GGACR/Johnny/Frame Data

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Revision as of 00:40, 23 June 2020 by Shtkn (talk | contribs)
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System Data


Normals

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
5P
5K
c.S
f.S
5H
  • Attack is fully extended on 12F
6P
  • Upper body invincible 1~4F
  • Above knees invincible 5~16F
  • Floats opponent on ground hit (untechable for 28F)
  • Initial prorate 80%
6K
  • 7~13F upper body invincible
  • Floats opponent on hit (untechable for 35F)
  • Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
  • FRC timing 12~13F
6H
  • Blows back opponent on air hit
5D
2P
  • Initial prorate 90%
2K
  • Initial prorate 75%
2S
  • Initial prorate 75%
2H
  • Staggers opponent on CH (max 53F)
  • Johnny is in CH state 1~35F
3H
2D
  • 2nd hit knocks down opponent
j.P
j.K
j.S
j.H
  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit
j.D
  • Wallbounces opponent on hit (untechable for 24F)

Universal Mechanics

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
Throw
  • Floats opponent on hit (untechable for 43F)
  • Forced prorate 40%
  • Enemy is afloat for 18F total to be hit if FRC isn't used ???
  • FRC timing 36~39F
Air Throw
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • Initial prorate 50%
  • fully invincible 1~13F
  • above knees invincible 14~23F
  • throw invincible 14~28F
  • Wallbounces opponent on hit (untechable for 28F on ground hit)

Specials

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
Mist Finer Stance
236[P/K/S]
  • Can input Mist Stance Cancel from 2F onwards
  • Startup: LV1: 8F; LV2: 5F; LV3: 3F
  • Mist Stance Step Forward and Step Backwards cannot be performed for an additional two frames, and thus are available at: LV1: 10F; LV2: 7F; LV3: 5F
Step Forward
MF
  • Can cancel into another Step Forward from 2~9F
  • Can cancel into Mist Stance Cancel from 10F onwards
  • Can cancel into Jackhound from 3F onwards
  • Can cancel into all Mist Stance followups from 12F onwards
Step Backward
MF
  • Can cancel into Mist Stance Cancel from 10F onwards
  • Can cancel into Jackhound from 3F onwards
  • Can cancel into all Mist Stance followups from 12F onwards
Stance Cancel
MF
  • Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F)
Mist Finer: Upper (Lv 1)
236P
  • Initial prorate 70%
  • Blows back opponent on air hit (untechable for 39F)
  • Fully untechable on air CH
  • see notes *1 *2
Mist Finer: Upper (Lv 2)
236P
  • Wallbounces opponent on hit (untechable for 70F)
  • FRC timing 19~20F
  • see notes *1 *3
Mist Finer: Upper (Lv 3)
236P
  • Floats opponent and fully untechable on hit
  • Active frames are: {4(3)}x3,{3(4)4(3)}x2,3(4)4
  • Forward/Backwards movement possible during attack
  • see notes *1 *3
Mist Finer: Middle (Lv 1)
236K
  • Floats opponent on hit (untechable for 39F)
  • Initial prorate 85%
  • see notes *1 *2
Mist Finer: Middle (Lv 2)
236K
  • Blows opponent away and slides opponent on hit (untechable for 70F, slides for 40F)
  • Forced prorate 90%
  • FRC timing 19~20F
  • see notes *1 *3
Mist Finer: Middle (Lv 3)
236K
  • Staggers opponent on hit (Max 55F)
  • 3rd, 5th, 6th, and 9th hits have a GB+ of 15, and must be blocked LF
  • All other hits have a GB+ of 20, and can be blocked All
  • Active frames are: 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2
  • FRC timing is all startup frames
  • Forward/Backwards moement possible during move
  • see notes *1 *3
Mist Finer: Lower (Lv 1)
236S
  • Knocks down and pulls in opponent on hit
  • Initial prorate 70%
  • see notes *1 *2
Mist Finer: Lower (Lv 2)
236S
  • Floats and pulls in opponent on hit (untechable for 50F)
  • Initial prorate 85%
  • FRC timing 19~20F
  • see notes *1 *3
Mist Finer: Lower (Lv 3)
236S
  • Knocks down opponent on ground hit
  • 7th and 8th hits have GB+ of 20, can be blocked All
  • All other hits have GB+ of 25, must be blocked LF
  • Active frames are: {2(5)}x5,2(4)3(4)3(5)2
  • Forward/Backward movement possible during move
  • see notes *1 *3
Glitter Is Gold
236H
  • Hitstop 6F
  • Increases Mist Finer by 1 level on hit
  • Consumes 1 Coin
Glitter Is Gold (Upwards)
214H
  • Hitstop 6F
  • Increases Mist Finer by 1 level on hit
  • Consumes 1 Coin
Bacchus Sigh
214P
  • Causes Mist Finer to becomes unblockable for 357F if the Mist touches the opponent
  • Fastest the Mist can touch the opponent at point blank range is 28F (Tested on Sol)
  • FRC timing 36~41F
Ensenga
j.41236H
  • 1st hit fully untechable
  • 2nd hit floats and blows away opponent (untechable for 30F)
  • Johnny is in a crouching state during landing recovery
  • 1st hit has hitstop 6F
  • Initial prorate 90%
Divine Blade Transport
623S
  • Strike invincible 5~17F , performing FRC or Divine Blade removes invincibility
  • Johnny is airborne from 5F onwards
  • Johnny is in CH state until landing
  • FRC timing 8~10F
  • Can cancel to Divine Blade from 6~34F
  • Auto Jump Install
Divine Blade
DB Transport > S
  • Initial prorate 80%
  • Slams down opponent on hit (untehcable for 20F)
  • Ground bounces opponent on CH (untehcable for 30F)
  • FRC timing 9~10F
  • FRCing restores jump options
Air Divine Blade
j.236S
  • Initial prorate 80%
  • Floats opponent on ground hit (untechable for 20F)
  • FRC timing 15~16F
  • Listed Frame Adv is for TK Air Divine Blade perfomed as fast as possible (startup 17F)
  • Ground bounces opponent on CH (untechable for 30F)
Killer Joker Transport
421S
  • Johnny is airborne from 8F onwards
  • Johnny is in CH state until landing
  • FRC timing 10~12F
  • Can cancel into Killer Joker from 9~28F
Killer Joker
KJ Transport > S
  • Floats and pulls in opponent on hit (untechable for 36F)
  • FRC timing 13~15F
  • see notes *1
Air Killer Joker
j.214S
  • Initial prorate 90%
  • Floats and pulls in opponent on hit (untechable for 30F)
  • FRC timing 12~14F
  • RCing and FRCing restores jump options
  • Can only perform once per jump
  • see notes *1
*1: Hitstop 0F
*2: Cancels projectiles, but loses hit potential.
*3: 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

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
Jackhound
214D
  • Strike invincible 13~15F
  • Can pass through the opponent
  • Staggers opponent on ground hit (max 47F)
  • Untechable for 46F
  • Johnny is in CH state during move
  • Initial prorate 60%
  • Can cancel into Return Jack from 28F onwards
  • see notes *1
Mist Stance Jackhound
MF Stance > 214D
  • Strike invincible 6~8F
  • Can pass through the opponent
  • Staggers opponent on ground hit (max 56F)
  • Untechable for 51F
  • Johnny is in CH state during move
  • Initial prorate 70%
  • Can cancel into Return Jack from 21F onwards
  • Fastest possible Mist Stance Jackhound per level (includes entering Mist Stance)- LV1: 14F (8+6); LV2: 11F (5+6); LV3: 9F (3+6)
  • see notes *1
Mist Stance Step Jackhound
MF Stance Step > 214D
  • Strike invincible 3~5F
  • Can pass through the opponent
  • Staggers opponent on ground hit (max 68F)
  • Untechable for 47F
  • Johnny is in CH state during move
  • Initial prorate 80%
  • Can cancel into Return Jack from 18F onwards
  • Fastest total startup possible, assuming you are already in Mist Stance, is 6F (3F Step Forward+3F Jackhound startup)
  • Fastest possible Mist Stance Step Jackhound per level (includes getting into Mist Stance)- LV1: 16F (10+6); LV2: 13F (7+6); LV3: 11F (5+6)
  • see notes *1
Return Jack
Jackhound > 236D
  • Strike invincible 7~15F
  • Can pass through the opponent
  • Floats opponent on hit (untechable for 49F)
  • Johnny is in CH state during move
  • Forced prorate 60%
  • Increases Mist Finer by 1 level on hit

Overdrives

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
That's My Name
632146H
  • Fully invincible 1~8F
  • Throw invincible 9~10F
  • Above knees invincible 9~17F
  • Knocks down opponent on hit
  • Roman Cancel possible on 1st hit only
  • 1st hit forces opponent into standing state on ANY hit
  • RCing the first hit on hit has Frame Adv +25
  • 2nd and 3rd hits do not occur if 1st hit is blocked
Uncho's Iai
j.236236H
  • Initial prorate 90%
  • Fully invincible 1~9F
  • Throw invincible 10F
  • Floats opponent on hit (1st hit untechable for 40F, 2nd hit for 30F)

Instant Kill

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
Joker Trick
During IK Mode: 236236H
  • IK mode activation time: 54F
  • Card stays active for 177F
  • Card disappears if Johnny is hit
  • see notes *1
  • Card will keep going off screen for all active frames or until it touches opponent

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - - - 5D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H, 3H 5D, 2D Sp
6K - - - - - Sp
c.S 6P 2K - 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 2H, 6H, 3H 5D Sp
2S - - - 5H, 2H - Sp
5H - - - - 5D Sp
2H - - - - 5D -
6H - - - - - Jump, Sp
3H - - - 5H, 6H - Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.S - - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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.