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< | {{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Johnny|forums=http://www.dustloop.com/forums/index.php?/forums/forum/20-johnny/}} | ||
======<span style="visibility:hidden;font-size:0">overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box | |||
|header=Overview | |||
|content=Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido. | |||
In terms of playstyle, Johnny a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man. | |||
{{StrengthsAndWeaknesses | |||
| intro = {{Character Label|GGACR|Johnny|24px}} is defined by a multitude of large, safe attacks and tricky movement and cancel options. | |||
| pros = | |||
* '''Long horizontal range''': Johnny has strong options for controlling horizontal space such as {{clr|3|f.S}}, Mist Finer, and more. | |||
* '''Good anti-airs''': {{clr|1|6P}}, {{clr|1|5P}}, and Mist Finer are potent anti-airs when used at the oppropriate spacings. | |||
* '''High damage potential''' | |||
* '''Great Strike/Throw mixups''' | |||
* '''Very Strong Air Options''': Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good. | |||
| cons = | |||
* '''Susceptable to low profile''': Some of Johnny's best pokes, such as {{clr|3|f.S}}, can be low profiled due to their thin hitboxes. | |||
* '''Damage requires resources''': Johnny's high damage combos will often require coins, meter, or both. | |||
* '''Subpar High/Low mixups''' | |||
* '''No Meterless Reversal''' | |||
}} | |||
Note: Johnny is a character with a significant execution barrier. In order to utilize the depth of the character a player must commit to practicing their ability to input difficult techniques consistently. | |||
|subheader1={{IconText|GGACR_Johnny_Coin|[[{{PAGENAME}}#Glitter Is Gold|Coin]]|16}} | |||
|content2=Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his [[{{PAGENAME}}#Glitter Is Gold|Glitter Is Gold]] special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again. | |||
}} | |||
{{FP Box|header=Guilty Bits Character Intro | |||
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|6NfJ3pn0FgQ|450}}{{Closediv}}{{Closediv}} | |||
}} | |||
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{{FP TOC|game=GGACR}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=GGACR | |||
| fullname=Johnny | |||
| nameplate=yes | |||
| defense = {{#lst:{{PAGENAME}}/Data|defense}} | |||
| guts = {{#lst:{{PAGENAME}}/Data|guts}} | |||
| weight = {{#lst:{{PAGENAME}}/Data|weight}} | |||
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}} | |||
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | |||
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}} | |||
| movement = {{#lst:{{PAGENAME}}/Data|movement}} | |||
| colors=yes | |||
| colorsize=90 | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX SECTION--> | |||
{{Closediv}} | |||
==Normals== | |||
====Ground Normals==== | |||
======<span style="visibility:hidden;font-size:0">5P</span>====== | |||
{{MoveData | |||
|name={{clr|1|5P}} | |||
|image=GGAC_Johnny_5P.png | |||
|caption=*Snap* | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Sparkles. Whiffs over most crouchers. *A decent anti-air,Though lacking the invincibility of {{clr|1|6P}}, it has faster startup and less scaling and proration. | |||
*On air counter-hit, can jump-cancel for an air combo. Otherwise chain to {{clr|3|c.S}}, or cancel to Coin. Has similar animation to Coin. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-5P-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
{{MoveData | |||
|name={{clr|2|5K}} | |||
|image=GGAC_Johnny_5K.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game. | |||
*How to get around your {{clr|2|5K}}, should be the thought that permeates your opponent's mind. | |||
*Does not prorate, making it a good hit-confirm for combos. | |||
*On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-5K-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">c.S</span>====== | |||
{{MoveData | |||
|name={{clr|3|c.S}} | |||
|image=GGAC_Johnny_cS.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|c.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Sort of an intermediary between {{clr|1|2P}} and {{clr|2|5K}}. One frame slower than {{clr|1|2P}} and less range than {{clr|2|5K}}, but more frame advantage on block, and a larger hitbox, vertically. | |||
*A great move to use as your throw option select. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-cS-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">f.S</span>====== | |||
{{MoveData | |||
|name={{clr|3|f.S}} | |||
|image=GGAC_Johnny_fS.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|f.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hits farther and harder than {{clr|2|5K}}, but whiffs over some characters and many crouchers, and even some runs. Sometimes intermittently. *Risky to use, but has excellent reach for its speed. | |||
*Chains to {{clr|4|6H}}, but only combos on counter-hit or crouch-hit. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-fS-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">5H</span>====== | |||
{{MoveData | |||
|name={{clr|4|5H}} | |||
|image=GGAC_Johnny_5H.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Big reach. Controls a lot of space, ground-wise and air-wise. | |||
*Extends your hitbox forward, be mindful of this and it's startup. *Easily backdashed, and horrible if whiffed. Can be low profiled. | |||
*Great for stopping jump outs and as a pressure tool. | |||
'''Additional Frame Data''' ''Attack is fully extended on 12F'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-5H-1-Hitbox.png|Frame 11 | |||
GGXXACPR_Johnny-5H-2-Hitbox.png|Frame 12 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">5D</span>====== | |||
{{MoveData | |||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | |||
|image=GGAC_Johnny_5D.png | |||
|caption=FLY AWAY | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Very slow overhead. Johnny's only true standing overhead. | |||
*On block, neutral at worst, +7 at best. | |||
*Deceptive reach. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-5D-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">2P</span>====== | |||
{{MoveData | |||
|name={{clr|1|2P}} | |||
|image=GGAC_Johnny_2P.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Like a close range version of your {{clr|2|5K}}. | |||
*Is all around faster than {{clr|2|5K}}, but has a little bit of proration. | |||
*Tends to beat and lose to the same moves as {{clr|2|5K}}. | |||
*Natural frame advantage on block. *Self-cancels. | |||
'''Additional Frame Data''' ''Initial Prorate: 90%'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-2P-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">2K</span>====== | |||
{{MoveData | |||
|name={{clr|2|2K}} | |||
|image=GGAC_Johnny_2K.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hits low. Compliments your {{clr|2|5K}}. | |||
*Good frame advantage on block, and has a long cancel window. | |||
*Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. | |||
*Properly meatied, {{clr|2|2K}} is reversal safe against many reversals. | |||
'''Additional Frame Data''' ''Initial prorate: 75%'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-2K-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">2S</span>====== | |||
{{MoveData | |||
|name={{clr|3|2S}} | |||
|image=GGAC_Johnny_2S.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*What {{clr|2|2K}} is to {{clr|2|5K}}, {{clr|3|2S}} is to {{clr|3|f.S}}. | |||
*Hits low. Good active frames, good meaty, good neutral poke when {{clr|3|f.S}} would whiff. | |||
*Prorates a lot. | |||
*Proper use of {{clr|3|2S}} is essential to many matchups. | |||
'''Additional Frame Data''' ''Initial prorate: 75%'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-2S-1-Hitbox.png|Frames 9-10 | |||
GGXXACPR_Johnny-2S-2-Hitbox.png|Frame 11-14 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
{{MoveData | |||
|name={{clr|4|2H}} | |||
|image=GGAC_Johnny_2H.png | |||
|caption=Blow it out your ass | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Very fast and lots of reach, both horizontally and a little bit vertically. | |||
*Moves you backwards. Atrocious on whiff. | |||
*A very specific move. Gatlings to {{clr|5|5D}}. | |||
*Punishable on normal hit. | |||
*Staggers on CH. | |||
'''Additional Frame Data''' ''Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-2H-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
{{MoveData | |||
|name={{clr|5|2D}} | |||
|image=GGAC_Johnny_2D.png | |||
|caption= He got dem moves | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*2 hits, both low. Second hit knocks down. | |||
*Good to Mist Cancel off of. | |||
*Good blockstring filler, to train them in to the habit of blocking low. | |||
*Mixup which hit you Mist Cancel, to keep them wary. | |||
*Has a little bit more reach than {{clr|3|2S}} and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff. | |||
*{{clr|5|2D}}(1)>Coin will connect on most of the cast at most ranges. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-2D-1-Hitbox.png|Frames 9-10 | |||
GGXXACPR_Johnny-2D-2-Hitbox.png|Frame 14-16 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">6P</span>====== | |||
{{MoveData | |||
|name={{clr|1|6P}} | |||
|image=GGAC_Johnny_6P.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Your 'go to' anti-air. Has upper body invincibility on startup. Also a good counter-poke due to the above knee invincibility in the later frames. *Floats on ground hit. | |||
'''Additional Frame Data''' ''Upper body invincible 1~4F. Above knees invincible 5~16F. Floats opponent on ground hit (untechable for 28F). Initial prorate: 80%'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-6P-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">6K</span>====== | |||
{{MoveData | |||
|name={{clr|2|6K}} | |||
|image=GGAC_Johnny_6K.png | |||
|caption=I've got balls of steel | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Has some upper body invincibility in the middle of its startup. | |||
*More of an ground to air poke than an anti-air. | |||
*Wallsticks on counter-hit. Floats on ground hit. | |||
*Covers similar ground as your forward dash, and hits sooner than a cancelled forward dash. | |||
*Good for pressure and chasing opponents, but easily called out by low hitting pokes. | |||
*FRC Point at 12~13f | |||
**Goes over most mid pokes and it's good for tick throws. | |||
'''Additional Frame Data''' ''7~13F upper body invincible. Floats opponent on hit (untechable for 35F). Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-6K-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
{{MoveData | |||
|name={{clr|4|6H}} | |||
|image=GGAC_Johnny_6H.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hit box moves back slightly at startup. | |||
*Long range poke, controls a lot of ground space. | |||
*The highest damage you can get in a single hit. Also your slowest poke. *Jump cancellable. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-6H-1-Hitbox.png|Frame 18 | |||
GGXXACPR_Johnny-6H-2-Hitbox.png|Frame 19 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">3H</span>====== | |||
{{MoveData | |||
|name={{clr|4|3H}} | |||
|image=GGAC_Johnny_3H.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|3H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*2 hits. First hit hits around the feet, where {{clr|4|5H}} doesn't. Also has a lot of active frames. | |||
*Second hit is like a {{clr|4|5H}}. Solid meaty at max range, as it will clash with Sol's Volcanic Viper, but somewhat gimmicky as the range needed to induce a clash is a giveaway to what you are trying to do. | |||
*If you have ample time after your corner Bacchus Sigh setups, this is one move you can use to make sure your opponent stays in place on wakeup. | |||
*Can special cancel at any time, as long as the first hit has made contact. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-3H-1-Hitbox.png|1st hit (Frames 11-18) | |||
GGXXACPR_Johnny-3H-2-Hitbox.png|2nd hit (Frames 21-22) | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
====Air Normals==== | |||
======<span style="visibility:hidden;font-size:0">j.P</span>====== | |||
{{MoveData | |||
|name={{clr|1|j.P}} | |||
|image=GGAC_Johnny_jP.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Your fastest air normal. | |||
*Self-cancel. | |||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-jP-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">j.K</span>====== | |||
{{MoveData | |||
|name={{clr|2|j.K}} | |||
|image=GGAC_Johnny_jK.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Crossup. Decent air to ground. | |||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-jK-1-Hitbox.png|Frames 8-9 | |||
GGXXACPR_Johnny-jK-2-Hitbox.png|Frames 10-13 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">j.S</span>====== | |||
{{MoveData | |||
|name={{clr|3|j.S}} | |||
|image=GGAC_Johnny_jS.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Crossup. Whiffs on crouching hit boxes. | |||
*Good air to air. Also good air to ground. | |||
*Can be used to zone out a lot of space. | |||
*Fast recovery allows for additional movements or attacks afterwards. | |||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-jS-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | |||
{{MoveData | |||
|name={{clr|4|j.H}} | |||
|image=GGAC_Johnny_jH.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Good air to ground. | |||
'''Additional Frame Data''' ''Staggers opponent on ground CH (max 39F) | |||
Slams down opponent on air hit'' | |||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-jH-Hitbox.png | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
{{MoveData | |||
|name={{clr|5|j.D}} | |||
|image=GGAC_Johnny_jD.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Crossup. | |||
*Best air to air for hitting opponents above you. | |||
'''Additional Frame Data''' ''Wallbounces opponent on hit (untechable for 24F)'' | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-jD-1-Hitbox.png|Frames 8-10 | |||
GGXXACPR_Johnny-jD-2-Hitbox.png|Frames 11-14 | |||
</gallery> | |||
}} | |||
}} | |||
==Universal Mechanics== | |||
======<span style="visibility:hidden;font-size:0">Dead Angle</span>====== | |||
{{MoveData | |||
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]] | |||
|image=GGAC_Johnny_6P.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|DAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | |||
{{MoveData | |||
|name=Air Throw | |||
|image=GGAC_Johnny_airThrow.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | |||
{{MoveData | |||
|name=Ground Throw | |||
|image=GGAC_Johnny_throw.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both when you land it. Following up with damage combos is generally not worth it. | |||
}} | |||
}} | |||
==Specials== | |||
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA | |||
======<span style="visibility:hidden;font-size:0">Mist Finer Stance</span>====== | |||
{{MoveData | |||
|name=Mist Finer Stance | |||
|input=236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}} | |||
|image=GGAC_Johnny_MistStance.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Stance|subtitle=236[P/K/S]}} | |||
{{#lst:{{PAGENAME}}/Data|236[P/K/S]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
'''Additional Frame Data''' ''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'' | |||
}} | |||
{{AttackVersion|name=Step Forward|subtitle=MF Stance -> 66}} | |||
{{#lst:{{PAGENAME}}/Data|236[X] 66}} | |||
{{!}}- | |||
{{Description|8|text= | |||
'''Additional Frame Data''' ''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.'' | |||
}} | |||
{{AttackVersion|name=Step Backward|subtitle=MF Stance -> 44}} | |||
{{#lst:{{PAGENAME}}/Data|236[X] 44}} | |||
{{!}}- | |||
{{Description|8|text= | |||
'''Additional Frame Data''' ''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'' | |||
}} | |||
{{AttackVersion|name=Stance Cancel|subtitle=MF Stance -> H}} | |||
{{#lst:{{PAGENAME}}/Data|236[X] H}} | |||
{{!}}- | |||
{{Description|8|text=*Johnny's most important tool. It's an Essential Johnny technique. | |||
**Observe: 5H on block is -16, punishable by many characters. When Mist Canceled, it becomes +7. Better than safe, it's advantage! | |||
*How to Mist Cancel | |||
**1. Do a move that is special cancelable. | |||
**2. Special cancel in to a Mist Finer. | |||
**3. Hold button to stay in Mist Stance. | |||
**4. While holding button, press H to Stance Cancel (Note: Holding the button when mist cancelling is not mandatory as of Accent Core. If H is inputted during the window of mist stance startup, it will cancel at the first possible frame. However, if H is not inputted during that window, the actual Mist Finer will come out. While this technique makes it easier to perform the fastest possible mist cancelling, it is much easier to make a mistake. Thus, it is recommended to hold the button unless you have a good grasp of the timing and have good execution.) | |||
'''Additional Frame Data''' ''Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F) | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Up Mist Finer</span>====== | |||
{{MoveData | |||
|name=Mist Finer: Upper | |||
|input={{clr|1|236P}} | |||
|image=GGAC_Johnny_236P.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 1}} | |||
{{#lst:{{PAGENAME}}/Data|236P Lv1}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Good anti-air for when your opponent is out of {{clr|1|6P}} range and/or is doing a move that will beat {{clr|1|6P}}. | |||
*Scores knockdown on air CH, recoin possible when near corner. | |||
'''Additional Frame Data''' ''Initial prorate 70%. Blows back opponent on air hit (untechable for 39F). Fully untechable on air CH. Hitstop 0f. Will cancel out projectiles, but loses hit potential.'' | |||
}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 2}} | |||
{{#lst:{{PAGENAME}}/Data|236P Lv2}} | |||
{{!}}- | |||
{{Description|8|text=*FRC Point at 19f~20f for getting a combo that ends in coin or making it safe if whiffed. | |||
'''Additional Frame Data''' ''Reduces Mist Level to 1. Cancels out projectiles. Wallbounces opponent on hit (untechable for 70F). Hitstop 0f.'' | |||
}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 3}} | |||
{{#lst:{{PAGENAME}}/Data|236P Lv3}} | |||
{{!}}- | |||
{{Description|8|text=*Most damaging Mist Finer variation | |||
*Works as a very powerful anti air, but it is a very hard call-out | |||
'''Additional Frame Data''' ''Reduces Mist Level to 1. Cancels out projectiles. 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, Hitstop 0f'' | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Mid Mist Finer</span>====== | |||
{{MoveData | |||
|name=Mist Finer: Middle | |||
|input={{clr|2|236K}} | |||
|image=GGAC_Johnny_236K.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 1}} | |||
{{#lst:{{PAGENAME}}/Data|236K Lv1}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Will cancel out projectiles, but loses hit potential. | |||
}} | |||
{{AttackVersion|name=Level 2}} | |||
{{#lst:{{PAGENAME}}/Data|236K Lv2}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Reduces Mist Level to 1. Cancels out projectiles. | |||
}} | |||
{{AttackVersion|name=Level 3}} | |||
{{#lst:{{PAGENAME}}/Data|236K Lv3}} | |||
{{!}}- | |||
{{Description|8|text= | |||
9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Low Mist Finer</span>====== | |||
{{MoveData | |||
|name=Mist Finer: Lower | |||
|input={{clr|3|236S}} | |||
|image=GGAC_Johnny_236S.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 1}} | |||
{{#lst:{{PAGENAME}}/Data|236S Lv1}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Will cancel out projectiles, but loses hit potential. | |||
}} | |||
{{AttackVersion|name=Level 2}} | |||
{{#lst:{{PAGENAME}}/Data|236S Lv2}} | |||
{{!}}- | |||
{{Description|8|text= | |||
FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles. | |||
}} | |||
{{AttackVersion|name=Level 3}} | |||
{{#lst:{{PAGENAME}}/Data|236S Lv3}} | |||
{{!}}- | |||
{{Description|8|text= | |||
9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Glitter Is Gold</span>====== | |||
{{MoveData | |||
|name=Glitter Is Gold | |||
|input={{clr|4|236H}} or {{clr|4|214H}} | |||
|image=GGACR_Johnny_Glitter.png | |||
|caption=Shake it, baby | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=236H}} | |||
{{#lst:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=214H}} | |||
{{#lst:{{PAGENAME}}/Data|214H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
You start each round with 8 Coins. Depletes one Coin on use. On hit, increases Mist Level by one. On block, it offers good frame advantage and a way to continue pressure, but be wary of the arc the coin travels in. If used thoughtlessly, some characters may be able to hit you and/or avoid the move with moves that have low-profile properties(e.g. Ky's Stun Dipper, Sol's {{clr|5|2D}} or Grand Viper). | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Bacchus Sigh</span>====== | |||
{{MoveData | |||
|name=Bacchus Sigh | |||
|input={{clr|1|214P}} | |||
|image=GGAC_Johnny_214P.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
FRC: 41f~46f - Causes no hitstun or blockstun. On "hit", attaches to opponent. Will attach to downed opponents. Opponent can not block Mist Finer attacks for as long as Bacchus Sigh is attached. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Ensenga</span>====== | |||
{{MoveData | |||
|name=Ensenga | |||
|input={{clr|4|j.41236H}} | |||
|image=GGAC_Johnny_j41236H.png | |||
|caption= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.41236H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Overhead. Not a projectile. First hit does a base damage of 6, scores knockdown at most heights against the entire cast. Second hit does a base damage of 62, causes Blowback effect, which can score knockdown at low heights. Note that when both hits connect, the knockdown of the first hit is canceled out by the Blowback of the second. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Johnny-j41236H-1-Hitbox.png|Frames 9-10 | |||
GGXXACPR_Johnny-j41236H-2-Hitbox.png|Frames 13-15 | |||
</gallery> | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Divine Blade</span>====== | |||
{{MoveData | |||
|name=Divine Blade | |||
|input={{clr|3|623S}} -> {{clr|3|S}} | |||
|image=GGAC_Johnny_623S.png | |||
|image2=GGAC_Johnny_623SS.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Transport|subtitle=623S}} | |||
{{#lst:{{PAGENAME}}/Data|623S}} | |||
{{!}}- | |||
{{AttackVersion|name=Attack|subtitle={{clr|3|623S}} > S}} | |||
{{#lst:{{PAGENAME}}/Data|623S S}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Air Divine Blade</span>====== | |||
{{MoveData | |||
|name=Air Divine Blade | |||
|image2=GGAC_Johnny_623SS.png | |||
|input={{clr|3|j.236S}} | |||
|image= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
FRC: 15f~16f - Cancels out projectiles. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Killer Joker</span>====== | |||
{{MoveData | |||
|name=Killer Joker | |||
|input={{clr|3|421S}} -> {{clr|3|S}} | |||
|image=GGAC_Johnny_421S.png | |||
|image2=GGAC_Johnny_421SS.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Transport|subtitle=421S}} | |||
{{#lst:{{PAGENAME}}/Data|421S}} | |||
{{!}}- | |||
{{AttackVersion|name=Attack|subtitle={{clr|3|421S}} > S}} | |||
{{#lst:{{PAGENAME}}/Data|421S S}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Air Killer Joker</span>====== | |||
{{MoveData | |||
|name=Air Killer Joker | |||
|input={{clr|3|j.214S}} | |||
|image=GGAC_Johnny_421SS.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.214S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
FRC: 12f~14f - On FRC, restores air movement | |||
}} | |||
}} | |||
==Force Breaks== | |||
======<span style="visibility:hidden;font-size:0">Jackhound</span>====== | |||
{{MoveData | |||
|name=Jackhound | |||
|input={{clr|5|214D}} | |||
|image=GGAC_Johnny_214D.png | |||
|data= | |||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=214D}} | |||
{{#lst:{{PAGENAME}}/Data|214D}} | |||
{{!}}- | |||
{{AttackVersion|name=Stance Jackhound|subtitle=MF Stance > 214D}} | |||
{{#lst:{{PAGENAME}}/Data|236[X] 214D}} | |||
{{!}}- | |||
{{AttackVersion|name=Stance Step Jackhound|subtitle=MF Stance Step > 214D}} | |||
{{#lst:{{PAGENAME}}/Data|236[X] Step 214D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Consumes 25% Tension. | |||
Staggers on ground hit (47F max). 46F float on air hit. 60% initial proration. | |||
(During Mist Stance) - Staggers on ground hit (52F max). 51F float on air hit. 70% initial proration. | |||
(During Mist Stance Dash) - Staggers on ground hit (65F max). 51F float on air hit. 80% initial proration. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Return Jack</span>====== | |||
{{MoveData | |||
|name=Return Jack | |||
|input=Jackhound -> {{clr|5|236D}} | |||
|image=GGAC_Johnny_236D.png | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214D 236D}} | |||
{{!}}- | |||
{{Description|7|text=Consumes 25% Tension. | |||
On hit, increases Mist Level by one. | |||
}} | |||
}} | |||
==Overdrives== | |||
======<span style="visibility:hidden;font-size:0">That's My Name</span>====== | |||
{{MoveData | |||
|name=That's My Name | |||
|input={{clr|4|632146H}} | |||
|image=GGAC_Johnny_632146H.png | |||
|caption=Don't Forget It. | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|632146H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
4 frames of startup before superflash + 4 frames of startup after. 1-8F invincibility. 9-10F throw invincibility. 9-17F above knees invincibility. Johnny's only true reversal. Think of the active hitbox as looking like a baseball bat. Always places the opponent to the right of Johnny. | |||
}} | |||
}} | |||
<nowiki/> | |||
======<span style="visibility:hidden;font-size:0">Uncho's Iai</span>====== | |||
{{MoveData | |||
|name=Uncho's Iai | |||
|input={{clr|4|j.236236H}} | |||
|image=GGACR_Johnny_j236236H.png | |||
|caption=BUURRRRRRAVO DAZE | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.236236H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
==Instant Kill== | |||
{{MoveData | |||
|name=Joker Trick | |||
|input=in IK Mode: {{clr|4|236236H}} | |||
|image=GGAC_Johnny_IK1.png | |||
|caption= | |||
|image2=GGAC_Johnny_IK2.png | |||
|caption2= | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|IK}} | |||
{{!}}- | |||
{{Description|7|text= | |||
It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell. | |||
Overall, as bad as any IK. | |||
}} | |||
}} | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name (English/Japanese) !! width="85"|Color | |||
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | |||
|- | |||
| Satou || style="text-align:center;"| [[File:AC_Johnny_normal_d.png|enter|90px]] | |||
| Japan || Mikado || - || Retired || GOAT. Origin of the ''Satou Step'' || [https://youtu.be/bOYezef373I Link] | |||
|- | |||
| Omito || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]] | |||
| Japan || Mikado || - || Retired to Xrd || Before the turn of the era where he became the strongest Xrd player. || [https://youtu.be/lJfXCmFtAhw AC Footage] | |||
|- | |||
| quash || style="text-align:center;"| [[File:Johnny_ex_h.png|enter|90px]] | |||
| USA - Socal/Japan || - || - || Active || Counter hit 2H, stepjack maestro || [https://youtu.be/hx5rGA7iLoU?t=300 Link] | |||
|- | |||
| BLEED || style="text-align:center;"| [[File:Johnny_slash_h.png|enter|90px]] | |||
| Japan || || - || Retired to Xrd || BLEED || - | |||
|- | |||
| Jonio || style="text-align:center;"| [[File:Johnny_ex_s.png|enter|90px]] | |||
| Japan || Mikado || - || Retired to Xrd || The man who streamed nearly every Mikado +R event. || | |||
|- | |||
| Kabegiwa no DC || style="text-align:center;"| [[File:Johnny_reload_h.png|enter|90px]] | |||
| Japan || - || - || Retired to Xrd || Known predominantly for flippantly wasting coins || [https://youtu.be/JQgYpsSd0M4 Link] | |||
|} | |||
==[[Dustloop_Wiki:Roadmap/GGACR#Johnny|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Johnny}} | |||
==Navigation== | |||
{{#lst:{{PAGENAME}}/Data|Links}} | |||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-GGACR}} | |||
[[Category:Guilty Gear XX Accent Core + R]] | |||
[[Category:Johnny]] |
Revision as of 01:11, 8 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
Johnny wears sunglasses and a hat, which clearly makes him the coolest character in the game. He's the leader of the Jellyfish Pirates, has connections with the police, and uses one of the most dangerous forms of swordplay: Iaido.
In terms of playstyle, Johnny a character with big, safe buttons, unusual but high air mobility, and high burst damage with resources. He can get around most of the cast while airborne, has large range on his pokes, and has one of the best projectiles in the game, coin, which is plus on block and covers two very oppressive arcs. Mist Finer Cancels and dash/stance Jackhound give him some difficult and unorthodox, but cool means of cancels and conversions. A lot of Johnny's optimal combos are highly character specific and require a good amount of height management. His ground mobility is limited without wavedashing or proper transport use, and some of his hitboxes are very awkward. If you're willing to commit to getting used to it and love the idea of playing one of the coolest characters in the game, Johnny might be your man.
Johnny Johnny is defined by a multitude of large, safe attacks and tricky movement and cancel options.
- Long horizontal range: Johnny has strong options for controlling horizontal space such as f.S, Mist Finer, and more.
- Good anti-airs: 6P, 5P, and Mist Finer are potent anti-airs when used at the oppropriate spacings.
- High damage potential
- Great Strike/Throw mixups
- Very Strong Air Options: Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
- Susceptable to low profile: Some of Johnny's best pokes, such as f.S, can be low profiled due to their thin hitboxes.
- Damage requires resources: Johnny's high damage combos will often require coins, meter, or both.
- Subpar High/Low mixups
- No Meterless Reversal
Normals
Ground Normals
5P |
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5K |
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c.S |
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f.S |
---|
5H |
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5D |
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2P |
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2K |
---|
2S |
---|
2H |
---|
2D |
---|
6P |
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6K |
---|
6H |
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3H |
---|
Air Normals
j.P |
---|
j.K |
---|
j.S |
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j.H |
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j.D |
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Universal Mechanics
Dead Angle Attack |
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Air Throw |
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Ground Throw |
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Specials
TODO: FIND A BETTER WAY TO LAY OUT MIST FINER DATA
Mist Finer Stance 236P/K/S |
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Mist Finer: Upper 236P |
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Mist Finer: Middle 236K |
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Mist Finer: Lower 236S |
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Glitter Is Gold 236H or 214H |
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Bacchus Sigh 214P |
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Ensenga j.41236H |
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Divine Blade 623S -> S |
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Air Divine Blade j.236S |
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Killer Joker 421S -> S |
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Air Killer Joker j.214S |
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Force Breaks
Jackhound 214D |
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Return Jack Jackhound -> 236D |
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Overdrives
That's My Name 632146H |
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Uncho's Iai j.236236H |
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Instant Kill
Joker Trick in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Satou | Japan | Mikado | - | Retired | GOAT. Origin of the Satou Step | Link | |
Omito | Japan | Mikado | - | Retired to Xrd | Before the turn of the era where he became the strongest Xrd player. | AC Footage | |
quash | USA - Socal/Japan | - | - | Active | Counter hit 2H, stepjack maestro | Link | |
BLEED | Japan | - | Retired to Xrd | BLEED | - | ||
Jonio | Japan | Mikado | - | Retired to Xrd | The man who streamed nearly every Mikado +R event. | ||
Kabegiwa no DC | Japan | - | - | Retired to Xrd | Known predominantly for flippantly wasting coins | Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •