GGSlash/Johnny/Frame Data

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System Data

Defense Modifier: x 1.00

Guts Rating: 4

Stun Resistance: 70

Jump Startup: 4

Backdash Time: 11

Backdash Invincibility: 1-7


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 12 1.4 - - 1 HLF SCJR 5 4 6 ±0
5K 16 2.6 - - 2 HLF SJR 6 5 9 -2
c.S 26 2.6 - - 3 HLF SJR 6 3 8 +3
f.S 34 3.8 - - 4 HLF SR 8 3 23 -11
5H 42 3.8 - - 5 HLF SR 11 1 34 -16
5D 22 2.6 - - 3 HF R 28 8 6 ±0
6P 25 2.6 - - 3 HLF SJR 11 6 10 -2
  • 1-4F Upper body inv
  • 5-16F Above knees inv
  • Floats opponent on hit (untechable for 28F)
  • Initial proration 80%
6K 30 3.8 - - 4 HLF RF 16 4 16 -3
  • Floats opponent on hit (untechable for 35F)
  • 7-13F Upper body inv
6H 64 3.8 - - 5 HLF SJR 18 2 32 -15
2P 10 1.4 - - 1 HLF CSR 5 3 6 +1
  • Initial proration 90%
2K 12 1.4 - - 1 LF SR 8 4 4 +2
  • Initial proration 75%
2S 30 2.6 - - 3 LF SR 9 6 12 -4
  • Initial proration 75%
2H 48 3.8 - - 5 HLF R 5 6 29 -16
  • Staggers opponent on CH (max 53F)
  • 1-33F Johnny is in CH state
2D 25*2 3.8 - - 4 LF SR 12 2(3)3 22 -8
  • 2nd hit knocks down opponent on ground hit
j.P 12 1.4 - - 1 HF CSR 7 5 9 -
j.K 20 2.6 - - 2 HF SJR 8 6 8 -
j.S 32 2.6 - - 3 HF SJR 10 2 23 -
j.H 40 2.6 - - 3 HF SR 13 5 21 -
  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit
j.D 44 2.6 - - 3 HF SR 8 7 14+5L -
  • Wall bounces opponent on hit (untechable for 24F)
Ground Throw 40 - - - - Throw - - - - +14
  • Floats opponent on hit
  • Frame adv listed is on successful throw
  • Forced proration 40%
Air Throw 60 - - - - Throw - - - - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced proration 50%
DAA 25 2.6 - - 3 All R 14 10 10 -6
  • 1-13F Full inv
  • 14-23F Upper body inv
  • 15-28F Throw inv
  • Wall bounces opponent on hit
  • On ground hit, untechable for 28F
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Mist Finer: Upper (Lv1)
236P
35 1.0/7.2 - - 4 HLF R 9+4 4 17 -4
  • Floats opponent on hit (untechable for 35F)
Mist Finer: Upper (Lv2)
236P
38 1.0/1.2 - - 5 HLF R 6+4 4 22 -7
  • Wallbounces opponent on hit (untechable for 70F)
Mist Finer: Upper (Lv3)
236P
20*9 3.0/2.9 - - 5 HLF R 4+4 See notes 20 -5
  • Floats opponent on hit
  • Hitstop 0F
  • Active Frames: {4(3)}*3,{3(3)4}*2,3(4)4
Mist Finer: Middle (Lv1)
236K
32 1.0/7.2 - - 4 All R 9+6 3 33 -19
  • Floats opponent on hit (Untechble for 25F)
  • Initial proration 85%
Mist Finer: Middle (Lv2)
236K
40 1.0/1.2 - - 5 All R 6+4 3 23 -7
  • Floats and knocks down opponent on hit
Mist Finer: Middle (Lv3)
236K
18*9 3.0/2.9 - - 5 See notes R 4+4 See notes 25 -8
  • Knocks down opponent on hit
  • 3rd, 5th, 6th, and 9th hits must be blocked LF, all other hits can be blocked All
  • Active frames: 3(4)4(4)2(4)3(5)2(5)2(4)3(4)3(5)2
Mist Finer: Lower (Lv1)
236S
29 1.0/7.2 - - 4 LF RF 9+11 2 29 -14
  • Knocks down opponent on ground hit
  • Initial proration 85%
Mist Finer: Lower (Lv2)
236S
35 1.0/1.2 - - 5 LF R 6+5 2 23 -6
  • Floats and knocks down opponent on hit
Mist Finer: Lower (Lv3)
236S
17*9 3.0/2.9 - - 5 See notes R 4+5 See notes 27 -10
  • Knocks down opponent on hit
  • 7th, 8th hits can be blocked All. All other hits must be blocked LF
  • Active frames: {2(5)}*5,2(4)3(4)3(5)2
Mist Finer Stance
236P/K/S (hold)
- 1.0/- - - - - - see notes - - -
  • Stance startup depends on Mist Level. Lv1: 9F, Lv2: 6F, Lv3: 4F
Mist Step
MF Stance > 66/44
- - - - - - - - - Total 13 -
Stance Cancel
MF Stance > H
- - - - - - - - - Total 4 -
  • Fastest possible Stance Cancel includes Mist Stance startup + Stance Cancel
Jackhound
MF Stance > 214H
38 2.0/2.4 - - 4 HLF R 6 2 35 -20
  • Fastest possible Jackhoud includes entering Mist Stance + Jackhound's startup
  • Staggers opponent on ground hit (max 45F)
  • Johnny is in CH state during move
  • On air hit, untechable for 41F
  • Initial prorate 60%
Jackhound
Mist Step Forward > 214H
38 2.0/2.4 - - 4 HLF R 3 2 35 -20
  • Fastest possible Mist Step > Jackhoud is 5F (2F Step + 3F Jackhound startup)
  • Staggers opponent on ground hit (max 45F)
  • Johnny is in CH state during move
  • On air hit, untechable for 47F
  • Initial prorate 60%
Glitter is Gold
236H
10 0.8/1.2 - - 3 All - 5 - Total 20 +4
  • Raises Mist Finer Lv by 1 (max 3)
Bacchus Sigh
214P
- 1.0/- - - - - F 9 100 Total 42 -
  • Causes Mist Finer to becomes unblockable for 358F if the Mist touches the opponent
Divine Blade Transport
623S
- - - - - - F - - Total 36 -
  • 8F onwards airborne
  • Johnny is in CH state during recovery
  • 9-31F can cancel into Divine Blade
Divine Blade
DB Transport > S
50 2.0/1.2 - - 5 All RF 8+7 10 until L+14 -
  • On air hit, untechable fo 28F
  • Knocks down opponent on ground hit
  • Startup listed includes faster DB Transport
Air Divine Blade
j.623S
50 3.0/1.2 - - 5 All F 13 10 Until L+13 -9
  • Frame adv listed on fastet TK version (startup 17F)
  • Knocks down opponent and ground hit
  • On air hit, untechable fo 28F
Jackhound
214H
38 2.0/2.4 - - 4 HLF R 13 2 35 -20
  • 13-15F Strike inv and can pass through opponent
  • Staggers opponent on ground hit (max 43F)
  • Johnny is in CH state during move
  • On air hit, untechable for 39F
  • Initial prorate 60%
Ensenga
j.41236H
6,62 2.0/3.6 - - 3 HA R 9 2(2)3 Until L+16 -27
  • Frame adv listed as from fastest TK version (2nd hit has startup 17F)
  • On air hit, 1st hit is untechable fo 60F
  • 2nd hit blows away opponent on hit
  • Initial proration 90%
  • Johnny is in crouching state during landing recovery

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
That's My Name
632146H
20,65*2 - - - 5 HLF R,-*2 4+4 3 22 -6
  • 1-8F Full inv
  • 9F Throw inv and upper body inv
  • 10-17F above knees inv
  • Knocks down opponent on hit
  • On hit, Johnny ends up on player 1 side
  • Only 1st hit can be RCd. On RC, forces opponent into standing state with frame adv +25F

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Joker Trick
During IK Mode 236236H
DESTROY - - - - HLF - 7+10 - Total 177 +4
  • IK Mode activation: 54F
  • Hitstop 0F
  • Once hit, the IK animation will follow through, even if the characters go offscreen (9F total)

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)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


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