GGACR/Johnny/Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Johnny
m (Undo revision 238216 by PrivateTarkus (talk))
Tag: Undo
(removing coloring from onBlock values. Was causing bugs in the display 0 "`UNIQ--templatestyles-00000034-QINU`"' type stuff)
Line 46: Line 46:
  |damage=12 |gbp=3 |gbm=8 |prorate=
  |damage=12 |gbp=3 |gbm=8 |prorate=
  |level=1 |guard=Mid |invuln= |cancel=SJR |tension=1.44  
  |level=1 |guard=Mid |invuln= |cancel=SJR |tension=1.44  
  |startup=5 |active=4 |recovery=6 |onBlock=0 {{clr|1|[-2]}} {{clr|2|[+1]}} {{clr|3|[+3]}} |onHit=
  |startup=5 |active=4 |recovery=6 |onBlock=0/-2/+1/+3 |onHit=
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Johnny_5P.png
  |images=GGAC_Johnny_5P.png
Line 58: Line 58:
  |damage=16 |gbp=6 |gbm=7 |prorate=
  |damage=16 |gbp=6 |gbm=7 |prorate=
  |level=2 |guard=Mid |invuln= |cancel=SJR |tension=2.64  
  |level=2 |guard=Mid |invuln= |cancel=SJR |tension=2.64  
  |startup=6 |active=5 |recovery=9 |onBlock=-2 {{clr|1|[+0]}} {{clr|2|[+3]}} {{clr|3|[+5]}} |onHit=
  |startup=6 |active=5 |recovery=9 |onBlock=-2/+0/+3/+5 |onHit=
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |blockstun=11|groundHit=12|airHit=12|hitstop=12
  |images=GGAC_Johnny_5K.png
  |images=GGAC_Johnny_5K.png
Line 70: Line 70:
  |damage=26 |gbp=10 |gbm=7 |prorate=
  |damage=26 |gbp=10 |gbm=7 |prorate=
  |level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.66  
  |level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.66  
  |startup=6 |active=3 |recovery=8 |onBlock=+3 {{clr|1|[+2]}} {{clr|2|[+5]}} {{clr|3|[+7]}} |onHit=
  |startup=6 |active=3 |recovery=8 |onBlock=+3/+2/+5/+7 |onHit=
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_Johnny_cS.png
  |images=GGAC_Johnny_cS.png
Line 82: Line 82:
  |damage=34 |gbp=14 |gbm=6 |prorate=
  |damage=34 |gbp=14 |gbm=6 |prorate=
  |level=4 |guard=Mid |invuln= |cancel=SR |tension=3.84  
  |level=4 |guard=Mid |invuln= |cancel=SR |tension=3.84  
  |startup=8 |active=3 |recovery=21 |onBlock=-7 {{clr|1|[+5]}} {{clr|2|[+8]}} {{clr|3|[+10]}} |onHit=
  |startup=8 |active=3 |recovery=21 |onBlock=-7/+5/+8/+10 |onHit=
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |blockstun=16|groundHit=17|airHit=16|hitstop=14
  |images=GGAC_Johnny_fS.png
  |images=GGAC_Johnny_fS.png
Line 94: Line 94:
  |damage=42 |gbp=20 |gbm=3 |prorate=
  |damage=42 |gbp=20 |gbm=3 |prorate=
  |level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84  
  |level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84  
  |startup=11 |active=2 |recovery=33 |onBlock=-16 {{clr|1|[+7]}} {{clr|2|[+10]}} {{clr|3|[+12]}} |onHit=
  |startup=11 |active=2 |recovery=33 |onBlock=-16/+7/+10/+12 |onHit=
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |images=GGAC_Johnny_5H.png
  |images=GGAC_Johnny_5H.png
Line 106: Line 106:
  |damage=25 |gbp=10 |gbm=7 |prorate=80%
  |damage=25 |gbp=10 |gbm=7 |prorate=80%
  |level=3 |guard=Mid |invuln=1~4F Upper Body<br/>5~16F Above Knees |cancel=SJR |tension=2.64  
  |level=3 |guard=Mid |invuln=1~4F Upper Body<br/>5~16F Above Knees |cancel=SJR |tension=2.64  
  |startup=11 |active=6 |recovery=10 |onBlock=-2 {{clr|1|[+2]}} {{clr|2|[+5]}} {{clr|3|[+7]}} |onHit=
  |startup=11 |active=6 |recovery=10 |onBlock=-2/+2/+5/+7 |onHit=
  |blockstun=13|groundHit=Launch|airHit=28|hitstop=13
  |blockstun=13|groundHit=Launch|airHit=28|hitstop=13
  |images=GGAC_Johnny_6P.png
  |images=GGAC_Johnny_6P.png
Line 118: Line 118:
  |damage=30 |gbp=14 |gbm=20 |prorate=
  |damage=30 |gbp=14 |gbm=20 |prorate=
  |level=4 |guard=Mid |invuln=7~13F Upper Body |cancel=SRF |tension=3.84  
  |level=4 |guard=Mid |invuln=7~13F Upper Body |cancel=SRF |tension=3.84  
  |startup=16 |active=4 |recovery=16 |onBlock=-3 {{clr|1|[+5]}} {{clr|2|[+8]}} {{clr|3|[+10]}} |onHit=
  |startup=16 |active=4 |recovery=16 |onBlock=-3/+5/+8/+10 |onHit=
  |blockstun=16|groundHit=Launch|airHit=35|hitstop=14
  |blockstun=16|groundHit=Launch|airHit=35|hitstop=14
  |images=GGAC_Johnny_6K.png
  |images=GGAC_Johnny_6K.png
Line 130: Line 130:
  |damage=64 |gbp=20 |gbm=9 |prorate=
  |damage=64 |gbp=20 |gbm=9 |prorate=
  |level=5 |guard=Mid |invuln= |cancel=SJR |tension=3.84  
  |level=5 |guard=Mid |invuln= |cancel=SJR |tension=3.84  
  |startup=18 |active=2 |recovery=32 |onBlock=-15 {{clr|1|[+7]}} {{clr|2|[+10]}} {{clr|3|[+12]}} |onHit=
  |startup=18 |active=2 |recovery=32 |onBlock=-15/+7/+10/+12 |onHit=
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |images=GGAC_Johnny_6H.png
  |images=GGAC_Johnny_6H.png
Line 154: Line 154:
  |damage=10 |gbp=3 |gbm=8 |prorate=90%
  |damage=10 |gbp=3 |gbm=8 |prorate=90%
  |level=1 |guard=Mid |invuln= |cancel=SR |tension=1.44  
  |level=1 |guard=Mid |invuln= |cancel=SR |tension=1.44  
  |startup=5 |active=3 |recovery=6 |onBlock=+1 {{clr|1|[-2]}} {{clr|2|[+1]}} {{clr|3|[+3]}} |onHit=
  |startup=5 |active=3 |recovery=6 |onBlock=+1/-2/+1/+3 |onHit=
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Johnny_2P.png
  |images=GGAC_Johnny_2P.png
Line 166: Line 166:
  |damage=12 |gbp=6 |gbm=7 |prorate=75%
  |damage=12 |gbp=6 |gbm=7 |prorate=75%
  |level=1 |guard=L |invuln= |cancel=SR |tension=1.44  
  |level=1 |guard=L |invuln= |cancel=SR |tension=1.44  
  |startup=8 |active=4 |recovery=4 |onBlock=+2 {{clr|1|[-2]}} {{clr|2|[+1]}} {{clr|3|[+3]}} |onHit=
  |startup=8 |active=4 |recovery=4 |onBlock=+2/-2/+1/+3 |onHit=
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Johnny_2K.png
  |images=GGAC_Johnny_2K.png
Line 178: Line 178:
  |damage=30 |gbp=8 |gbm=7 |prorate=75%
  |damage=30 |gbp=8 |gbm=7 |prorate=75%
  |level=3 |guard=Low |invuln= |cancel=SR |tension=2.64  
  |level=3 |guard=Low |invuln= |cancel=SR |tension=2.64  
  |startup=9 |active=6 |recovery=12 |onBlock=-4 {{clr|1|[+2]}} {{clr|2|[+5]}} {{clr|3|[+7]}} |onHit=
  |startup=9 |active=6 |recovery=12 |onBlock=-4/+2/+5/+7 |onHit=
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |blockstun=13|groundHit=14|airHit=14|hitstop=13
  |images=GGAC_Johnny_2S.png
  |images=GGAC_Johnny_2S.png
Line 202: Line 202:
  |damage=28×2 |gbp=20×2 |gbm=6×2 |prorate=
  |damage=28×2 |gbp=20×2 |gbm=6×2 |prorate=
  |level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84×2  
  |level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84×2  
  |startup=11 |active=8(2)2 |recovery=31 |onBlock=-14 {{clr|1|[+7]}} {{clr|2|[+10]}} {{clr|3|[+12]}} |onHit=
  |startup=11 |active=8(2)2 |recovery=31 |onBlock=-14/+7/+10/+12 |onHit=
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |blockstun=18|groundHit=19|airHit=18|hitstop=15
  |images=GGAC_Johnny_3H.png
  |images=GGAC_Johnny_3H.png
Line 214: Line 214:
  |damage=25×2 |gbp=11×2 |gbm=6×2 |prorate=
  |damage=25×2 |gbp=11×2 |gbm=6×2 |prorate=
  |level=4 |guard=Low |invuln= |cancel=SR |tension=3.84×2  
  |level=4 |guard=Low |invuln= |cancel=SR |tension=3.84×2  
  |startup=9 |active=2(3)3 |recovery=22 |onBlock=-8 {{clr|1|[+5]}} {{clr|2|[+8]}} {{clr|3|[+10]}} |onHit=
  |startup=9 |active=2(3)3 |recovery=22 |onBlock=-8/+5/+8/+10 |onHit=
  |blockstun=16|groundHit=Launch|airHit=16, Down|hitstop=14
  |blockstun=16|groundHit=Launch|airHit=16, Down|hitstop=14
  |images=GGAC_Johnny_2D.png
  |images=GGAC_Johnny_2D.png

Revision as of 23:53, 24 October 2021

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System Data

GGXXACPR Johnny Icon.png Johnny Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGAC Johnny Portrait.png ×x1.0 4 ×0.875 1/F 70
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
1~F 53FF 49FF ×Heavyweight (x0.98)
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
4F
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
F
Special Forwards Dash Unique Movement Options
Run replaced with forward step dash
Divine Blade
Killer Joker

Normals

5P

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 5 4 6 0/-2/+1/+3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SJR 9 10 10 11
GGAC Johnny 5P.png
GGXXACPR Johnny-5P-Hitbox.png

5K

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 6 5 9 -2/+0/+3/+5 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Johnny 5K.png
GGXXACPR Johnny-5K-Hitbox.png

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 3 8 +3/+2/+5/+7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.66 SJR 13 14 14 13
GGAC Johnny cS.png
GGXXACPR Johnny-cS-Hitbox.png

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Mid 8 3 21 -7/+5/+8/+10 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC Johnny fS.png
GGXXACPR Johnny-fS-Hitbox.png

5H

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 11 2 33 -16/+7/+10/+12 5 20 3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Johnny 5H.png
GGXXACPR Johnny-5H-1-Hitbox.pngGGXXACPR Johnny-5H-2-Hitbox.png
•Attack is fully extended on 12F

6P

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Mid 11 6 10 -2/+2/+5/+7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% 1~4F Upper Body
5~16F Above Knees
SJR 13 Launch 28 13
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png

6K

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 16 4 16 -3/+5/+8/+10 4 14 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 7~13F Upper Body SRF 16 Launch 35 14
GGAC Johnny 6K.png
GGXXACPR Johnny-6K-Hitbox.png
•Wall sticks opponent on CH (untechable for 90F, wallsitcks for 30F)
•FRC timing 12~13F

6H

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
64 Mid 18 2 32 -15/+7/+10/+12 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Johnny 6H.png
GGXXACPR Johnny-6H-1-Hitbox.pngGGXXACPR Johnny-6H-2-Hitbox.png
•Blows back opponent on air hit

5D

5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High 30 8 6 0 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 14 13
GGAC Johnny 5D.png
GGXXACPR Johnny-5D-Hitbox.png

2P

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 3 6 +1/-2/+1/+3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% SR 9 10 10 11
GGAC Johnny 2P.png
GGXXACPR Johnny-2P-Hitbox.png

2K

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 L 8 4 4 +2/-2/+1/+3 1 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 75% SR 9 10 10 11
GGAC Johnny 2K.png
GGXXACPR Johnny-2K-Hitbox.png

2S

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 9 6 12 -4/+2/+5/+7 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 75% SR 13 14 14 13
GGAC Johnny 2S.png
GGXXACPR Johnny-2S-1-Hitbox.pngGGXXACPR Johnny-2S-2-Hitbox.png

2H

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 Mid 5 6 29 -16 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 19 18 15
GGAC Johnny 2H.png
GGXXACPR Johnny-2H-Hitbox.png
•Staggers opponent on CH (max 53F)
•Johnny is in CH state 1~35F

3H

3H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28×2 Mid 11 8(2)2 31 -14/+7/+10/+12 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 18 19 18 15
GGAC Johnny 3H.png
GGXXACPR Johnny-3H-1-Hitbox.pngGGXXACPR Johnny-3H-2-Hitbox.png

2D

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×2 Low 9 2(3)3 22 -8/+5/+8/+10 4 11×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 Launch 16, Down 14
GGAC Johnny 2D.png
GGXXACPR Johnny-2D-1-Hitbox.pngGGXXACPR Johnny-2D-2-Hitbox.png

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 6 5 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Johnny jP.png
GGXXACPR Johnny-jP-Hitbox.png

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 8 6 8 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Johnny jK.png
GGXXACPR Johnny-jK-1-Hitbox.pngGGXXACPR Johnny-jK-2-Hitbox.png

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 10 2 23 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Johnny jS.png
GGXXACPR Johnny-jS-Hitbox.png

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 13 5 21 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Johnny jH.png
GGXXACPR Johnny-jH-Hitbox.png
•Staggers opponent on ground CH (max 39F)
•Slams down opponent on air hit

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 8 7 14+5 after landing 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 24 + WBounce 13
GGAC Johnny jD.png
GGXXACPR Johnny-jD-1-Hitbox.pngGGXXACPR Johnny-jD-2-Hitbox.png

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.0 Forced 40% F
GGAC Johnny throw.png
•Floats opponent on hit (untechable for 43F)
•Enemy is afloat for 18F total to be hit if FRC isn't used ???
•FRC timing 36~39F

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.0 Forced 50%
GGAC Johnny airThrow.png
•Wallbounces opponent on hit (untechable for 60F)

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 14 10 10 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 50% 1~13F All
14~23F Above Knees
14~28F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Johnny 6P.png

Specials

236[P/K/S]

236[P/K/S]
Mist Finer Stance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
see notes
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.5/-
GGAC Johnny MistStance.png
•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

Stance > 66

Stance 66
Step Forward
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
•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

Stance > 44

Stance 44
Step Backward
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
•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 > H

Stance H
Stance Cancel
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
•Fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F)
•LV2: 8(5F+3F)
•LV3: 6(3F+3F)

236P Lv1

236P Lv1
Mist Finer: Upper (Lv 1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Mid 9+4 4 17 -4 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/7.2 70% R 16 Launch 39 14
GGAC Johnny 236P.png
•Fully untechable on air CH
•See notes ※1 ※2

236P Lv2

236P Lv2
Mist Finer: Upper (Lv 2)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Mid 6+4 4 22 -7 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/12.0 RF 18 Launch 70 + WBounce 15
GGAC Johnny 236P.png
•FRC timing 19~20F
•See notes ※1 ※3

236P Lv3

236P Lv3
Mist Finer: Upper (Lv 3)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×9 Mid 4+4 see notes 20 -5 5 20×9 3×9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.0/2.88×9 R 18 Launch Down 15
GGAC Johnny 236P.png
•Active frames are: {4(3)}×3,{3(4)4(3)}×2,3(4)4
•Forward/Backwards movement possible during attack
•See notes ※1 ※3

236K Lv1

236K Lv1
Mist Finer: Middle (Lv 1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 9+6 3 33 -19 4 14 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/7.2 85% R 16 Launch 39 14
GGAC Johnny 236K.png
•See notes ※1 ※2

236K Lv2

236K Lv2
Mist Finer: Middle (Lv 2)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 6+4 3 23 -7 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/12.0 Forced 90% RF 18 Launch 70 + Slide 40 15
GGAC Johnny 236K.png
•FRC timing 19~20F
•See notes ※1 ※3

236K Lv3

236K Lv3
Mist Finer: Middle (Lv 3)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×9 see notes 4+4 see notes 25 -8 5 see notes 3×9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.0/2.88×9 RF 18 Stagger 55 18 15
GGAC Johnny 236K.png
•3rd, 5th, 6th, and 9th hits have a GB+ of 15, and must be blocked LF
•All other hits have a GB+ of 20, and can be blocked All
•Active frames are: 3(4)4(4)2(4)3(5)2(4)3(4)3(5)2
•FRC timing is all active frames
•Forward/Backwards moement possible during move
•See notes ※1 ※3

236S Lv1

236S Lv1
Mist Finer: Lower (Lv 1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
29 Low 9+11 2 29 -14 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/7.2 70% R 16 Launch Down 14
GGAC Johnny 236S.png
•See notes ※1 ※2

236S Lv2

236S Lv2
Mist Finer: Lower (Lv 2)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Low 6+5 2 23 -6 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/12.0 85% RF 18 Launch 50 15
GGAC Johnny 236S.png
•FRC timing 19~20F
•See notes ※1 ※3

236S Lv3

236S Lv3
Mist Finer: Lower (Lv 3)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17×9 see notes 4+5 see notes 27 -10 5 see notes 3×9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
30.-2.88×9 R 18 Launch Down 15
GGAC Johnny 236S.png
•7th and 8th hits have GB+ of 20, can be blocked All
•All other hits have GB+ of 25, must be blocked LF
•Active frames are: {2(5)}×5,2(4)3(4)3(5)2
•Forward/Backward movement possible during move
•See notes ※1 ※3

236H

236H
Glitter Is Gold
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 5 33 20 Total +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.2 13 14 14 6
GGACR Johnny Glitter.png
•Increases Mist Finer by 1 level on hit
•Consumes 1 Coin

214H

214H
Glitter Is Gold (Upward)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 5 65 20 Total +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.2 13 14 14 6
GGACR Johnny Glitter.png
•Increases Mist Finer by 1 level on hit
•Consumes 1 Coin

214P

214P
Bacchus Sigh
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 100 53 Total
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/- F
GGAC Johnny 214P.png
•Causes Mist Finer to becomes unblockable for 357F if the Mist touches the opponent
•Fastest the Mist can touch the opponent at point blank range is 28F (Tested on Sol)
•FRC timing 36~41F

j.41236H

j.41236H
Ensenga
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6, 62 High/Air 9 2(2)3 16 after landing -25 3 10×2 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.0/3.6×2 90% R 13 Launch Down, 30 6, 13
GGAC Johnny j41236H.png
•Johnny is in a crouching state during landing recovery
•Listed Frame Adv is for TK Ensenga performed as fast as possible (2nd hit has startup 17F)

623S

623S
Divine Blade Transport
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35+5 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.0/- 5~17F Strike F
GGAC Johnny 623S.png
•Performing FRC or Divine Blade removes invincibility
•Johnny is airborne from 5F onwards
•Johnny is in CH state until landing
•FRC timing 8~10F
•Can cancel to Divine Blade from 6~34F
•Auto Jump Install

623S > S

623S > S
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 5+7 10 7 after landing 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.2 80% F 18 19 20 15
GGAC Johnny 623SS.png
•Ground bounces opponent on CH (untehcable for 30F)
•FRC timing 9~10F
•FRCing restores jump options

j.236S

j.236S
Air Divine Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 13 10 13 after landing -7 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.0/1.2 80% F 18 Launch 20 15
GGAC Johnny 623SS.png
•FRC timing 15~16F
•Listed Frame Adv is for TK Air Divine Blade perfomed as fast as possible (startup 17F)
•Ground bounces opponent on CH (untechable for 30F)

421S

421S
Killer Joker Transport
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34+5 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.0/- F
GGAC Johnny 421S.png
•Johnny is airborne from 8F onwards
•Johnny is in CH state until landing
•FRC timing 10~12F
•Can cancel into Killer Joker from 9~28F

421S > S

421S > S
Killer Joker
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 8+10 3 14 after landing 4 14 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/2.4 RF 16 Launch 36 14
GGAC Johnny 421SS.png
•FRC timing 13~15F
•See notes ※1

j.214S

j.214S
Air Killer Joker
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 9 3 13 after landing 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.0/2.4 90% RF 16 Launch 30 14
GGAC Johnny 421SS.png
•FRC timing 12~14F
•RCing and FRCing restores jump options
•Can only perform once per jump
•See notes ※1

Force Breaks

214D

214D
Jackhound
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 13 2 35 -20 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Initial 60% 13~15F Strike R 16 Stagger 47 46 14
GGAC Johnny 214D.png
•Can pass through the opponent
•Johnny is in CH state during move
•Can cancel into Return Jack from 28F onwards
•See notes ※1

Stance > 214D

Stance 214D
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 6 2 35 -20 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
70% 6~8F Strike R 16 Stagger 56 51 14
GGAC Johnny 214D.png
•Can pass through the opponent
•Johnny is in CH state during move
•Can cancel into Return Jack from 21F onwards
•Fastest possible Mist Stance Jackhound per level (includes entering Mist Stance)- LV1: 14F (8+6)
•LV2: 11F (5+6)
•LV3: 9F (3+6)
•See notes ※1
•Fastest possible Mist Stance Jackhound per level (includes getting into Mist Stance)- LV1: 14F (8+6)
•LV2: 11F (5+6)
•LV3: 9F (3+6)

Stance Step > 214D

Stance Step > 214D
Mist Stance Step Jackhound
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 3 2 35 -20 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
80% 3~5F Strike R 16 Stagger 68 47 14
GGAC Johnny 214D.png
•Can pass through the opponent
•Johnny is in CH state during move
•Can cancel into Return Jack from 18F onwards
•Fastest total startup possible, assuming you are already in Mist Stance, is 6F (3F Step Forward+3F Jackhound startup)
•Fastest possible Mist Stance Step Jackhound per level (includes getting into Mist Stance)- LV1: 16F (10+6)
•LV2: 13F (7+6)
•LV3: 11F (5+6)
•See notes ※1
•Fastest total startup possible, assuming you are already in Mist Stance, is 4F (1F Step Forward+3F Jackhound startup)

214D > 236D

214D > 236D
Return Jack
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Mid 12+1 2 65 -48 5 20 11
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 60% 7~15F Strike R 18 Launch 49 15
GGAC Johnny 236D.png
•Can pass through the opponent
•Johnny is in CH state during move
•Increases Mist Finer by 1 level on hit

Overdrives

632146H

632146H
That's My Name
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 65×2 Mid 4+4 3 22 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F All
9~10F Throw
9~17F Above Knees
R, -x2 18 ??×2, Down Stand×2, Down 15
GGAC Johnny 632146H.png
•Knocks down opponent on hit
•Roman Cancel possible on 1st hit only
•1st hit forces opponent into standing state on ANY hit
•RCing the first hit on hit has Frame Adv +25
•2nd and 3rd hits do not occur if 1st hit is blocked

j.236236H

j.236236H
Uncho's Iai
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×2 High/Air 5+3 3 24 5 ?? 7,8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
90% 1~9F All
10~10F Throw
R 18 Launch 40, 30 15
GGACR Johnny j236236H.png

Instant Kill

236236H

236236H
Joker Trick
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Fatal Mid 7+10 +4 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Johnny IK1.pngGGAC Johnny IK2.png
•IK mode activation time: 54F
•Card stays active for 177F
•Card disappears if Johnny is hit
•See notes ※1
•Card will keep going off screen for all active frames or until it touches opponent

Category