GGXRD-R2/Johnny/Frame Data

From Dustloop Wiki
< GGXRD-R2‎ | Johnny
Revision as of 06:54, 27 March 2021 by Shtkn (talk | contribs)

System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P


5K


c.S


f.S


5H


5D


  • Hitstop 20F on ground hit
6P


  • Ground hit launches opponent (untechable for 28F/guaranteed knockdown on CH)
  • Air hit launches opponent (untechable for 14F/ 28F on CH)
6K


  • Launches opponent on hit (untechable for 35F/ guaranteed knockdown on CH)
6H


  • Blows opponent away on air hit (untechable for 18F/ guaranteed knockdown on CH)
2P


2K


2S


2H


  • Forces opponent into standing state on crouching hit
  • 9F onwards airborne
2D


  • Knocks down opponent on ground hit
j.P


j.K


j.S


j.H


  • Staggers opponent for 29F on ground CH
  • Plummets opponent on air hit (untechable for 19F/guaranteed knockdown on CH)
j.D

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw


  • Untechable for 47F
  • Stun: 20
Air Throw


  • Stun: 30
Dead Angle Attack


  • Blows away and wall bounces opponent on ground hit (untechable for 28F/guaranteed knockdown on CH)
  • Blows away and wall bounces opponent on air hit (untechable for 14F/28F on CH)
  • Causes special knockdown on CH (regular knockdown time -11F)
Blitz Attack


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Glitter is Gold
236H


  • Costs 1 Coin
  • Raises Mist Level on hit. Max Level 3.
  • Hitstop 6F on normal hit, 8F on CH
Bacchus Sigh
41236P


  • After opponent touches Bacchus Sigh, blocked Mist Finer staggers opponent.
  • Max Stagger duration for Mist Finer High: 53F/75F/71F, stagger Frame Adv: +6 to +33/+8 to +46/+12 to +48
  • Max Stagger duration for Mist Finer Mid: 69F/67F/75F, stagger Frame Adv: +6 to +41/+8 to +42/+12 to +50
  • Max Stagger duration for Mist Finer Low: 73F/65F/67F, stagger Frame Adv: +6 to +43/+8 to +41/+12 to +46
  • Max Stagger duration for Air Mist Finer: 55F/59F/67F
  • Staggering an opponent with this has Initial Prorate: 60%
  • Bacchus Sigh lasts for about 8 seconds or until opponent is hit by Mist Finer
Mist Stance
214P/K/S


  • Hold button to maintain Mist Stance, release button to attack.
  • Press left/right to walk in direction during Stance
Air Mist Stance
j.214P/K/S


  • Hold button to maintain Mist Stance, release button to attack.
  • Max Air Mist Stance duration 38F
Mist Step Forward
Ground Stance > 66


  • Can cancel into Mist Finer from 10F onwards
  • Can cancel into Treasure Hunt from 1F onwards
Mist Step Backward
Ground Stance > 44


  • Can cancel into Mist Finer from 10F onwards
  • Can cancel into Treasure Hunt from 1F onwards
Air Mist Step
Air Stance > 66/44


  • Can cancel into Mist Finer from 9F onwards
High Mist Finer
214P


  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Lv 1 untechable for 38F, guaranteed knockdown on CH
  • Lv 2 wall bounces opponent, untechable for 60F, guaranteed knockdown on CH
  • Lv 3 wall bounces opponent, guaranteed knockdown
Mid Mist Finer
214K


  • Startups show time to get into Mist Stance + attack startup
  • Blows away opponent on hit.
  • Hitstop 0F
  • Can clash with projectiles
  • Lv 1 untechable for 26F, guaranteed knockdown on CH
  • Lv 2 ground slides opponent, untechable for 80F, can recover during slide. Opponent slides for 60F + knockdown on CH
  • Lv 3 ground slides and wall sticks opponent, untechable for 90F, 180F on CH
  • Lv 3 ※2
Low Mist Finer
214S


  • Startups show time to get into Mist Stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Lv 1 knocks down opponent
  • Lv 2 floats and pulls in opponent opponent, guranteed knockdown
  • Lv 3 floats and pulls in opponent opponent, guranteed knockdown
Air High Mist
j.214P


  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Lv 1 untechable for 40F, guaranteed knockdon on CH
  • Lv 2 wall bounces opponent, untechable for 70F, guaranteed knockdon on CH
  • Lv 3 wall bounces opponent, guaranteed knockdown
Air Mid Mist
j.214K


  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Blows away opponent on hit
  • Lv 1 on ground hit guaranteed knockdown
  • Lv 1 on air hit untechable for 32F, 64F on CH
  • Lv 2 on ground hit ground slides opponent for 40F + knockdown
  • Lv 2 on air hit ground slides, untechable for 80F, can recover during slide. Opponent slides for 60F + guaranteed knockdown on CH
  • Lv 3 wall sticks opponent, untechable for 80F
  • Lv 2 ※2
Air Low Mist
j.214S


  • Startups show time to get into Mist stance + attack startup
  • Hitstop 0F
  • Can clash with projectiles
  • Frame Advantage Listed is for lowest possible Air Low Mist Finer
  • If Johnny lands during startup/recovery of the attack, then additional landing recovery 14F
  • Automatically attacks after 47F / 45F / 43F
  • Lv 1 on ground hit knocks down opponent
  • Lv 1 on air hit plummets opponent, untechable for 36F, guaranteed knockdown on CH
  • Lv 2 on ground hit blows away opponent, guaranteed knockdown
  • Lv 2 on air hit blows away opponent, untechable for 60F, guaranteed knockdown on CH
  • Lv 3 on ground hit blows away opponent, guaranteed knockdown
  • Lv 3 on air hit blows away opponent, untechable for 60F, guaranteed knockdown on CH
Stance Cancel
Stance > H


Zweihander Transport
623K


  • 8F onwards can cancel into Zweihander
  • 7F onwards airborne
Zweihander
Transport > K


  • On air hit, Kick blows opponent away and guranteed knockdown
  • Fire floats opponent on hit
Air Zweihander
j.623K


  • On air hit, Kick blows opponent away and guranteed knockdown
  • Fire floats opponent on hit
※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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
That's My Name
2363214H
[2363214D]


  • [ ] Values are for Burst version
  • Minimum Damage: 20% [50%]
  • Stun: 0,10,32,32 [0,20,65,65]
Treasure Hunt
632146S


Values in [ ] are when performed during Mist Stance Step

  • If performed during , damage becomes 70 and floats opponent on hit with guaranteed knockdown
  • Becomes unblockable when max charged
  • Gains 2 coins on hit, 3 if max charged
  • Minimum Damage: 20%
  • Hitstop 1F
  • Crumples opponent on ground hit
  • Knocks down opponent on air hit

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Joker Trick
During IK Mode: 236236H


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - - - 5D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - - - -
c.S 6P 2K - 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 2H, 6H 5D Sp
2S - - - 2H - Sp
5H - - - - 5D Sp
2H - - - - - Jump, Sp
6H - - - - - Jump, Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - 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

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

Template:Navbar-GGXRD-R2