GGACR/Johnny/Frame Data

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< GGACR‎ | Johnny


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.00 4 0.875 1/5F 0.98 70 24F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.6 2.95 7.0 0.3 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
11 1~7F 12.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
4F 2 23.5 1.05 46F 4.7 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
4F 31.5 1.1 59F 4.7 5.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 17F 15.0 6F 12F 14.0 80

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
14 50 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
145 45 88

Normals

Note: Frame data for normals is as follows;

Values for On-Block for normal attacks 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.

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 SJR 1.44 5 4 6 0/-2/+1/+3 12 3 8 9 10 10 11 N/A
5K Mid 2 SJR 2.64 6 5 9 -2/+0/+3/+5 16 6 7 11 12 12 12 N/A
c.S Mid 3 SJR 2.64 6 3 8 +3/+2/+5/+7 26 10 7 13 14 14 13 N/A
f.S Mid 4 SR 3.84 8 3 21 -7/+5/+8/+10 34 14 6 16 17 16 14 N/A
5H Mid 5 SR 3.84 11 2 33 -16/+7/+10/+12 42 20 6 18 19 18 15 N/A
5D High 3 R 2.64 30 8 6 0 22 8 20 13 Launch 48 14 13 N/A
6P Mid 3 SJR 2.64 11 6 10 -2/+2/+5/+7 25 10 10 80% 1~4F Upper Body
5~16F Above Knees
13 Launch 28 14 13 N/A
6K Mid 4 SRF 3.84 16 4 16 -3/+5/+8/+10 30 14 20 7~13F Upper Body 16 Launch 35 14 12~13F
6H Mid 5 SJR 3.84 18 2 32 -15/+7/+10/+12 64 20 9 18 19 18 15 N/A
3H Mid 5 SR 3.84×2 11 8(2)2 31 -14/+7/+10/+12 28×2 10×2 6×2 18 19 18 15 N/A
2P Mid 1 SR 1.44 5 3 6 +1/-2/+1/+3 10 3 8 90% 9 10 10 11 N/A
2K Low 1 SR 1.44 8 4 4 +2/-2/+1/+3 12 3 8 75% 9 10 10 11 N/A
2S Low 3 SR 2.64 9 6 12 -4/+2/+5/+7 30 8 7 75% 13 14 14 13 N/A
2H Mid 5 R 3.84 5 6 29 -16 48 20 6 18 19 18 15 N/A
2D Low 4 SR 3.84×2 9 2(3)3 22 -8/+5/+8/+10 25×2 11×2 6×2 16 Launch 16, Down 14 N/A
j.P High/Air 1 SR 1.44 6 5 9 12 3 8 9 10 10 11 N/A
j.K High/Air 2 SJR 2.64 8 6 8 20 5 7 11 12 12 12 N/A
j.S High/Air 3 SJR 2.64 10 2 23 32 8 7 13 14 14 13 N/A
j.H High/Air 3 SR 2.64 13 5 21 40 8 7 13 14 14 13 N/A
j.D High/Air 3 SR 2.64 8 7 14+5 after landing 44 8 7 13 Launch 24 + WBounce 13 N/A
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

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 45 pixels F 4.00 40 6 Forced 40% Launch 43 36~39F
Air Throw 88 pixels 4.00 60 6 Forced 50% 60 + WBounce N/A
Dead Angle Attack All 3 R 0.52 14 10 10 -6 25 10 7 50% 1~13F All
14~23F Above Knees
14~28F Throw
13 Launch 28 + WBounce 14 + WBounce 13 N/A
Forward Dash J Total 22 100% 1~14F Feet N/A

Specials

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236[P/K/S] Mist Finer Stance 0.50/- See notes N/A
Stance 66 Step Forward 14 N/A
Stance 44 Step Backward 14 N/A
Stance H Stance Cancel 3 N/A
236P Lv1 Mist Finer: Upper (Lv 1) Mid 4 R 1.00/7.20 9+4 4 17 -4 35 14 6 70% 16 17 39 0 N/A
236P Lv2 Mist Finer: Upper (Lv 2) Mid 5 RF 1.00/12.00 6+4 4 22 -7 38 20 6 18 Launch 70 + WBounce 0 19~20F
236P Lv3 Mist Finer: Upper (Lv 3) Mid 5 R 3.00/2.88×9 4+4 {4(3)}×3,{3(4)4(3)}×2,3(4)4 20 -5 20×9 20×9 3×9 18 Launch 120 0 N/A
236K Lv1 Mist Finer: Middle (Lv 1) All 4 R 1.00/7.20 9+6 3 33 -19 32 14 10 85% 16 Launch 40 0 N/A
236K Lv2 Mist Finer: Middle (Lv 2) All 5 RF 1.00/12.00 6+4 3 23 -7 40 20 6 Forced 90% 18 Launch 70 + Slide 40 0 19~20F
236K Lv3 Mist Finer: Middle (Lv 3) All×2, Low, All, Low×2, All×2, Low 5 RF 3.00/2.88×9 4+4 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2 25 -8 18×9 20×2, 15, 20, 15×2, 20×2, 15 3×9 18 19×8, Stagger 55 120 0 All active frames
236S Lv1 Mist Finer: Lower (Lv 1) Low 4 R 1.00/7.20 9+11 2 29 -14 29 11 6 70% 16 Launch 40 0 N/A
236S Lv2 Mist Finer: Lower (Lv 2) Low 5 RF 1.00/12.00 6+5 2 23 -6 35 15 6 85% 18 Launch 50 0 19~20F
236S Lv3 Mist Finer: Lower (Lv 3) Low×6, All×2, Low 5 R 3.00/2.88×9 4+5 {2(5)}×5,2(4)3(4)3(5)2 27 -10 17×9 15×6, 20×2, 15 3×9 18 19×8, Launch 18×8, 50 0 N/A
236H Glitter Is Gold All 3 0.75/1.20 5 33 Total 20 +4 10 0 12 13 14 14 6 N/A
214H Glitter Is Gold (Upward) All 3 0.75/1.20 5 65 Total 20 +4 10 0 12 13 14 14 6 N/A
214P Bacchus Sigh F 1.00/- 9 100 Total 53 41~46F
j.41236H Ensenga High/Air 3 R 2.00/3.60×2 9 2(2)3 Until landing+16 -25 6, 62 8×2 7×2 90% 13 14, Launch 60, 30 6, 13 N/A
623S Divine Blade Transport F 2.00/- 35+5 after landing 5~17F Strike 8~10F
623S > S Divine Blade All 5 F -/1.20 5+7 10 Until landing+7 50 0 12 80% 18 Down 20 15 9~10F
j.236S Air Divine Blade All 5 F 3.00/1.20 13 10 Until landing+13 -7 50 0 12 80% 18 Down 20 15 15~16F
421S Killer Joker Transport F 2.00/- 29+5 after landing 10~12F
421S > S Killer Joker All 4 RF 1.00/2.40 8+10 3 Until landing+14 40 14 9 16 Launch 36 0 13~15F
j.214S Air Killer Joker All 4 RF 1.00/2.40 9 3 Until landing+13 32 14 6 90% 16 Launch 30 0 12~14F
※1: Cancels projectiles, but loses hit potential.
※2: Cancels projectiles, and retains hit potential.
Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It does NOT take the Cancel's recovery frames into account.
Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel.

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
214D Jackhound Mid 4 R 13 2 35 -20 50 14 8 60% 13~15F Strike 16 Stagger 47 47 0
Stance > 214D Mist Stance Jackhound Mid 4 R 6 2 35 -20 50 14 8 70% 6~8F Strike 16 Stagger 56 52 0
Stance Step > 214D Mist Stance Step Jackhound Mid 4 R 3 2 35 -20 50 14 8 80% 3~5F Strike 16 Stagger 68 48 0
214D > 236D Return Jack Mid 5 R 13+5 2 65 -48 60 20 11 Forced 60% 14~23F Strike 18 Launch 50 0

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
632146H That's My Name Mid 5 R, -×2 4+4 3 22 -6 20, 65×2 20 6×3 1~8F All
9~10F Throw
9~17F Above Knees
18 Down Stand 15
j.236236H Uncho's Iai High/Air 5 R 5+3 3 Until landing+24 50×2 15 6×2 90% 1~9F All
10~10F Throw
18 Launch 40, 30 15

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Joker Trick Mid 3 7+10 177 9 +4 Fatal 20 13 0

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Johnny 5P.pngGuardMidStartup5Recovery6Advantage0/-2/+1/+3 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Johnny 2P.pngGuardMidStartup5Recovery6Advantage+1/-2/+1/+3 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Johnny 6P.pngGuardMidStartup11Recovery10Advantage-2/+2/+5/+7 - - - - 5D Jump, Special, Super
5KGGAC Johnny 5K.pngGuardMidStartup6Recovery9Advantage-2/+0/+3/+5 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Johnny 2K.pngGuardLowStartup8Recovery4Advantage+2/-2/+1/+3 6P - c.S, f.S, 2S 2H, 3H 5D, 2D Special, Super
6KGGAC Johnny 6K.pngGuardMidStartup16Recovery16Advantage-3/+5/+8/+10 - - - - - Special, Super
c.SGGAC Johnny cS.pngGuardMidStartup6Recovery8Advantage+3/+2/+5/+7 6P 2K - 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Johnny fS.pngGuardMidStartup8Recovery21Advantage-7/+5/+8/+10 - - 2S 2H, 6H, 3H 5D Special, Super
2SGGAC Johnny 2S.pngGuardLowStartup9Recovery12Advantage-4/+2/+5/+7 - - - 5H, 2H - Special, Super
5HGGAC Johnny 5H.pngGuardMidStartup11Recovery33Advantage-16/+7/+10/+12 - - - - 5D Special, Super
2HGGAC Johnny 2H.pngGuardMidStartup5Recovery29Advantage-16 - - - - 5D -
6HGGAC Johnny 6H.pngGuardMidStartup18Recovery32Advantage-15/+7/+10/+12 - - - - - Jump, Special, Super
3HGGAC Johnny 3H.pngGuardMidStartup11Recovery31Advantage-14/+7/+10/+12 - - - 5H, 6H - Special, Super
5DGGAC Johnny 5D.pngGuardHighStartup30Recovery6Advantage0 - - - - - Homing Jump
2DGGAC Johnny 2D.pngGuardLowStartup9Recovery22Advantage-8/+5/+8/+10 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Johnny jP.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Johnny jK.pngGuardHigh/AirStartup8Recovery8Advantage- j.P - j.S - j.D Jump, Special, Super
j.SGGAC Johnny jS.pngGuardHigh/AirStartup10Recovery23Advantage- - - - j.H j.D Jump, Special, Super
j.HGGAC Johnny jH.pngGuardHigh/AirStartup13Recovery21Advantage- - - - - j.D Special, Super
j.DGGAC Johnny jD.pngGuardHigh/AirStartup8Recovery14+5 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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