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System Data
Johnny | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
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×1.00 | 4 | ×0.875 | 1/5F | 70 | |
Backdash Duration | Backdash Invulnerability | Face Up Wakeup | Face Down Wakeup | Gravity Modifier | |
11 | 1~7F | 25F | 24F | ×0.98 | |
Walk Forwards Tension Gain | Jump Forwards Tension Gain | Air Dash Forwards Tension Gain | Run Tension Gain | Prejump | |
14 | 10 | 25 | 50 | 4 | |
Jump Duration | Jump vY | Jump Gravity | Forwards Jump vX | Backwards Jump vX | |
46 | 23.5 | 1.05 | 4.7 | 5 | |
Backdash vX | High Jump Duration | High Jump vY | High Jump Gravity | Forwards High Jump vX | Backwards High Jump vX |
12.5 | 59 | 31.5 | 1.1 | 4.7 | 5 |
Air Dash Backwards Startup | Forward Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
6F | 3.6 | 2.95 | 7 | 0.3 | 100 |
Air Dash Startup | Air Dash Forwards Duration | Air Dash Forwards Speed | Air Dash Backwards Speed | Air Dash Backwards Duration | Minimum Rising Air Dash Height |
6F | 17 | 15 | 14 | 12 | 80 |
Landing Recovery | Number Of Air Dashes | Number Of Jumps | Ground Throw Range | Air Throw Range | c.S Proximity Range |
3F | 1 | 2 | 45 | 88 | 145 |
Special Forwards Dash | Unique Movement Options | ||||
22F | Step Dash Divine Blade Killer Joker |
Normals
Universal Mechanics
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 | ||||
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Mist Finer Stance 236[P/K/S] | ||||||||||
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Step Forward MF | ||||||||||
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Step Backward MF | ||||||||||
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Stance Cancel MF | ||||||||||
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Mist Finer: Upper (Lv 1) 236P | ||||||||||
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Mist Finer: Upper (Lv 2) 236P | ||||||||||
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Mist Finer: Upper (Lv 3) 236P | ||||||||||
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Mist Finer: Middle (Lv 1) 236K | ||||||||||
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Mist Finer: Middle (Lv 2) 236K | ||||||||||
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Mist Finer: Middle (Lv 3) 236K | ||||||||||
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Mist Finer: Lower (Lv 1) 236S | ||||||||||
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Mist Finer: Lower (Lv 2) 236S | ||||||||||
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Mist Finer: Lower (Lv 3) 236S | ||||||||||
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Glitter Is Gold 236H | ||||||||||
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Glitter Is Gold (Upwards) 214H | ||||||||||
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Bacchus Sigh 214P | ||||||||||
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Ensenga j.41236H | ||||||||||
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Divine Blade Transport 623S | ||||||||||
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Divine Blade DB Transport > S | ||||||||||
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Air Divine Blade j.236S | ||||||||||
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Killer Joker Transport 421S | ||||||||||
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Killer Joker KJ Transport > S | ||||||||||
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Air Killer Joker j.214S | ||||||||||
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- *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 | ||||
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Jackhound 214D | ||||||||||
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Mist Stance Jackhound MF Stance > 214D | ||||||||||
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Mist Stance Step Jackhound MF Stance Step > 214D | ||||||||||
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Return Jack Jackhound > 236D | ||||||||||
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Overdrives
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 | ||||
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Joker Trick During IK Mode: 236236H | ||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
To edit frame data, edit values in GGACR/Johnny/Data. Be sure to update both the
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