GGST/Johnny

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Overview

Overview

Johnny is a stylish swordsman who excels around the midrange with his signature Hirofumi sword style. What he lacks in defensive options, he makes up for with his ranged and often disjointed pokes that allow him to play a safe neutral game and keep opponents at a distance.

Johnny’s neutral revolves around his pokes. His f.S is remarkably fast and his 2S has enough range to challenge many options while keeping Johnny at a safe distance. Due to having a step dash, approaches are committal and getting close to the opponent is generally discouraged without a knockdown. Mist Finer’s many variants are capable of punishing neutral approach options, while its forwards dash grants the range necessary to check zoners. Johnny is able to convert many of his long-range pokes into knockdowns, using Deal to set up powerful okizeme options from far away. His lackluster defensive options mean that maintaining control of the neutral game to keep the opponent out is key to success.

Once the opponent has been knocked down with a card nearby, Johnny’s powerful offense can begin. His unique Turn Up mechanic allows Mist Finer to beat mashes, reversals, backdashes, and more from afar while otherwise leaving him plus on block. Johnny is capable of using this fact to his advantage in mix-ups, allowing him to use IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
S Mist Finer to form oppressive high/low mix-ups with rewarding conversions on hit.

With a wide variety of neutral tools and a few card tricks up his sleeve, this outlaw can offer unique answers to whatever your opponent throws your way.
Johnny
GGST Johnny Portrait.png
Damage Received Mod
×0.98
Guts Rating
3
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-16F Airborne
Unique Movement Options
Step-Dash (18F), Mist Finer Dash, Vault
Fastest Attack
2P (5F)
Reversals
That's My Name (11F)
 Johnny is a midrange zoner, capable of controlling the pace of a match with his long normals and Mist Finer stance.
Pick if you like Avoid if you dislike
  • Long-range pokes that leave you in a relatively safe situation after being blocked.
  • Exceptional confirms from any range with a diverse set of mixups after knockdowns.
  • Versatile setplay tools with multiple ways to place or use them in neutral.
  • Pressure based around frame traps and punishes in the mid-range.
  • Lackluster defensive options, requiring strong neutral play to avoid a disadvantage state.
  • Technical and often character-specific routing in combos.
  • Advanced input techniques and spacing requirements for mixups and okizeme.
  • Committal movement options that make fine tuning spacing in neutral difficult.


Unique Mechanic: Step Dash

Unlike  Giovanna or  Leo, Johnny's step dash behaves irregularly. It is unable to be cancelled into a block or Faultless Defense, and does not apply momentum to moves used afterwards. To make up for this, Johnny has a unique dash-jump cancel that grants him improved aerial momentum (akin to an airdash).

  • Step dash can be cancelled at any time into Gold Burst
  • Dash-jump startup can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led into specials or supers

Johnny's step dash and dash-jump have significant impact on how he is played. The momentum provided by dash-jump can be exceptionally useful as an approach option when dealing with projectiles or certain zoning options. It's important to refrain from dashing in neutral if the opponent is likely to poke with f.S or 2S, as you will be locked in the animation and unable to avoid or block the attack. Instead, utilize the range offered by Johnny's pokes, dash-jump, or VaultGGST Johnny 236H.pngGuardStartupRecoveryTotal 31+7 LandingAdvantage- to close the gap.


Turn Up

Striking a card placed with DealGGST Johnny 236PKS.pngGuardStartupRecoveryTotal 32Advantage- using any version of Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 will cause the card to explode, dealing damage and allowing for unique combo, pressure, and mixup opportunities.

  • The followup hit caused by Turn Up will cause guard crush, leaving Johnny plus on block.
  • Turn Up allows for IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    S Mist FinerGGST Johnny j.214S.pngGuardHighStartup7+5RecoveryUntil Landing+12Advantage- to be plus on block, allowing for pressure to continue after landing.
  • Turn Up activates 16F after the initial Mist Finer strike, allowing opponents to evade if the Mist Finer whiffs.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
23 All 6 4 8 -2
Total: 17

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
29 All 7 5 9 -2
Total: 20

Johnny's main low-commitment poke. Because his leg lifts up high, it can be used to poke against low hits such as 2Ks, earning a knockdown and starting his oppressive pressure. Also frequently used in combos, especially Mist Finer Cancel routes, thanks to its speed, range and 6H gatling. An excellent all-rounder button to throw out.

  • Jump and dash cancellable.
  • Always leaves a gap in the blockstring from 5K when doing a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Air S Mist Finer.
  • Can be used to start strike/throw game by dash cancelling.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
41 All 7 6 10 +1
Total: 22

An excellent c.S, with massive horizontal and vertical range. Its higher attack level than 5K means that if done perfectly, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Air S Mist Finer will hit as a gapless blockstring, creating a true 50/50 mixup between it and the ground version which becomes even stronger with a card. Mixing this in between standard strike/throw, staggers and frametraps from its expansive gatling table as well as Johnny's special moves will make blocking c.S even more intimidating for the opponent.

It's also common combo fodder, since it naturally combos into 2H.

  • Jump and dash cancellable.
  • Can be used to start strike/throw game by dash cancelling.
  • Can be used to anti-air directly above Johnny, with massive reward on hit.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 All 9 3 22 -11
Total: 33

An amazing poke that combines range and speed while being slightly disjointed at the tip. 5H will almost always combo from it unless it hits at the absolute tip of its range, where you should use K Mist Finer instead. On counterhit, it can lead to 2H for a bigger conversion from roundstart distance. Outside of that spacing, it combos into Vault-Deal for a full combo extension.

Its main weakness comes from its susceptibility to low profile, though this can be mitigated by mixing up between it and 2S.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
43 All 13 4 30 -15
Total: 46

Massive normal with equally massive recovery. While not as disjointed as it initially appears, the strangely high hitbox lends it some use in checking retreating air movement. It can be used to end blockstrings, though make sure to Mist Finer Cancel it, as it's very unsafe.

As a level 4 move, it can combo into a dashing Mist Finer on crouching opponents, giving Johnny better okizeme and corner combos if you can confirm the situation correctly. Doesn't see much use in combos besides short conversions in neutral otherwise, as 2H is largely preferable for its launch.

  • Spikes into a groundbounce on air hit.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Dust Attack 45 High 20 3 26 -15 none
Charged Dust Attack 56 High 28 3 26 -10 none
Total: 48
Total: 56

Universal overhead, and the only overhead Johnny has access to on the ground. Johnny will often forgo using this attack due to the faster and more rewarding option of TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. S Mist Finer. Which relegates 5D to being an overhead mixup after a blocked 2K, as well as the damage-optimal meterless wallbreak.

Even then, due to its significantly faster startup and much longer range, you will likely be using 6H to break the wall more often, especially considering it only does 3 less base damage.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20 All 5 3 9 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24 Low 6 3 11 -2
Total: 19

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Low 11 3 21 -10
Total: 34

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20, 25 All 18 3(10)3 30 -14
Total: 63

Great combo filler and pressure normal. It's cancellable throughout its entire duration as soon as the first hit connects, allowing Johnny to vary up the timing of his frame traps or sneak in cheeky resets, and launches on the second hit for a wealth of combo options, making it great to gatling into from counterhits or anti-airs. It's very important to confirm into it, though, as it's very slow to recover if it doesn't make contact, hence limiting its use in neutral.

  • Requires counterhit to combo off of f.S and 2S, but combos naturally from c.S.
  • Varying the timing of your Mist Cancels is important to keep the opponent on their toes.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
22, 17 Low 10 3(3)3 26 -15
Total: 44

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
33 All 11 6 17 -9 1-3 Upper Body
4-16 Above Knee
Total: 33

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
31 All 15 4 18 -5
Total: 36

Due to Johnny stepping extremely far forward when using this move, it can be used as an alternative approach option to his dash when needing to put out a hitbox; hitting fairly high also makes it good at sniping opponents who are in the air. Options to threaten after it are somewhat limited, though it can be hard to punish if spaced. Since 6K is attack level 3, Ensenga naturally frame traps and combos from it, leading to combo opportunities even midscreen.

  • Can combo from 5K or 2K on crouching opponents, counterhit, and air hit for a bit more damage and corner carry.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
53 All 18 2 36 -19
Total: 55

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
21 High 7 4 10
Total: 20

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
23 High 8 4 10
Total: 21

Reaches pretty far down, however it is somewhat unreliable as a jump-in due to its only gatling option whiffing on crouching opponents. It is recommended to use an FDC "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together. j.K to hit late 6Ps and combo into cS on hit. On counterhit, combos into j.Deal for a small combo.

  • Hits slightly behind Johnny, allowing it to be used for cross-ups.
  • Can be used to F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. a standing opponent.


Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
29 High 10 2 22
Total: 33

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
43 High 15 4 25
Total: 43

A basic jump-in and Johnny's most common safejump button. If used after a super jump A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession. IAD, there's enough time to cancel into air P mist finer for a double overhead.

  • Can hit 6Ps if used after an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump..


Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
46 High 8 7 25
Total: 39

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Ground Throw 2 3 38
Total: 42

Good mixup option since Johnny can toss a card and get a meaty after it, or safejump by doing throw > backdash > IAD j.H. In the corner, this sets up some very threatening mixups which can even be extended meterlessly.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Johnny is in Counter Hit state during recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

Leaves the opponent pretty close to Johnny. Use it to beat chicken blocking or if the opponent isn't committing to their jumps enough to use one of Johnny's more rewarding anti-airs.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Johnny is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +?? (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+43 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Mist Finer Stance

214[P/K/S] (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer Stance 7
Mist Finer Cancel 15
Mist Finer Dash (Forward) 25
Mist Finer Dash (Backward) 25

The bread and butter of Johnny's entire gameplan, a stance which can be used to unleash long-ranged attacks with different properties depending on the button used to initiate it. Johnny cannot block, jump or crouch during the stance; because of this, it is important to occasionally not commit by cancelling the stance by pressing H or D.

This can also be used for Mist Finer Cancelling, a technique which replaces the remaining active frames and recovery of an attack with that of a Mist Finer Cancel, pulling Johnny's hurtbox back and giving them better advantage on block for high-recovery moves, an essential technique to learn for making his riskier normals safer. Mist Finer Cancels also allow Johnny to combo off his 2H by linking various normals after; compared to Vault-Deal and P Mist Finer, these routes are more difficult and position specific, but also lead to consistently higher damage.

  • Gives a slight float if used in the air. If cancelled, it maintains air actions, allowing Johnny to mess with his jump arc.
  • Dashing will also disengage the stance, though the attack can still be used mid-dash by releasing the button. This is important for combos.
  • The stance dash consumes an air action, so it can't be used after an airdash or double jump, but it can be used after a superjump.
  • There is no difference between which button you use to cancel the stance; it's entirely up to preference.

Mist Finer : Upward

214]P[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Upward) 36 All 7+5 2 30 -15
Air Mist Finer (Upward) 36 High 7+5 2 Until Landing+12

A large anti-air slash. Boasts a disjointed hitbox which will shut down anything high up and away from Johnny. However it is not well-suited to stopping airdash approaches. Instead, it's better to rely on the hurtbox retraction of Johnny's 6P, or 5P's speed. It's also the best Mist Finer to use in combos thanks to its huge launch, allowing for a variety of followups after as well as considerable corner carry.

  • Launches, will soft knockdown when they hit the ground.
  • Air version can be used for cheeky double overhead mixups.

Mist Finer : Horizontal

214]K[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Horizontal) 36 All 7+5 2 30 -15
Air Mist Finer (Horizontal) 36 High 7+5 2 Until Landing+12

The easiest Mist Finer to use in neutral, allowing Johnny to safely poke at opponents while putting himself at minimal risk, though to be used carefully due to its significant frame disadvantage and the fact that it can still be low-profiled by many moves such as 6Ps. Its sheer range and speed also give consistent confirms from his long-ranged buttons, allowing Johnny to chip away at opponents' health while using their fear of his attacks to his benefit.

Conversely, it's usually the least rewarding to use in bigger combos, possessing no real advantage over the other two. However, in the corner, the tumble property it has on hit can allow combos into Joker Trick (236236S) at long distances, or full extensions with his normals if Johnny himself is close enough to the corner when it lands.

  • Launches away into a techable tumble.

Mist Finer : Downward

214]S[ (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Mist Finer (Downward) 36 Low 7+5 2 30 -15
Air Mist Finer (Downward) 36 High 7+5 2 Until Landing+12

Johnny's strongest mixup tool. The grounded version strikes as a low, while the air one hits crouching opponents as opposed to the other Air Mist Finers, allowing Johnny access to an instant overhead on the entire cast. While already powerful in itself, a card makes this 50/50 mixup safe (in the case of the overhead) or plus (in the case of the low) on block, and allows a conversion from both even midscreen, though followups are more powerful in the corner.

Also used as a combo ender to get hard knockdown from more scaled or difficult confirms, such as 5H > dash S Mist Finer on crouching opponents, or from jabs that have pushed the opponent out of 6P range.

  • The ground version trips into a hard knockdown similarly to a sweep, but works even if it hits someone in the air. Useful combo ender as Johnny can set up a card and then get a meaty after if this hits high enough.
  • Startup as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    is 16F.

Deal

236P/K/S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236P/K/S Total 32
Card hit by Mist Finer 33 All (Guard Crush) 16 6 +24 [+27~+32]

Johnny throws a card, with its distance and trajectory depending on the button used. Throwing a card is fairly quick, allowing it to be used in neutral or okizeme to set up a favourable situation for Johnny; while the cards don't have a hitbox, striking them with any version of Mist Finer will activate Turn Up, adding a second hit that launches the opponent upwards on hit and guard crushes on block, giving significant frame advantage.

This can be used to set up strike/throw, crank RISC, make high/low setups safe or plus, and extend combos, so knowing when to throw a card or setting them up on knockdown is key to getting started with Johnny.

Deal (Mid-Air)

j.236H or H during Vault

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Air Deal 32, 23 All 15 2, Until Card Lands+2 Until Landing+22
Vault Deal 32, 23 All 3 2, Until Card Lands+2 Until Landing+22

Johnny deals a card at a steep angle towards the ground. Unlike this move's grounded variant, this is an attack. It has an initial strike when Johnny throws the card and a second hit when the card makes contact with the opponent. The air version can be used to stall Johnny in the air briefly, and being a projectile makes it easier to beat various anti-airs with, though to be used with care as it has a long recovery time.

  • Landing only the first hit will result in a hard knockdown tumble for both versions, though this is much easier to accomplish with the air version. Johnny can extend into a combo by hitting the opponent during the tumble.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Air Deal 90%, 80% 2 Very Small KD 1500, 500 2000, 1000 700, 300 25%, 12%
Vault Deal 90%, 80% 2 Very Small KD 1500, 500 2000, 1000 700, 300 25%, 12%

Air Deal:

  • Card hitstop: 6F
  • Is not a multihit of any kind - The first hit will scale the second, and both will do walldamage and risc independently.


Vault Deal:

  • Card hitstop: 6F
  • Is not a multihit of any kind - The first hit will scale the second, and both will do walldamage and risc independently.

Vault

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Total 31+7 Landing

Johnny leaps forward, covering a significant distance, evading low attacks and some projectiles. Since it can be cancelled into, it can be confirmed from counterhits to get Johnny in while allowing him to set up a card, and even extend the combo in some cases.

Using Deal from this move tosses the card at a more shallow diagonal angle; if using it from a launch, such as from 2H, delaying the card toss will allow Johnny to follow up after with 2K or c.S, giving significant corner carry or even allowing for a side switch from certain starters. It can also be used as a combo ender to set up an immediately threatening mixup situation while sacrificing damage.

  • Delaying Deal can vary the frame advantage of the move, up to -1 and out of throw range if perfectly timed.

Ensenga

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 All 18 3 20 -4

Interesting move which can be used to end blockstrings almost entirely safely unless the opponent Instant Blocks it. It only true blockstrings from level 4 normals or if used during Turn Up, and serves as an unthrowable 2f frametrap from 6K and c.S (the opponent can still reversal or low profile with 6p). Since Johnny jumps into the air, it can be used as a low crush (though misses against low profile moves) or to beat throws with great reward if it counterhits.

Using it to wall splat is common due to its short recovery and being cancellable from Johnny's normals, allowing him to dash up to use That's My Name (632146H) if so desired.

Overdrives

That's My Name

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42, 100 All 9+2 3 60 -44 1-15F Full

Johnny's exceptionally cool reversal and metered wall break of choice. The first hit has good range, but may be too slow to break the wall in some cases, especially if Johnny has to dash first; Joker Trick should be used instead in those situations. When used as a reversal, it leaves the opponent quite a ways away from Johnny (about halfscreen distance), which can be good or bad depending on the matchup, though Johnny can generally dash up after to get decent pressure regardless.

Due to its longer-than-average startup, the Super PRC trick can also be used to make this reversal "safer".

  • Some safejump setups that don't otherwise work will beat this super, as it's two frames slower than average.

Joker Trick

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42, 90 All 6+1 Until Hit Total 48 -16

Due to its incredibly fast startup and hitting very far away, this super is amazing as a hitconfirm from Johnny's normals, which will do a good amount of damage and also deny the opponent their burst. It is also surprisingly safe on block when spaced outside of the range of the opponent's normals.

  • Has crazy projectile priority, it can punch clean through Ky's Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] and Asuka's Submicron Particle SphereGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47].

Colors

GGST Johnny color 1.png
GGST Johnny color 2.png
GGST Johnny color 3.png
GGST Johnny color 4.png
GGST Johnny color 5.png
GGST Johnny color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Johnny color 7.png
GGST Johnny color 8.png
GGST Johnny color 9.png
GGST Johnny color 10.png
GGST Johnny color 11.png
GGST Johnny color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Johnny color 13.png
GGST Johnny color 14.png
GGST Johnny color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in Season Pass 3
Colors 14 and 15 are included in Season Pass 3
Colors 7-11 are included in Additional Colors Pack #3
Color 12 is included in Additional Color Pack #3

By pressing up on the color select menu, Johnny gains a matching beard. This has no effect on gameplay, but it can look cool.

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