GGST/Johnny: Difference between revisions

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Has great range and stops low profile, making it a premier way to stop opponents attempting to low profile {{clr|S|f.S}}. {{clr|K|2K}} should be used if you're not as confident in the situation, however, as this button is a little slow, though {{clr|S|2S}} will yield higher reward.  
Has great range and stops low profile, making it a premier way to stop opponents attempting to go under {{clr|S|f.S}}. {{clr|K|2K}} should be used if you're not as confident in the situation, however, as this button is a little slow, though {{clr|S|2S}} will yield higher reward.  


[[GGST/Johnny/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[GGST/Johnny/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}

Revision as of 22:31, 25 August 2023

Overview

Overview
 Johnny is a character who needs contributors to write an overview summary about him.
Johnny
GGST Johnny Portrait.png
Damage Received Mod
×0.98
Guts Rating
3
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-16F Airborne
Unique Movement Options
Step-Dash (18F), Mist Finer Dash, Vault
Fastest Attack
2P (5F)
Reversals
That's My NameGGST Johnny 632146H 2.pngGuardAllStartup9+2Recovery60Advantage-44 (11F)


Unique Mechanic: Turn Up
Striking a card placed with Deal with any version of Mist Finer will cause the card to explode dealing damage allowing for unique combo, pressure, and mix opportunities.

Normal Moves

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

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
23 All 6 4 8 -2
Total: 17

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
29 All 7 5 9 -2
Total: 20

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
41 All 7 6 10 +1
Total: 22

A fairly generic c.S, but none the worse for it. Its higher attack level than 5K means that if done perfectly, TK Air S Mist Finer will hit as a gapless blockstring, creating a true 50/50 mixup between it and the ground version which becomes even stronger with a card.

It's also common combo fodder, since it will always combo into 2H.

  • Jump and dash cancellable.
  • Can be used to start strike/throw game by dash cancelling.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 All 9 3 22 -11
Total: 33

An amazing poke that combines range and speed while being slightly disjointed at the tip. 5H will almost always combo from it unless it hits at the absolute tip of its range, where you should use K Mist Finer instead. On counterhit, it can lead to 2H for a bigger conversion from roundstart distance. Outside of that spacing, it combos into Vault-Deal for a full combo extension.

Its main weakness comes from its susceptibility to low profile, though this can be mitigated by mixing up between it and 2S.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
43 All 13 4 30 -15
Total: 46

Massive normal with equally massive recovery. While not as disjointed as it initially appears, the strangely high hitbox lends it some use in checking retreating air movement. It can be used to end blockstrings, though make sure to Mist Finer Cancel it, as it's very unsafe.

As a level 4 move, it can combo into a dashing Mist Finer on crouching opponents, giving Johnny better okizeme if you can confirm the situation correctly. Doesn't see much use in combos besides short conversions in neutral otherwise, as 2H is largely preferable for its launch.

  • Spikes into a groundbounce on air hit.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Dust Attack 45 High 20 3 26 -15 none
Charged Dust Attack 56 High 28 3 26 -10 none
Total: 48
Total: 56
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20 All 5 3 9 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24 Low 6 3 11 -2
Total: 19

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Low 11 3 21 -10
Total: 34

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20, 25 All 18 3(10)3 30 -14
Total: 63

Great combo filler and pressure normal. It's cancellable throughout its entire duration as soon as the first hit connects, allowing Johnny to vary up the timing of his frame traps or sneak in cheeky resets, and launches on the second hit for a wealth of combo options, making it great to gatling into from counterhits or anti-airs. It's very important to confirm into it, though, as it's unbelievably slow if it doesn't make contact. Do not use it in neutral.

  • Requires counterhit to combo off of f.S and 2S, but combos naturally from c.S.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
22, 17 Low 10 3(3)3 26 -15
Total: 44

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
33 All 11 6 17 -9 1-3 Upper Body
4-16 Above Knee
Total: 33

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
31 All 15 4 18 -5
Total: 36

Due to Johnny stepping extremely far forward when using this move, it can be used as an alternative approach option to his dash when needing to put out a hitbox; hitting fairly high also makes it good at sniping opponent who are in the air. Options to threaten after it are somewhat limited, though it can be hard to punish if spaced.

  • Limited uses in combos, but it confirms from 5K or 2K on counterhit for a bit more damage and corner carry.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
53 All 18 2 36 -19
Total: 55

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
21 High 7 4 10
Total: 20

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
23 High 8 4 10
Total: 21

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
29 High 10 2 22
Total: 33

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
43 High 15 4 25
Total: 43

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
46 High 8 7 25
Total: 39

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Ground Throw 2 3 38
Total: 42

Good mix-up option since Johnny can toss a card and get a meaty after it, or safejump by doing throw > backdash > IAD j.H. In the corner, this sets up some terrifying mixups which can even be extended meterlessly.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Johnny is in Counter Hit state during recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

Leaves the opponent pretty close to Johnny. Use it to beat chicken blocking or if the opponent isn't committing to their jumps enough to use one of Johnny's more rewarding anti-airs.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Johnny is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +?? (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+43 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D (Chargeable)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
  • Normal, special, jump, and backdash cancelable.
    • Gains forward momentum when canceled into actions without backward movement.
  • Drains opponent's Burst Gauge slightly on hit or block. Drains more when fully charged.
  • Launches opponent away on air hit. When fully charged, launches opponent away on any hit.
  • Combos from S normals and above, or K normals on counterhit. Fully charged only combos from S normals and above on counterhit.

Special Moves

Mist Finer Stance

214[P/K/S] (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer Stance 7
Mist Finer Cancel 15
Mist Finer Dash (Forward) 25
Mist Finer Dash (Backward) 25

The bread and butter of Johnny's entire gameplan, a stance which can be used to unleash long-ranged attacks with different properties depending on the button used to initiate it. Johnny cannot block, jump or crouch during the stance, and can only dash if it was used in the air; because of this, it is important to occasionally not commit by cancelling the stance by pressing H or D.

This can also be used for Mist Finer Cancelling, a technique which replaces the remaining active frames and recovery of an attack with that of a Mist Finer Cancel, pulling Johnny's hurtbox back and giving them better advantage on block, an essential technique to learn for making his normals safer.

  • Gives a slight float if used in the air. If cancelled, it maintains air actions, allowing Johnny to mess with his jump arc.
  • Dashing will also disengage the stance, though the attack can still be used mid-dash by releasing the button. This is important for combos.
  • The stance dash consumes an air action, so it can't be used after an airdash or double jump, but it can be used after a superjump.
  • There is no difference between which button you use to cancel the stance; it's entirely up to preference.

Mist Finer : Upward

214]P[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Upward) 36 All 7+5 2 30 -15
Air Mist Finer (Upward) 36 High 7+5 2 Until Landing+12

High-speed anti-air with a fantastic, immensely disjointed hitbox which will beat pretty much anything. Its input makes it easier to use on reaction than something like a DP, though it is still important to be on point with it, as careless use will get Johnny counterhit. It's also the best Mist Finer to use in combos thanks to its huge launch, allowing for a variety of followups after as well as considerable corner carry.

  • Launches, will soft knockdown when they hit the ground.

Mist Finer : Horizontal

214]K[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Horizontal) 36 All 7+5 2 30 -15
Air Mist Finer (Horizontal) 36 High 7+5 2 Until Landing+12

The easiest Mist Finer to use in neutral, allowing Johnny to safely poke at opponents while putting himself at minimal risk, though to be used carefully due to its significant frame disadvantage. Its sheer range and speed also give consistent confirms from his long-ranged buttons, allowing Johnny to chip away at opponents' health while using their fear of his attacks to his benefit. Conversely, it's the least rewarding to use in bigger combos, possessing no real advantage over the other two.

  • Launches away into a techable tumble.

Mist Finer : Downward

214]S[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Downward) 36 Low 7+5 2 30 -15
Air Mist Finer (Downward) 36 High 7+5 2 Until Landing+12

Johnny's strongest mixup tool. The grounded version strikes as a low, while the air one hits crouching opponents as opposed to the other Air Mist Finers, allowing Johnny access to an instant overhead on the entire cast. While already powerful in itself, a card makes this 50/50 mixup safe (in the case of the overhead) or plus (in the case of the low) on block, and allows a conversion from both even midscreen, though followups are more powerful in the corner. It is also used in combos to get hard knockdown from more scaled or difficult confirms, such as 5H > dash S Mist Finer on crouching opponents.

  • Trips into a hard knockdown similarly to a sweep, but works even if it hits someone in the air. Useful combo ender as Johnny can set up a card and then get a meaty after if this hits high enough.

Deal

236P/K/S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Total 32

Johnny throws a card, with its distance and trajectory depending on the button used. Throwing a card is fairly quick, allowing it to be used in neutral or okizeme to set up a favourable situation for Johnny; while the cards don't have a hitbox, striking them with any version of Mist Finer will activate Turn Up, adding a second hit that launches the opponent upwards on hit and guard crushes on block, giving significant frame advantage.

This can be used to set up strike/throw, crank RISC, make high/low setups safe or plus, and extend combos, so knowing when to throw a card or setting them up on knockdown is key to getting started with Johnny.

Deal (Mid-Air)

j.236H or H during Vault

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Air Deal 32, 23 All 15 2, Until Card Lands+2 Until Landing+22
Vault Deal 32, 23 All 3 2, Until Card Lands+2 Until Landing+22

Johnny deals a card at a steep angle towards the ground. Unlike this move's grounded variant, this is an attack. It has an initial strike when Johnny throws the card and a second hit when the card makes contact with the opponent.

  • Landing only the first hit will result in a hard knockdown. If used from Vault, this will tumble first, allowing Johnny to follow up after it.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Air Deal 90%, 80% 2 Very Small KD 1500, 500 2000, 1000 700, 300 25%, 12%
Vault Deal 90%, 80% 2 Very Small KD 1500, 500 2000, 1000 700, 300 25%, 12%

Air Deal:

  • Card hitstop: 6F
  • Is not a multihit of any kind - The first hit will scale the second, and both will do walldamage and risc independently.


Vault Deal:

  • Card hitstop: 6F
  • Is not a multihit of any kind - The first hit will scale the second, and both will do walldamage and risc independently.

Vault

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Total 31+7 Landing

Command jump reminiscent of Zweihander from Xrd. Johnny covers a significant distance and can jump over low attacks and some projectiles. Since it can be cancelled into, it can be confirmed from counterhits to get Johnny in while allowing him to set up a card, and even extend the combo in some cases.

Using Deal from this move tosses the card at a more diagonal angle; if using it from a launch, such as from 2H, delaying the card toss will allow Johnny to follow up after with 2K or c.S, giving significant corner carry. It can also be used as a combo ender to set up an immediately threatening mixup situation while sacrificing damage.

  • Delaying Deal can vary the frame advantage of the move, up to -1 and out of throw range if perfectly timed.

Ensenga

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 All 18 3 20 -4

Interesting move which can be used to end blockstrings almost entirely safely unless the opponent Instant Blocks it. It only true blockstrings from level 4 normals or if used during Turn Up, and serves as an unthrowable 2f frametrap from c.S (the opponent can still reversal). Since Johnny jumps into the air, it can be used as a low crush or to beat throws, though the reward is fairly low unless it counterhits; if it does, it gives a full combo.

Overdrives

That's My Name

632146H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
632146H 42, 100 All 9+2 3 60 -44 1-15F Full

Joker Trick

236236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236236S 42, 90 All 6+1 Until Hit Total 48 -16

Due to its incredibly fast startup and hitting very far away, this super is amazing as a hitconfirm from Johnny's normals, which will do a good amount of damage and also deny the opponent their burst.

  • Has crazy projectile priority, it can punch clean through Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26].
  • Currently has a bug which can end up freezing the opponent into perpetually falling, which happens on some trades.

Colors

GGST Johnny color 1.png
GGST Johnny color 2.png
GGST Johnny color 3.png
GGST Johnny color 4.png
GGST Johnny color 5.png
GGST Johnny color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Johnny color 7.png
GGST Johnny color 8.png
GGST Johnny color 9.png
GGST Johnny color 10.png
GGST Johnny color 11.png
GGST Johnny color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Johnny color 13.png
GGST Johnny color 14.png
GGST Johnny color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in ???
Colors 14 and 15 are included in ???
Colors 7-11 are included in ???
Color 12 is included in ???

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