • Good anti-air and combo starter.
  • Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.

Additional Frame Data: Wallbounces opponent on hit (untechable for 70F, fully untechable on CH). FRC timing 19~20F. Hitstop 0f.

Level 3

  • A swift barrage of high and mid slashes.
  • Causes a long float state on hit.
  • Excellent anti-air. Eats about 20% meter when air blocked, and many opponents will let go of FD too early and get hit.
  • Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.

Mist Finer: Middle

236]K[

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. Invuln Level
236K Lv1 32 All 9+6 3 33 -19 4
236K Lv2 40 All 6+4 3 23 -7 5
236K Lv3 18×9 All×2, Low, All, Low×2, All×2, Low 4+4 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2 25 -8 5

Level 1

  • Knocks down on hit.
  • Useful as a poke in some match-ups.
  • Removes one point of durability from projectiles, but loses hit potential.

Additional Frame Data: Initial prorate 85%. Floats opponent on hit (untechable for 39F).

Level 2

  • Causes a groundslide on hit, enabling follow-ups in the corner.
  • Important conversion tool in the corner.
  • Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.

Additional Frame Data: Forced prorate 90%. Blows opponent away and slides opponent on hit (untechable for 70F, slides for 40F). FRC timing 19~20F. Hitstop 0f.

Level 3

  • A swift barrage of mid and low slashes.
  • The final hit causes a stagger state, but an FRC will usually be required to follow up if the opponent wiggles out.
  • Because of its range and ridiculous active time, it is useful as a sure-fire counter to virtually any sort of abare An attack during the opponent's pressure, intended to interrupt it..
  • Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.
  • FRC: Throughout the active frames, but must be done after the final hit to cause the stagger state.

Mist Finer: Lower

236]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. Invuln Level
236S Lv1 29 Low 9+11 2 29 -14 4
236S Lv2 35 Low 6+5 2 23 -6 5
236S Lv3 17×9 Low×6, All×2, Low 4+5 {2(5)}×5,2(4)3(4)3(5)2 27 -10 5

Level 1

  • Sends the opponent flying towards you on hit, but they can tech quite early.
  • Removes one point of durability from projectiles, but loses hit potential.
  • Upcoin can be linked on normal hit.

Additional Frame Data: Initial prorate 70%. Floats and pulls in opponent on hit (untechable for 40 frames, fully untechable on CH). Hitstop 0f.

Level 2

  • Causes the same behavior on hit as at level 1, but with greater untech time, higher float and less recovery.
  • Vital conversion tool at midscreen and when cornered.
  • Removes one point of durability from projectiles, and does not lose hit potential, whether the projectile is deleted or not.

Additional Frame Data: Initial prorate 70%. Floats and pulls in opponent on hit (untechable for 50F, fully untechable on CH. FRC timing 19~20F). Hitstop 0f.

Level 3

  • A swift barrage of low slashes.
  • Knocks down on hit
  • Removes one point of durability per hit from projectiles, and does not lose hit potential, whether the projectile is deleted or not.

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. Invuln Level
236H 10 All 5 33 Total 20 +4 3
214H 10 All 5 65 Total 20 +4 3

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. Invuln Level
9 100 Total 53

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

  • Projectile moves rather slowly, 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 land a meaty when your knockdown is not advantegous enough.

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. Invuln Level
6, 62 High/Air 9 2(2)3 Until landing+16 -25 3
Total: 31

Overhead. Not a projectile. Connecting with only the first hit gives an advantageous knockdown. This is called an Enkasu.

  • Can be tiger-kneed for a quick overhead. Leads to damaging combos when RCd.
  • First hit scores knockdown at most heights against the entire cast.
    • Second hit causes a 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. Invuln Level
Normal
214D
50 Mid 13 2 35 -20 13~15F Strike 4
Stance Jackhound
MF Stance > 214D
50 Mid 6 2 35 -20 6~8F Strike 4
Stance Step Jackhound
MF Stance Step > 214D
50 Mid 3 2 35 -20 3~5F Strike 4

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

214D > 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

 Johnny


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