DBFZ/Adult Gohan and GGACR/Johnny: Difference between pages

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Adult Gohan|discord=https://discord.gg/H5xaW3X}}
{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Johnny|forums=http://www.dustloop.com/forums/index.php?/forums/forum/20-johnny/}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
======<span style="visibility:hidden;font-size:0">overview</span>======
|-
{{FlexContainer}}
! align="center" colspan="2" | Gohan (Adult)
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
|-
{{FP Box
| align="center" colspan="2" | [[File:DBFZ_Adult_Gohan_Portrait.png|300x500px|center]]
|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.
| '''Play-style''' || Pressure, Mix-up
|-
| '''Team Role''' || Middle, Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
| name = Adult Gohan
| game = DBFZ
| quote = I have to get stronger if I want to protect what's truly important to me.
| lore = After the battle with Cell, Son Gohan/Sun Wufan grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.
| voice = Japanese: Masako Nozawa English: Kyle Herbert
}}


===Potential Unleashed===
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.
Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses remain for the rest of the match.
 
'''Level 1 Moveset Changes'''
*[[{{PAGENAME}}#5L (Level 0)|Ground L Super Combo]] is modified
*New move: [[{{PAGENAME}}#3L|Machine Gun Punch]]
*[[{{PAGENAME}}#Jet Uppercut|Jet Uppercut]]: M and H versions travel further horizontally for the first hit
*[[{{PAGENAME}}#Machine Gun Kick|Machine Gun Kick]]:
:*Attacks more rapidly
:*M and H versions travel further when forward input is held
:*H version is active for twice as long and deals twice as many hits after locking to the opponent
*[[{{PAGENAME}}#Ultimate Back Attack|Ultimate Back Attack]]: Teleports on startup, tracks opponent anywhere on screen
*[[{{PAGENAME}}#Masenko|Masenko]]: Gains 2 additional hits
 
'''Additional Changes'''
*M Jet Uppercut gains 1 additional hit per level from Level 1 to 3
*H Jet Uppercut gains 1 additional hit per level from Level 1 to 7
*All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6
*At Level 7, Gohan can chain any normals into any other normals ("Reverse Beat")
 
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|Adult Gohan}} is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.
| intro = {{Character Label|GGACR|Johnny|24px}} is defined by a multitude of large, safe attacks and tricky movement and cancel options.
| pros =
| pros =
* '''Great Buttons''': Fast and long range normals, especially his mediums that enable big punishes often.
* '''Long horizontal range''': Johnny has strong options for controlling horizontal space such as {{clr|3|f.S}}, Mist Finer, and more.
* '''Long Blockstrings''': Blockstrings can be extended with [[DBFZ/Adult Gohan#3L|3L]] and [[DBFZ/Adult Gohan#Machine Gun Kick|Machine Gun Kick]], enough to recharge assists.
* '''Good anti-airs''': {{clr|1|6P}}, {{clr|1|5P}}, and Mist Finer are potent anti-airs when used at the oppropriate spacings.
* '''Extremely Solid Pressure''': [[DBFZ/Adult Gohan#5L (Level 0)|5L]] and [[DBFZ/Adult Gohan#j.L|j.L]] can threaten a 50/50 after [[DBFZ/Adult Gohan#Machine Gun Kick|j.236H]] with an assist, and [[DBFZ/Adult Gohan#2L|2L]] is a unique +0 button that can both stagger and start a frametrap.
* '''High damage potential'''
* '''Fast-Fall''': [[DBFZ/Adult Gohan#j.2S|j.2S]] is a blinding Fast-Fall that amplifies his mix-up game and enables grounded assist extensions. 
* '''Great Strike/Throw mixups'''
* '''Reversal''': [[DBFZ/Adult Gohan#Jet Uppercut|Jet Uppercut]] is a DP, in a game where meterless reversals are few and far between.
* '''Very Strong Air Options''': Divine Blade, Uncho's Iai, Killer Joker, and Johnny's air normals are all good.
* '''High Solo Damage''': Combos using [[DBFZ/Adult Gohan#Machine Gun Kick|j.236M/L]] and [[DBFZ/Adult Gohan#Ultimate Back Attack|j.214H]] give him some of the highest solo damage available.
* '''Assist Variety''': [[DBFZ/Adult Gohan#Assist A|A]] is ''the'' fastest hitting DP assist, and [[DBFZ/Adult Gohan#Assist B|B]] gives high blockstun with ample time to hit confirm.
| cons =
| cons =
* '''Potential Unleashed''': Level 1 Super has low damage, and the short range can make it whiff on certain DHCs.  
* '''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.
* '''Know How Levels Work''': Need to be cognizant of the changes Adult Gohan gets when he levels up.
* '''Damage requires resources''': Johnny's high damage combos will often require coins, meter, or both.
* '''The Need to Level-up''': Although unlikely, if Adult Gohan somehow cannot level-up, he misses out on some pressure, combo, and neutral tools.
* '''Subpar High/Low mixups'''
|tablewidth=69
* '''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]]|size=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}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{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}}


==Normal Moves==
==Normals==
======<font style="visibility:hidden;font-size:0">5L (Level 0)</font>======
====Ground Normals====
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
{{MoveData
|name=5L
|name={{clr|1|5P}}
|input=Level 0
|image=GGAC_Johnny_5P.png
|image=DBFZ_AdultGohan_5L.png |caption=Mix-up City
|caption=*Snap*
|image2=DBFZ_AdultGohan_5LL.png |caption2=
|image3=DBFZ_AdultGohan_5LLL.png |caption3=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5P}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Really short range.
*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.
* First hit has small hitbox.
*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.
One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property.  


Everyone has gotten hit with this move.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-5P-Hitbox.png
</gallery>
}}
}}
}}
{{AttackVersion|name=5LL}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|5LL Level 0}}
======<span style="visibility:hidden;font-size:0">5K</span>======
{{MoveData
|name={{clr|2|5K}}
|image=GGAC_Johnny_5K.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|5K}}
* Mostly combo filler.
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL Level 0}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Counts as grounded.
*All around good move. Your main poke. Good attack box, and not easily punished on whiff. The focal point of your ground game.
* Smash hit can link to j.L.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">c.S</span>======
======<font style="visibility:hidden;font-size:0">5L (Level 1+)</font>======
{{MoveData
{{MoveData
|name=5L
|name={{clr|3|c.S}}
|input=Level 1+
|image=GGAC_Johnny_cS.png
|image=DBFZ_AdultGohan_Potential5L.png |caption=
|caption=
|image2=DBFZ_AdultGohan_Potential5LL.png |caption2=
|image3=DBFZ_AdultGohan_Potential5LLL.png |caption3=
|image4=DBFZ_AdultGohan_Potential5LLLL.png |caption4=
|image5=DBFZ_AdultGohan_Potential5LLLLL.png |caption5=Your entire blockstring
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|c.S}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LL}}
{{Description|7|text=
{{#lst:{{PAGENAME}}/Data|5LL Level 1}}
*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}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|f.S}}
* Equivalent to 5M.
* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.
Does less damage and has worse scaling than the move it copies.
 
Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL Level 1}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Equivalent to 3H, though doesn't have Head invul.
*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.  
* Lauches on hit.
*Chains to {{clr|4|6H}}, but only combos on counter-hit or crouch-hit.
* Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-fS-Hitbox.png
</gallery>
}}
}}
}}
{{AttackVersion|name=5LLLL}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|5LLLL Level 1}}
======<span style="visibility:hidden;font-size:0">5H</span>======
{{MoveData
|name={{clr|4|5H}}
|image=GGAC_Johnny_5H.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{Description|9|text=
{{#lst:{{PAGENAME}}/Data|5H}}
* Can be used to reset pressure due to it having the same frame advantage as 2L.
Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.
}}
{{AttackVersion|name=5LLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLL Level 1}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Launches higher than Level 0 5LLL.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5D</span>======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|name=5M
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
|image=DBFZ_AdultGohan_5M.png |caption=
|image=GGAC_Johnny_5D.png
|caption=FLY AWAY
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5M}}
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Fantastic range.
*Very slow overhead. Johnny's only true standing overhead.  
Large normal that covers an extraordinary amount of space relative to how fast the startup is, and is an amazing whiff-punish. The range can also be a downside as it's pretty punishable if Adult Gohan whiffs himself.
*On block, neutral at worst, +7 at best.  
 
*Deceptive reach.
Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Johnny-5D-Hitbox.png
</gallery>
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2P</span>======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|name={{clr|1|2P}}
|image=DBFZ_AdultGohan_5H.png |caption=
|image=GGAC_Johnny_2P.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#lst:{{PAGENAME}}/Data|2P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Wall bounces on Smash hit
*Like a close range version of your {{clr|2|5K}}.
Mostly used for Level 1 leg loops in the corner, though the leg loops using this move takes up the smash property, and must have assists or vanish to end in a sliding knockdown.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2K</span>======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|name=5S
|name={{clr|2|2K}}
|image=DBFZ_AdultGohan_5S.png |caption= Talk to the hand.
|image=GGAC_Johnny_2K.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|5S}}
{{#lst:{{PAGENAME}}/Data|2K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Covers about 90% of the screen. Launches on hit.
*Hits low. Compliments your {{clr|2|5K}}.  
* Whiffs against crouching opponents.
*Good frame advantage on block, and has a long cancel window.  
* Doesn't have Ki Blast property.
*Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral.  
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2S</span>======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|name=2L
|name={{clr|3|2S}}
|image=DBFZ_AdultGohan_2L.png |caption=#saiyanprivilege
|image=GGAC_Johnny_2S.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Fairly disjointed hitbox.
*What {{clr|2|2K}} is to {{clr|2|5K}}, {{clr|3|2S}} is to {{clr|3|f.S}}.  
* The only +0 button in the game that can be true-stringed into from the ground.
*Hits low. Good active frames, good meaty, good neutral poke when {{clr|3|f.S}} would whiff.  
Far reaching and being +0 encourages strong stagger pressure. Along with the fair pushback, it has the ability to potentially make his mediums frametrap for big punishes.  
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2H</span>======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|name=2M
|name={{clr|4|2H}}
|image=DBFZ_AdultGohan_2M.png |caption=
|image=GGAC_Johnny_2H.png
|caption=Blow it out your ass
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Slides forward about half-screen.
*Very fast and lots of reach, both horizontally and a little bit vertically.
* Launches on hit.
*Moves you backwards. Atrocious on whiff.
Can punish backdash and link into 5M or 3H. Will often put you right back on the opponent on reflect.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2D</span>======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|name=2H
|name={{clr|5|2D}}
|image=DBFZ_AdultGohan_2H.png |caption=
|image=GGAC_Johnny_2D.png
|caption= He got dem moves
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Smash hit launches higher with more hitstun.
*2 hits, both low. Second hit knocks down.
* Puts Gohan in the air, true blockstring into j.236X.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6P</span>======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|name={{clr|1|6P}}
|image=DBFZ_AdultGohan_2S.png |caption=Jump back air fireball, pseudo-Akuma/Gouki style.
|image=GGAC_Johnny_6P.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Pulls back and fires a Ki blast.
*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.
Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant superdash. Use it only when your opponent won't anticipate it.  
'''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">
Has enough hitstun to combo into SD in the corner for the Leg Loops version that saves the smash property and results into a Sliding Knockdown.
GGXXACPR_Johnny-6P-Hitbox.png
</gallery>
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6K</span>======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|name=6M
|name={{clr|2|6K}}
|image=DBFZ_AdultGohan_6M.png |caption=
|image=GGAC_Johnny_6K.png
|caption=I've got balls of steel
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{#lst:{{PAGENAME}}/Data|6K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Universal overhead.
 
* Uses the same animation and hitbox/hurtbox as j.H.
*Has some upper body invincibility in the middle of its startup.
Can be made plus by delaying Level 1 autocombo.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6H</span>======
======<font style="visibility:hidden;font-size:0">3L</font>======
{{MoveData
{{MoveData
|name=3L
|name={{clr|4|6H}}
|input=Machine Gun Punch
|image=GGAC_Johnny_6H.png
|image=DBFZ_AdultGohan_3L.png |caption=欧拉欧拉欧拉欧拉
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{AttackVersion|name=3L}}
{{#lst:{{PAGENAME}}/Data|6H}}
{{#lst:{{PAGENAME}}/Data|3L}}
{{!}}-
{{!}}-
{{AttackVersion|name=3[L]}}
{{Description|7|text=
{{#lst:{{PAGENAME}}/Data|3[L]}}
*Hit box moves back slightly at startup.  
{{!}}-
*Long range poke, controls a lot of ground space.  
{{Description|9|text=
*The highest damage you can get in a single hit. Also your slowest poke. *Jump cancellable.
* Available at Level 1 Potential Unleashed.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* Holding L adds extra hits.
GGXXACPR_Johnny-6H-1-Hitbox.png|Frame 18
Good blockstring filler, great stagger/pressure reset tool with being -2 on block and can be shortened/extended. Is also a good meaty against a delay tech.
GGXXACPR_Johnny-6H-2-Hitbox.png|Frame 19
 
</gallery>
Scales subsequent damage pretty bad after a light starter in an actual combo.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">3H</span>======
======<font style="visibility:hidden;font-size:0">3H</font>======
{{MoveData
{{MoveData
|name=3H
|name={{clr|4|3H}}
|input=Ultimate High Kick
|image=GGAC_Johnny_3H.png
|image=DBFZ_AdultGohan_3H.png |caption= I meant to do 2H but ok
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|3H}}
{{#lst:{{PAGENAME}}/Data|3H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Launches on hit.
*2 hits. First hit hits around the feet, where {{clr|4|5H}} doesn't. Also has a lot of active frames.  
* Jump cancellable on hit.
*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.
Extremely handy combo filler while possessing an abnormally high angle. Decent hitstun and jump cancellable means this is basically a second, better 5M for combo purposes. This is also an anti-air, and can be used in the place of 2H, but must be ready to combo after landing the move, as there isn't ample time to hit-confirm before the opponent techs out.
*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/>
<nowiki/>
 
====Air Normals====
======<font style="visibility:hidden;font-size:0">j.L</font>======
======<span style="visibility:hidden;font-size:0">j.P</span>======
{{MoveData
{{MoveData
|name=j.L
|name={{clr|1|j.P}}
|image=DBFZ_AdultGohan_jL.png |caption=
|image=GGAC_Johnny_jP.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#lst:{{PAGENAME}}/Data|j.P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Bad horizontal range but great vertical range.
*Your fastest air normal.  
Go-to overhead normal. Will whiff after a j.M if it didn't hit near the body.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.K</span>======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name=j.M
|name={{clr|2|j.K}}
|image=DBFZ_AdultGohan_jM.png |caption=
|image=GGAC_Johnny_jK.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#lst:{{PAGENAME}}/Data|j.K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Great air-to-air normal.
*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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.S</span>======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|name={{clr|3|j.S}}
|image=DBFZ_AdultGohan_jH.png |caption=
|image=GGAC_Johnny_jS.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Causes a wall bounce on Smash hit.
*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>
}}
}}
}}
{{AttackVersion|name=j.H}}
<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}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Causes a sliding knockdown on Smash hit.
*Good air to ground.
* Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.
'''Additional Frame Data''' ''Staggers opponent on ground CH (max 39F)
While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.
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/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.D</span>======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|name=j.S
|name={{clr|5|j.D}}
|image=DBFZ_AdultGohan_jS.png |caption=
|image=GGAC_Johnny_jD.png
|caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Air 2S.
*Crossup.  
Similar to the ground version, it can also combo into SD and Ultimate Back Attack.
*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>
}}
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.2H</font>======
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Dead Angle</span>======
{{MoveData
{{MoveData
|name=j.2H
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=DBFZ_AdultGohan_j2H.png |caption=
|image=GGAC_Johnny_6P.png
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#lst:{{PAGENAME}}/Data|DAA}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Smash hit launches higher with more hitstun.
Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.
* One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.
}}
* Can be linked into off of Potential Unleashed Level 1 Medium Machine Gun Kick in some combos, allowing for a slide knockdown with Ultimate Back Attack.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
======<font style="visibility:hidden;font-size:0">j.2S</font>======
{{MoveData
{{MoveData
|name=j.2S
|name=Air Throw
|image=DBFZ_AdultGohan_j2S.png |caption= We Smash Bros now
|image=GGAC_Johnny_airThrow.png
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Fall straight to the ground.
Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.  
* Cancellable to 2S.
}}
[https://youtu.be/YgYamDqHVA4?t=2014 Mix-up potential with resources.]
 
Can be used after j.H in the corner for a tiny bit more oki time, and also help with assist extensions on the ground like beams post j.H. Not too strong as a standalone mix-up tool since it's reactable, but gives another layer to Gohan's already strong pressure, especially if your opponent is respecting said pressure. You can also DP right after if you know your opponent is going to react with buttons.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
==Special Moves==
======<font style="visibility:hidden;font-size:0">Jet Uppercut</font>======
{{MoveData
{{MoveData
|name=Jet Uppercut
|name=Ground Throw
|input=236L/M/H
|image=GGAC_Johnny_throw.png
|image=DBFZ_AdultGohan_JetUppercut.png |caption=Half screen DP
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Anti-air DP.
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.  
Unscaled starter.
}}
}}
}}
{{AttackVersion|name=M (Level 0)}}
==Specials==
{{#lst:{{PAGENAME}}/Data|236M Level 0}}
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=M (Level 1+)}}
{{AttackVersion|name=Stance|subtitle=236[P/K/S]}}
{{#lst:{{PAGENAME}}/Data|236M Level 1}}
{{#lst:{{PAGENAME}}/Data|236[P/K/S]}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.
'''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''
* Level 0 takes a tiny step forward.
* Level 1+ slides half screen forward.
On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.
}}
}}
{{AttackVersion|name=H (Level 0)}}
{{AttackVersion|name=Step Forward|subtitle=MF Stance -> 66}}
{{#lst:{{PAGENAME}}/Data|236H Level 0}}
{{#lst:{{PAGENAME}}/Data|236[X] 66}}
{{!}}-
{{!}}-
{{AttackVersion|name=H (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|236H Level 1}}
'''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|9|text=
{{Description|8|text=
* Almost identical to M version with slightly more damage, startup, and range.
'''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''
* Can link into Level 1 or 3 Super after landing.
 
}}
}}
}}<nowiki/>
{{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!


======<font style="visibility:hidden;font-size:0">Machine Gun Kick</font>======
*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
{{MoveData
|name=Machine Gun Kick
|name=Mist Finer: Upper
|input=j.236L/M/H
|input={{clr|1|236P}}
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=lööps
|image=GGAC_Johnny_236P.png
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L (Level 0)}}
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|j.236L Level 0}}
{{#lst:{{PAGENAME}}/Data|236P Lv1}}
{{!}}-
{{!}}-
{{AttackVersion|name=L (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.236L Level 1}}
*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.''
}}
{{!}}-
{{!}}-
{{Description|9|text=
{{AttackVersion|name=Level 2}}
* Upon using, Adult Gohan immediately starts falling down.
{{#lst:{{PAGENAME}}/Data|236P Lv2}}
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
{{!}}-
* Carries all and any momentum.
{{Description|8|text=*FRC Point at 19f~20f for getting a combo that ends in coin or making it safe if whiffed.
* Keeps grounded opponent standing.
 
* Depending on the height, Adult Gohan will do an extra kick before landing.
'''Additional Frame Data''' ''Reduces Mist Level to 1. Cancels out projectiles. Wallbounces opponent on hit (untechable for 70F). Hitstop 0f.''
Is the "leg" in leg loops.
}}
{{!}}-
{{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''
}}
}}
}}
{{AttackVersion|name=M (Level 0)}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|j.236M Level 0}}
======<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=M (Level 1+)}}
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|j.236M Level 1}}
{{#lst:{{PAGENAME}}/Data|236K Lv1}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Upon using, Adult Gohan stalls a bit before falling down.
Will cancel out projectiles, but loses hit potential.
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.
}}
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
{{AttackVersion|name=Level 2}}
* Launches on hit.
{{#lst:{{PAGENAME}}/Data|236K Lv2}}
* Depending on the height, Adult Gohan will do an extra kick before landing.
Primarily used to add a bit more damage/meter in bnb combos.
}}
{{AttackVersion|name=H (Level 0)}}
{{#lst:{{PAGENAME}}/Data|j.236H Level 0}}
{{!}}-
{{!}}-
{{AttackVersion|name=H (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.236H Level 1}}
Reduces Mist Level to 1. Cancels out projectiles.
}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236K Lv3}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Upon using, Adult Gohan jumps up a bit before falling down.
9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.
* Always moves Adult Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.
}}
* Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.
* Smash on the last hit. Smash hit causes a wall bounce. Can link into superdash, snapback, or even Level 0 j.214M from midscreen.
* On block, Adult Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L, thought this can be 2H'd.  
Extremely active, very good against Super Dash and Raw Tag. Since you can control the momentum, you can bait out anti-air attempts by temporarily disengaging with an aerial backdash, then closing in with j.236H to get the punish. Also eating a raw j.236H equals to losing 40% of your HP at minimum, if Adult Gohan still has his aerial jump or superdash.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Low Mist Finer</span>======
======<font style="visibility:hidden;font-size:0">Ultimate Back Attack</font>======
{{MoveData
{{MoveData
|name=Ultimate Back Attack
|name=Mist Finer: Lower
|input=214L/M/H (Air OK)
|input={{clr|3|236S}}
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son!
|image=GGAC_Johnny_236S.png
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground L (Level 0)}}
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|214L Level 0}}
{{#lst:{{PAGENAME}}/Data|236S Lv1}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground L (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|214L Level 1}}
Will cancel out projectiles, but loses hit potential.
}}
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|236S Lv2}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L (Level 0)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.214L Level 0}}
FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.
}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|236S Lv3}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.214L Level 1}}
9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.
{{!}}-
}}
{{Description|9|text=
* Smash hit causes a sliding knockdown.
* Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.
* Level 1: Teleports to opponent and always hits in front of them.
At Level 0, he can do j.S > j.214L in the corner. After leveling up, j.2H > j.214L gets Adult Gohan a sliding knockdown anywhere.
}}
}}
{{AttackVersion|name=Ground M (Level 0)}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|214M Level 0}}
======<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=Ground M (Level 1+)}}
{{AttackVersion|name=236H}}
{{#lst:{{PAGENAME}}/Data|214M Level 1}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M (Level 0)}}
{{AttackVersion|name=214H}}
{{#lst:{{PAGENAME}}/Data|j.214M Level 0}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M (Level 1+)}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|j.214M Level 1}}
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).
{{!}}-
}}
{{Description|9|text=
* Smash hit causes a sliding knockdown.
* Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.
* Level 1: Teleports to opponent and always hits behind them.
* Can't steal the corner.
Strong overhead at Level 1, and switches sides anywhere outside of the corner.
}}
}}
{{AttackVersion|name=Ground H (Level 0)}}
<nowiki/>
{{#lst:{{PAGENAME}}/Data|214H Level 0}}
======<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}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground H (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|214P}}
{{#lst:{{PAGENAME}}/Data|214H Level 1}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H (Level 0)}}
{{Description|7|text=
{{#lst:{{PAGENAME}}/Data|j.214H Level 0}}
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}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H (Level 1+)}}
{{#lst:{{PAGENAME}}/Data|j.41236H}}
{{#lst:{{PAGENAME}}/Data|j.214H Level 1}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* Smash hit causes a ground bounce sliding knockdown.
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.
* Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* Level 1: Teleports to opponent and always hits behind them.
GGXXACPR_Johnny-j41236H-1-Hitbox.png|Frames 9-10
* Can't steal the corner.
GGXXACPR_Johnny-j41236H-2-Hitbox.png|Frames 13-15
j.S > j.214H allows Gohan to level up anywhere on the screen. The ground bounce can also be extended with assist even in midscreen.
</gallery>  
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Divine Blade</span>======
======<font style="visibility:hidden;font-size:0">Masenko</font>======
{{MoveData
{{MoveData
|name=Masenko
|name=Divine Blade
|input=236S
|input={{clr|3|623S}} -> {{clr|3|S}}
|image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again?
|image=GGAC_Johnny_623S.png
|image2=GGAC_Johnny_623SS.png
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 0}}
{{AttackVersion|name=Transport|subtitle=623S}}
{{#lst:{{PAGENAME}}/Data|236S Level 0}}
{{#lst:{{PAGENAME}}/Data|623S}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 1+}}
{{AttackVersion|name=Attack|subtitle={{clr|3|623S}} > S}}
{{#lst:{{PAGENAME}}/Data|236S Level 1}}
{{#lst:{{PAGENAME}}/Data|623S S}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|8|text=
* Even at Level 1+, it will still cancel out with typical 5-hit beams.
 
Used for corner combo with assists.
}}
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Divine Blade</span>======
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|name=Jet Uppercut
|name=Air Divine Blade
|input=Assist A
|image2=GGAC_Johnny_623SS.png
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption=So good that it got nerfed
|input={{clr|3|j.236S}}
|image=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Receives the damage buff from Potential Unleashed.
FRC: 15f~16f - Cancels out projectiles.
* Head invul.
}}
It's the fastest assist in the game.
}}
}}
}}<nowiki/>
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Killer Joker</span>======
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|name=Machine Gun Punch
|name=Killer Joker
|input=Assist B
|input={{clr|3|421S}} -> {{clr|3|S}}
|image=DBFZ_AdultGohan_3L.png |caption=
|image=GGAC_Johnny_421S.png
|image2=GGAC_Johnny_421SS.png
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{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=
{{Description|8|text=
*Decent startup.
*High blockstun.
Good blockstring assist and easy to hit confirm.


}}
}}
}}<nowiki/>
}}
 
<nowiki/>
======<font style="visibility:hidden;font-size:0">Assist C</font>======
======<span style="visibility:hidden;font-size:0">Air Killer Joker</span>======
{{MoveData
{{MoveData
|name=Masenko
|name=Air Killer Joker
|input=Assist C
|input={{clr|3|j.214S}}
|image=DBFZ_AdultGohan_Masenko.png |caption=They really did it.
|image=GGAC_Johnny_421SS.png
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#lst:{{PAGENAME}}/Data|j.214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
It's a beam assist. Go wild.
FRC: 12f~14f - On FRC, restores air movement
}}
}}
}}
}}<nowiki/>


==Super Moves==
==Force Breaks==
======<font style="visibility:hidden;font-size:0">Potential Unleashed</font>======
======<span style="visibility:hidden;font-size:0">Jackhound</span>======
{{MoveData
{{MoveData
|name=Potential Unleashed
|name=Jackhound
|input=236L+M or 236H+S
|input={{clr|5|214D}}
|image=DBFZ_AdultGohan_PotentialUnleashed.png |caption=ESSENCE OF A SUPER SAIYAN
|image=GGAC_Johnny_214D.png
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=Normal|subtitle=214D}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 2}}
{{AttackVersion|name=Stance Jackhound|subtitle=MF Stance > 214D}}
{{#lst:{{PAGENAME}}/Data|236HS Level 2}}
{{#lst:{{PAGENAME}}/Data|236[X] 214D}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 3}}
{{AttackVersion|name=Stance Step Jackhound|subtitle=MF Stance Step > 214D}}
{{#lst:{{PAGENAME}}/Data|236HS Level 3}}
{{#lst:{{PAGENAME}}/Data|236[X] Step 214D}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 4}}
{{Description|8|text=
{{#lst:{{PAGENAME}}/Data|236HS Level 4}}
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}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 5}}
{{#lst:{{PAGENAME}}/Data|214D 236D}}
{{#lst:{{PAGENAME}}/Data|236HS Level 5}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 6}}
{{Description|7|text=Consumes 25% Tension.
{{#lst:{{PAGENAME}}/Data|236HS Level 6}}
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}}
{{!}}-
{{!}}-
{{AttackVersion|name=Level 7}}
{{#lst:{{PAGENAME}}/Data|632146H}}
{{#lst:{{PAGENAME}}/Data|236HS Level 7}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|7|text=
* H+S version can be held to stack up to 7 Ki Gauges, but L+M version only ever consumes 1 Ki Gauge. Meaning you can't DHC into Gohan and dump bars.
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.
* Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s).
}}
* Each bar adds 250 more to the base damage.
* Minimum damage: 20%. Is not affected by the damage buff per level.
Because of the short recovery, Adult Gohan can possibly combo post-super, or even set up solid oki with help. More notably, it can be used to DHC into from other supers that are still active. For example, Potential Unleashed lets Adult Gohan recover fast enough to set up for safejump 50/50s if he DHCs in during an ongoing level 1, like Kid Buu's [[DBFZ/Kid Buu#Pearl Flash| Pearl Flash]], Vegeta's [[DBFZ/Vegeta#Galick Gun| Galick Gun]], or Jiren's [[DBFZ/Jiren#Colossal Slash| Colossal Slash]]. Important note, he must DHC in right at the moment when the other character's super had just been activated to enable follow-ups.
}}
}}
}}<nowiki/>
<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=


======<font style="visibility:hidden;font-size:0">Bros. Kamehameha</font>======
}}
}}
==Instant Kill==
{{MoveData
{{MoveData
|name=Bros. Kamehameha
|name=Joker Trick
|input=214L+M or 214H+S
|input=in IK Mode: {{clr|4|236236H}}
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption="You came to the wrong neighborhood fool"
|image=GGAC_Johnny_IK1.png
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2=
|caption=
|image2=GGAC_Johnny_IK2.png
|caption2=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|214LM}}
{{#lst:{{PAGENAME}}/Data|IK}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|7|text=
* Minimum damage: 70*24 (1680).
It's a projectile for some reason. Whiffs on crouchers and characters with small hurtboxes, that means some dizzied characters aswell.
* Hitbox can increase/decrease depending on who is on the team, but damage stays the same.
Overall, as bad as any IK.
Leaving Adult Gohan pretty close to the opponent and being around +40 after hit, you can go for Superjump > IAD > High/Low for a relatively ambiguous 50/50 mix.
}}
}}
 
== 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]
|}


'''(Mostly Cosmetic):''' If Gotenks is on his team, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.
==[[Dustloop_Wiki:Roadmap/GGACR#Johnny|Roadmap]]==
}}
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Johnny}}
}}<nowiki/>


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#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.}}
{{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-DBFZ}}
{{Navbar-GGACR}}
[[Category:Dragon Ball FighterZ]]
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Gohan]]
[[Category:Johnny]]

Revision as of 01:13, 8 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums    
overview
Overview

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.

Pros
Cons
  • 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
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.
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 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.
Guilty Bits Character Intro


GGACR Johnny Nameplate.png
GGACR Johnny Portrait.png

Normals

Ground Normals

5P
5P
GGAC Johnny 5P.png
*Snap*
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Sparkles. Whiffs over most crouchers. *A decent anti-air,Though lacking the invincibility of 6P, it has faster startup and less scaling and proration.
  • On air counter-hit, can jump-cancel for an air combo. Otherwise chain to c.S, or cancel to Coin. Has similar animation to Coin.

5K
5K
GGAC Johnny 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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 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.

c.S
c.S
GGAC Johnny cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Sort of an intermediary between 2P and 5K. One frame slower than 2P and less range than 5K, but more frame advantage on block, and a larger hitbox, vertically.
  • A great move to use as your throw option select.

f.S
f.S
GGAC Johnny fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Hits farther and harder than 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 6H, but only combos on counter-hit or crouch-hit.

5H
5H
GGAC Johnny 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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

5D
5D
GGAC Johnny 5D.png
FLY AWAY
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Very slow overhead. Johnny's only true standing overhead.
  • On block, neutral at worst, +7 at best.
  • Deceptive reach.

2P
2P
GGAC Johnny 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Like a close range version of your 5K.
  • Is all around faster than 5K, but has a little bit of proration.
  • Tends to beat and lose to the same moves as 5K.
  • Natural frame advantage on block. *Self-cancels.

Additional Frame Data Initial Prorate: 90%

2K
2K
GGAC Johnny 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Hits low. Compliments your 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, 2K is reversal safe against many reversals.

Additional Frame Data Initial prorate: 75%

2S
2S
GGAC Johnny 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • What 2K is to 5K, 2S is to f.S.
  • Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff.
  • Prorates a lot.
  • Proper use of 2S is essential to many matchups.

Additional Frame Data Initial prorate: 75%

2H
2H
GGAC Johnny 2H.png
Blow it out your ass
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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 5D.
  • Punishable on normal hit.
  • Staggers on CH.

Additional Frame Data Staggers opponent on CH (max 53F). Johnny is in CH state 1~35F

2D
2D
GGAC Johnny 2D.png
He got dem moves
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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 2S and it doesn't prorate, so it can be a good substitute, But it's also worse to whiff.
  • 2D(1)>Coin will connect on most of the cast at most ranges.

6P
6P
GGAC Johnny 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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%

6K
6K
GGAC Johnny 6K.png
I've got balls of steel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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)

6H
6H
GGAC Johnny 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

3H
3H
GGAC Johnny 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2 hits. First hit hits around the feet, where 5H doesn't. Also has a lot of active frames.
  • Second hit is like a 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.

Air Normals

j.P
j.P
GGAC Johnny jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Your fastest air normal.
  • Self-cancel.


Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K
j.K
GGAC Johnny jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Crossup. Decent air to ground.


Gatling Options: j.P, j.S, j.D

j.S
j.S
GGAC Johnny jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.


Gatling Options: j.P, j.H, j.D

j.H
j.H
GGAC Johnny jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Good air to ground.

Additional Frame Data Staggers opponent on ground CH (max 39F) Slams down opponent on air hit


Gatling Options: j.D

j.D
j.D
GGAC Johnny jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Crossup.
  • Best air to air for hitting opponents above you.

Additional Frame Data Wallbounces opponent on hit (untechable for 24F)

Universal Mechanics

Dead Angle
Dead Angle Attack
GGAC Johnny 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Wallbounces. On counter-hit, a knockdown causes an un-OTG-able state.

Air Throw
Air Throw
GGAC Johnny airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Average range. Wallbounces. Heavy forced proration. Bacchus Sigh, recoin, LV2 Mid combos and more are possible when opponent is air thrown into the corner.

Ground Throw
Ground Throw
GGAC Johnny throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Mist Finer Stance
Mist Finer Stance
236P/K/S
GGAC Johnny MistStance.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Stance
236[P/K/S]

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

Step Forward
MF Stance -> 66

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.

Step Backward
MF Stance -> 44

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

Stance Cancel
MF Stance -> H
  • 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)

Up Mist Finer
Mist Finer: Upper
236P
GGAC Johnny 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1
  • Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 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.

Level 2
  • 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.

Level 3
  • 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

Mid Mist Finer
Mist Finer: Middle
236K
GGAC Johnny 236K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1

Will cancel out projectiles, but loses hit potential.

Level 2

Reduces Mist Level to 1. Cancels out projectiles.

Level 3

9 hits. Some hits are low. Reduces Mist Level to 1. Cancels out projectiles.

Low Mist Finer
Mist Finer: Lower
236S
GGAC Johnny 236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Level 1

Will cancel out projectiles, but loses hit potential.

Level 2

FRC: 19f~20f - Low. Reduces Mist Level to 1. Cancels out projectiles.

Level 3

9 hits. First hit is low. Reduces Mist Level to 1. Cancels out projectiles.

Glitter Is Gold
Glitter Is Gold
236H or 214H
GGACR Johnny Glitter.png
Shake it, baby
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236H
214H

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 2D or Grand Viper).

Bacchus Sigh
Bacchus Sigh
214P
GGAC Johnny 214P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Ensenga
Ensenga
j.41236H
GGAC Johnny j41236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Divine Blade
Divine Blade
623S -> S
GGAC Johnny 623S.png
GGAC Johnny 623SS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Transport
623S
Attack
623S > S

Air Divine Blade
Air Divine Blade
j.236S
GGAC Johnny 623SS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

FRC: 15f~16f - Cancels out projectiles.

Killer Joker
Killer Joker
421S -> S
GGAC Johnny 421S.png
GGAC Johnny 421SS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Transport
421S
Attack
421S > S

Air Killer Joker
Air Killer Joker
j.214S
GGAC Johnny 421SS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

FRC: 12f~14f - On FRC, restores air movement

Force Breaks

Jackhound
Jackhound
214D
GGAC Johnny 214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
214D
Stance Jackhound
MF Stance > 214D
Stance Step Jackhound
MF Stance Step > 214D

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.

Return Jack
Return Jack
Jackhound -> 236D
GGAC Johnny 236D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Consumes 25% Tension. On hit, increases Mist Level by one.

Overdrives

That's My Name
That's My Name
632146H
GGAC Johnny 632146H.png
Don't Forget It.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Uncho's Iai
Uncho's Iai
j.236236H
GGACR Johnny j236236H.png
BUURRRRRRAVO DAZE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Instant Kill

Joker Trick
in IK Mode: 236236H
GGAC Johnny IK1.png
GGAC Johnny IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Satou enter Japan Mikado - Retired GOAT. Origin of the Satou Step Link
Omito enter Japan Mikado - Retired to Xrd Before the turn of the era where he became the strongest Xrd player. AC Footage
quash enter USA - Socal/Japan - - Active Counter hit 2H, stepjack maestro Link
BLEED enter Japan - Retired to Xrd BLEED -
Jonio enter Japan Mikado - Retired to Xrd The man who streamed nearly every Mikado +R event.
Kabegiwa no DC enter Japan - - Retired to Xrd Known predominantly for flippantly wasting coins Link

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Johnny/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.