GGXRD-R2/Johnny/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Johnny x1.00 3 4F [98] Slightly Heavy 11F (1~7F invuln) ??F 28 25F 24F No Run
Zweihander


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 6 7 Mid 1 CSJ 264 5 4 6 +2
5K 16 6 7 Mid 1 SJ 264 6 5 12 -5
c.S 26 10 7 Mid 2 SJ 264 6 3 8 +3
f.S 34 14 6 Initial: 90% Mid 3 S 384 8 3 23 -9
5H 38 20 6 Mid 4 S 384 11 4 29 -14
5D 22 10 20 Initial: 80% High 2 264 26 8 6 ±0
6P 25 10 10 Initial: 80% Mid 2 SJ 264 11 6 13 -5 1-4F Upper Body
5-16F Above Knees
6K 30 10 20 Initial: 80% Mid 2 264 16 4 11 -1 7-13F Upper Body
6H 52 20 6 Mid 4 SJ 384 18 2 33 -16 14-17F Upper Body
2P 10 3 8 Initial: 90% Mid 0 CS 144 5 3 6 +1
2K 12 3 8 Initial: 70% Low 0 S 144 8 4 4 +2
2S 30 10 7 Initial: 75% Low 2 S 264 10 6 17 -9
2H 42 20 6 Mid / Air 4 SJ 384 15 3 14 + 6 After Landing -4 7F Onwards Foot
9F Onwards Lower Body
2D 30, 20 14 6 Low 3 S 384 10 2(3)3 22 -8
j.P 12 3 8 High/Air 0 CS 144 7 5 9
j.K 20 6 7 High/Air 1 SJ 264 8 6 8
j.S 32 10 7 High/Air 2 SJ 264 10 2 17
j.H 40 10 7 High/Air 2 S 264 13 5 21
j.D 36 10 7 High/Air 2 S 264 8 7 14 + 5 After Landing


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 40 -6,+8/- Forced: 50% Ground Throw: 63000 0,480 1 1 +17
Air Throw Air Throw 0, 60 -6,0/- Forced: 65% Air Throw: 192500 0,480 1 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 14 10 10 -6 1-23 Full
24-28 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236H Glitter is Gold 10 2 12 All 2 6 31 Total: 17 +8
41236P Bacchus Sigh 100/- 17 Total: 56
214P/K/S Mist Stance 0/- Lv1: 9
Lv2: 6
Lv3: 4
j.214P/K/S Air Mist Stance 50/- Lv1: 8
Lv2: 6
Lv3: 4
Ground Stance 66 Mist Step Forward Total: 14
Ground Stance 44 Mist Step Backward Total: 13
Air Stance 66/44 Air Mist Step Total: 16
214P Level 1 High Mist Finer Lv 1 30 14 12 Forced: 80% Mid 3 100/480 9+4 4 17 -4
214P Level 2 High Mist Finer Lv 2 40 20 10 Initial: 85% Mid 4 150/960 6+4 4 26 -11
214P Level 3 High Mist Finer Lv 3 60 20 6 Mid 4 200/1080 4+4 4 20 -5
214K Level 1 Mid Mist Finer Lv 1 32 14 6 Initial: 85% All 3 100/480 9+6 3 26 -12
214K Level 2 Mid Mist Finer Lv 2 40 20 10 Initial: 85% All 4 150/960 6+4 3 23 -7
214K Level 3 Mid Mist Finer Lv 3 60 20 6 All 4 200/1080 4+4 3 29 -7
214S Level 1 Low Mist Finer Lv 1 29 14 6 Initial: 85% Low/Air 3 100/480 9+11 2 29 -14
214S Level 2 Low Mist Finer Lv 2 40 14 6 Initial: 85% Low/Air 4 150/960 6+5 2 29 -6
214S Level 3 Low Mist Finer Lv 3 60 20 6 Initial: 90% Low/Air 4 200/1080 4+5 2 20 -3
j.214P Level 1 Air High Mist Finer Lv 1 30 14 6 Initial: 85% All 3 100/480 8+5 4 26
j.214P Level 2 Air High Mist Finer Lv 2 40 14 10 Initial: 85% All 3 150/960 6+5 4 17
j.214P Level 3 Air High Mist Finer Lv 3 55 20 6 All 4 200/1080 4+5 4 16
j.214K Level 1 Air Mid Mist Finer Lv 1 32 14 6 Initial: 85% All 3 100/480 8+6 3 33
j.214K Level 2 Air Mid Mist Finer Lv 2 40 14 10 Initial: 85% All 3 150/960 6+6 3 17
j.214K Level 3 Air Mid Mist Finer Lv 3 55 14 6 All 3 200/1080 4+6 3 16
j.214S Level 1 Air Low Mist Finer Lv 1 29 14 6 Initial: 85% High/Air 3 100/480 8+10 3 36 -14
j.214S Level 2 Air Low Mist Finer Lv 2 40 20 10 Initial: 85% High/Air 4 150/960 6+10 3 20 -4
j.214S Level 3 Air Low Mist Finer Lv 3 55 20 10 Initial: 90% High/Air 4 200/1080 4+10 3 20 -4
Stance H Stance Cancel 4
623K Zweihander Transport 200/- 30 + 7 after landing 4-6 Throw
623K > K Zweihander 35, 55 -6,-7/+20,+2 200%, Initial: 90% All 4, 2 0/360,120 1 1(4)10 Until Landing + 10
j.623K Air Zweihander Kick: 35
Fire: 40
-6,-7/+20,+2 None
Initial: 90%
All Kick: 4
Fire: 2
300/0,120 15 1(4)10 Until Landing + 5 After
※2 Since the tumble-state time is a fixed 60F, if the total amount of frames from tumble-state plus landing surpass the untechable time, the opponent will automatically recover from hitstun after tumble-state.

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
2363214H That's My Name 20, 65×2
[25,81×2]
-0,-6×3/+20 Mid 4 -5000/- 4+4 3 22 -6 1-10F All
11-17F Throw
632146S Treasure Hunt 60 [70] 20 6 Mid 4 -5000/- 8+3~82
[4+3]
2 Total: 8+70~148 9-12 All
[5-8 All]


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Joker Trick DESTROY 9+25
[5+25]
4 30 -17 9-37F All
[5-33F All]


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGXRD Johnny 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGXRD Johnny 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+1
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGXRD Johnny 6P.png
Guard:
Mid
Startup:
11
Recovery:
13
Advantage:
-5
- - - - 5D Jump, Sp
5K
GGXRD Johnny 5K.png
Guard:
Mid
Startup:
6
Recovery:
12
Advantage:
-5
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGXRD Johnny 2K.png
Guard:
Low
Startup:
8
Recovery:
4
Advantage:
+2
6P - c.S, f.S, 2S 2H 5D, 2D Sp
6K
GGXRD Johnny 6K.png
Guard:
Mid
Startup:
16
Recovery:
11
Advantage:
-1
- - - - -
c.S
GGXRD Johnny c.S.png
Guard:
Mid
Startup:
6
Recovery:
8
Advantage:
+3
6P 2K - 5H, 2H 5D, 2D Jump, Sp
f.S
GGXRD Johnny f.S.png
Guard:
Mid
Startup:
8
Recovery:
23
Advantage:
-9
- - 2S 2H, 6H 5D Sp
2S
GGXRD Johnny 2S.png
Guard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
- - - 2H - Sp
5H
GGXRD Johnny 5H.png
Guard:
Mid
Startup:
11
Recovery:
29
Advantage:
-14
- - - - 5D Sp
2H
GGXRD Johnny 2H.png
Guard:
Mid / Air
Startup:
15
Recovery:
14 + 6 After Landing
Advantage:
-4
- - - - - Jump, Sp
6H
GGXRD Johnny 6H.png
Guard:
Mid
Startup:
18
Recovery:
33
Advantage:
-16
- - - - - Jump, Sp
5D
GGXRD Johnny 5D.png
Guard:
High
Startup:
26
Recovery:
6
Advantage:
±0
- - - - - Homing Jump, Homing Dash
2D
GGXRD Johnny 2D.png
Guard:
Low
Startup:
10
Recovery:
22
Advantage:
-8
- - - - - Sp


Air Gatlings
P K S H D Cancel
j.P
GGXRD Johnny j.P.png
Guard:
High/Air
Startup:
7
Recovery:
9
Advantage:
j.P j.K j.S j.H j.D Sp
j.K
GGXRD Johnny j.K.png
Guard:
High/Air
Startup:
8
Recovery:
8
Advantage:
j.P - j.S - j.D Jump, Sp
j.S
GGXRD Johnny j.S.png
Guard:
High/Air
Startup:
10
Recovery:
17
Advantage:
j.P - - j.H j.D Jump, Sp
j.H
GGXRD Johnny j.H.png
Guard:
High/Air
Startup:
13
Recovery:
21
Advantage:
- - - - j.D Sp
j.D
GGXRD Johnny j.D.png
Guard:
High/Air
Startup:
8
Recovery:
14 + 5 After Landing
Advantage:
- - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Johnny/Data.