GGACR/Johnny/Data

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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 ×1.00 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

Normal Moves

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 6
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
Frame 11 • Frame 12
•Attack is fully extended on 12F

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 48 14 13
GGAC Johnny 5D.png
GGXXACPR Johnny-5D-Hitbox.png

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 10
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 12~13F
GGAC Johnny 6K.png
GGXXACPR Johnny-6K-Hitbox.png
•Wall sticks on CH (untechable for 90F, sticks for 30F)

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.png
•Blows back opponent on air hit

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 10×2 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
1st hit (Frames 11-18) • 2nd hit (Frames 21-22)

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 Low 8 4 4 +2/-2/+1/+3 1 3 8
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
Frames 9-10 • Frames 11-14

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 on ground CH (max 41F)
•Johnny is in CH state 1~35F

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
Frames 9-10 • Frames 14-16

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 5 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
Frames 8-9 • Frames 10-13

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 8 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 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Johnny jH.png
An air-to-ground you're gonna be using
GGXXACPR Johnny-jH-Hitbox.png
•Staggers on ground CH (max 35F)
•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 8 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
Frames 8-10 • Frames 11-14

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
4.00 Forced 40% F Launch 43 36~39F
GGAC Johnny throw.png
•Enemy is afloat for 18F total to be hit if FRC isn't used ???

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
4.00 Forced 50% 60 + WBounce
GGAC Johnny airThrow.png
•Sends opponent on opposite side of throw direction

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
0.52 50% 1~13F All
14~23F Above Knees
14~28F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Johnny 6P.png
GGXXACPR Johnny-6P-Hitbox.png

66

66
Forward Dash
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
J
GGACR Johnny dash.png
GGXXACR Johnny Dash-1 Hitbox.pngGGXXACR Johnny Dash-2 Hitbox.png
Frames 1-3, 10-12 • Frames 4-9
•Airborne from 1F

Special Moves

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
0.50/-
GGAC Johnny MistStance.png
Character-defining
•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
1.00/7.20 70% R 16 17 39 0
GGAC Johnny 236P.png
GGACR Johnny 236P Hitbox 1.pngGGACR Johnny 236P Hitbox 2.pngGGACR Johnny 236P Hitbox 3.pngGGACR Johnny 236P Hitbox 4.png
Active frame 1 • Active frame 2 • Active frame 3 • Active frame 4
•Untechable on air CH for 100F
•See note ※1

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
1.00/12.00 RF 18 Launch 70 + WBounce 0 19~20F
GGAC Johnny 236P.png
GGACR Johnny 236P Hitbox 1.pngGGACR Johnny 236P Hitbox 2.pngGGACR Johnny 236P Hitbox 3.pngGGACR Johnny 236P Hitbox 4.png
•See note ※2

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
3.00/2.88×9 R 18 Launch 120 0
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 note ※2

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
1.00/7.20 85% R 16 Launch 40 0
GGAC Johnny 236K.png
GGACR Johnny 236K Hitbox 1.pngGGACR Johnny 236K Hitbox 2.pngGGACR Johnny 236K Hitbox 3.png
Active frame 1 • Active frame 2 • Active frame 3
•See note ※1

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
1.00/12.00 Forced 90% RF 18 Launch 70 + Slide 40 0 19~20F
GGAC Johnny 236K.png
GGACR Johnny 236K Hitbox 1.pngGGACR Johnny 236K Hitbox 2.pngGGACR Johnny 236K Hitbox 3.png
•See note ※2

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
3.00/2.88×9 RF 18 19×8, Stagger 55 120 0 All active frames
GGAC Johnny 236K.png
•3rd, 5th, 6th, and 9th hits have a GB+ of 15, and must be blocked Low
•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
•Forward/Backwards movement possible during move
•See note ※2

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
1.00/7.20 70% R 16 Launch 40 0
GGAC Johnny 236S.png
GGACR Johnny 236S Hitbox 1.pngGGACR Johnny 236S Hitbox 2.png
Active frame 1 • Active frame 2
•See note ※1

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
1.00/12.00 85% RF 18 Launch 50 0 19~20F
GGAC Johnny 236S.png
GGACR Johnny 236S Hitbox 1.pngGGACR Johnny 236S Hitbox 2.png
•See note ※2

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
3.00/2.88×9 R 18 19×8, Launch 18×8, 50 0
GGAC Johnny 236S.png
•7th and 8th hits have GB+ of 20, can be blocked All
•All other hits have GB+ of 15, must be blocked Low
•Active frames are: {2(5)}×5,2(4)3(4)3(5)2
•Forward/Backward movement possible during move
•See note ※2

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 Total 20 +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.20 13 14 14 6
GGACR Johnny Glitter.png
WE LOVE UPCOIN!
GGACR Johnny 236H Hitbox.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 Total 20 +4 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/1.20 13 14 14 6
GGACR Johnny Glitter.png
GGACR Johnny 236H Hitbox.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 Total 53
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/- F 41~46F
GGAC Johnny 214P.png
GGACR Johnny 214P Hitbox.png
First active is behind Johnny
•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)

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 Until landing+16 -25 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.60×2 90% R 13 14, Launch 60, 30 6, 13
GGACR Johnny j41236H-1.pngGGACR Johnny j41236H-2.png
Enkasu
GGXXACPR Johnny-j41236H-1-Hitbox.pngGGXXACPR Johnny-j41236H-2-Hitbox.png
Frames 9-10 • Frames 13-15
•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
2.00/- 5~17F Strike F 8~10F
GGAC Johnny 623S.png
A divine bound
•Performing FRC or Divine Blade removes invincibility
•Johnny is airborne from 5F onwards
•Johnny is in CH state until landing
•Can cancel to Divine Blade from 6~34F
•Auto Jump Install

623S > S

623S > S
Divine Blade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 5+7 10 Until landing+7 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 80% F 18 Down 20 15 9~10F
GGAC Johnny 623SS.png
for a divine blaze
GGACR Johnny 623SS Hitbox.png
Hitbox size scales with sprite
•Ground bounces on CH (untehcable for 30F)
•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 Until landing+13 -7 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20 80% F 18 Down 20 15 15~16F
GGAC Johnny 623SS.png
Feel the burn
GGACR Johnny 623SS Hitbox.png
See note on transport
•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
2.00/- F 10~12F
GGAC Johnny 421S.png
A swift spring
•Johnny is airborne from 8F onwards
•Johnny is in CH state until landing
•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 Until landing+14 4 14 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 RF 16 Launch 36 0 13~15F
GGAC Johnny 421SS.png
to a cruel cut
GGACR Johnny 421SS Hitbox.png

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 Until landing+13 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 90% RF 16 Launch 30 0 12~14F
GGAC Johnny 421SS.png
GGACR Johnny 421SS Hitbox.png
•RCing and FRCing restores jump options
•Can only perform once per jump

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
60% 13~15F Strike R 16 Stagger 47 47 0
GGAC Johnny 214D.png
Go through them
GGACR Johnny 214D Hitbox.png
Second active is further out
•Can pass through the opponent
•Johnny is in CH state during move
•Can cancel into Return Jack from 28F onwards
•Staggers on normal hit for max 47F

Stance > 214D

Stance > 214D
Mist Stance Jackhound
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 52 0
GGAC Johnny 214D.png
GGACR Johnny 214D Hitbox.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)
•Fastest possible Mist Stance Jackhound per level (includes getting into Mist Stance)- LV1: 14F (8+6), LV2: 11F (5+6), LV3: 9F (3+6)
•Staggers on normal hit for max 56F

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 48 0
GGAC Johnny 214D.png
GGACR Johnny 214D Hitbox.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)
•Fastest total startup possible, assuming you are already in Mist Stance, is 4F (1F Step Forward+3F Jackhound startup)
•Staggers on normal hit for max 68F

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 50 15
GGAC Johnny 236D.png
Do it again!
GGACR Johnny 214D Hitbox.png
Goes to the other side
•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 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F All
9~10F Throw
9~17F Above Knees
R, -×2 18 Down Stand 15
GGAC Johnny 632146H.png
Don't Forget It
GGACR Johnny 632146H Hitbox.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 15 6×2
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-1.pngGGACR Johnny j236236H-2.png
GGACR Johnny j236236H Hitbox.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+10 177 +4 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0
GGAC Johnny IK1.pngGGAC Johnny IK2.png
GGACR Johnny IK Hitbox.png
•IK Mode activation: 54F
•Card disappears if Johnny is hit
•Card will keep going off screen for all active frames or until it touches opponent

Mist Cancel

Mist Cancel Advantage  
Normal Raw Level 1 Level 2 Level 3
5P 0 -2 +1 +3
5K -2 0 +3 +5
c.S +3 +2 +5 +7
f.S -7 +5 +8 +10
5H -16 +7 +10 +12
5D 0 N/A
6P -2 +2 +5 +7
6K -3 +5 +8 +10
6H -15 +7 +10 +12
3H -14 +7 +10 +12
2P +1 -2 +1 +3
2K +2 -2 +1 +3
2S -4 +2 +5 +7
2H -15 N/A
2D -8 +5 +8 +10

Category

Systems Pages