GGACR/Johnny/Frame Data

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System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P GGAC Johnny 5P.png


5K GGAC Johnny 5K.png


c.S GGAC Johnny cS.png


f.S GGAC Johnny fS.png


5H GGAC Johnny 5H.png


  • Attack is fully extended on 12F
6P GGAC Johnny 6P.png


  • Floats opponent on ground hit (untechable for 28F)
  • Initial prorate 80%
6K GGAC Johnny 6K.png


  • Floats opponent on hit (untechable for 35F)
  • Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
  • FRC timing 12~13F
6H GGAC Johnny 6H.png


  • Blows back opponent on air hit
5D GGAC Johnny 5D.png


2P GGAC Johnny 2P.png


  • Initial prorate 90%
2K GGAC Johnny 2K.png


  • Initial prorate 75%
2S GGAC Johnny 2S.png


  • Initial prorate 75%
2H GGAC Johnny 2H.png


  • Staggers opponent on CH (max 53F)
  • Johnny is in CH state 1~35F
3H GGAC Johnny 3H.png


2D GGAC Johnny 2D.png


  • 2nd hit knocks down opponent
j.P GGAC Johnny jP.png


j.K GGAC Johnny jK.png


j.S GGAC Johnny jS.png


j.H GGAC Johnny jH.png


  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit
j.D GGAC Johnny jD.png


  • Wallbounces opponent on hit (untechable for 24F)

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw GGAC Johnny throw.png


  • 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 GGAC Johnny airThrow.png


  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Johnny 6P.png


  • Initial prorate 50%
  • Wallbounces opponent on hit (untechable for 28F on ground hit)

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Mist Finer StanceGGAC Johnny MistStance.png
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
Stance > 66


  • 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
Stance > 44


  • 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
Stance > H


  • 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)GGAC Johnny 236P.png
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)GGAC Johnny 236P.png
236P


  • Wallbounces opponent on hit (untechable for 70F)
  • FRC timing 19~20F
  • see notes *1 *3
Mist Finer: Upper (Lv 3)GGAC Johnny 236P.png
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)GGAC Johnny 236K.png
236K


  • Floats opponent on hit (untechable for 39F)
  • Initial prorate 85%
  • see notes *1 *2
Mist Finer: Middle (Lv 2)GGAC Johnny 236K.png
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)GGAC Johnny 236K.png
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)GGAC Johnny 236S.png
236S


  • Knocks down and pulls in opponent on hit
  • Initial prorate 70%
  • see notes *1 *2
Mist Finer: Lower (Lv 2)GGAC Johnny 236S.png
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)GGAC Johnny 236S.png
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 GoldGGACR Johnny Glitter.png
236H


  • Hitstop 6F
  • Increases Mist Finer by 1 level on hit
  • Consumes 1 Coin
Glitter Is Gold (Upwards)GGACR Johnny Glitter.png
214H


  • Hitstop 6F
  • Increases Mist Finer by 1 level on hit
  • Consumes 1 Coin
Bacchus SighGGAC Johnny 214P.png
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
EnsengaGGAC Johnny j41236H.png
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%
  • Listed Frame Adv is for TK Ensenga performed as fast as possible (2nd hit has startup 17F)
Divine Blade TransportGGAC Johnny 623S.png
623S


  • 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 BladeGGAC Johnny 623SS.png
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 BladeGGAC Johnny 623SS.png
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 TransportGGAC Johnny 421S.png
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 JokerGGAC Johnny 421SS.png
KJ Transport > S


  • Floats and pulls in opponent on hit (untechable for 36F)
  • FRC timing 13~15F
  • see notes *1
Air Killer JokerGGAC Johnny 421SS.png
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
JackhoundGGAC Johnny 214D.png
214D


  • 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 JackhoundGGAC Johnny 214D.png
MF Stance > 214D


  • 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 JackhoundGGAC Johnny 214D.png
MF Stance Step > 214D


  • 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 JackGGAC Johnny 236D.png
Jackhound > 236D


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
That's My NameGGAC Johnny 632146H.png
632146H


  • 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 IaiGGACR Johnny j236236H.png
j.236236H


  • Initial prorate 90%
  • Floats opponent on hit (1st hit untechable for 40F, 2nd hit for 30F)

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Joker TrickGGAC Johnny IK1.png
GGAC Johnny IK2.png

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.