GGACR/Johnny/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Johnny 1.0 4 4F Heavyweight (x0.98) 11F (1~>7F invuln) 12F 0.875 53F 49F Run replaced with forward step dash
Divine Blade
Killer Joker
  • Forward Step Dash is 22F, but cancelable into most actions on 13F, Jump Cancelable the whole time


Normals

Note: Frame data for normals is as follows;

Values for On-Block for normal attacks have 4 values separated by "/".

  • First value is the normals standard frame data without performing a Mist Cancel
  • Second-Fourth values are for Level 1/2/3 Mist Cancel

NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 12 3 8 Mid 1 SJR 1.44 5 4 6 0/-2/+1/+3 9 10 10 11
5K 16 6 7 Mid 2 SJR 2.64 6 5 9 -2/+0/+3/+5 11 12 12 12
c.S 26 10 7 Mid 3 SJR 2.66 6 3 8 +3/+2/+5/+7 13 14 14 13
f.S 34 14 6 Mid 4 SR 3.84 8 3 21 -7/+5/+8/+10 16 17 16 14
5H 42 20 3 Mid 5 SR 3.84 11 2 33 -16/+7/+10/+12 18 19 18 15
6P 25 10 7 80% Mid 3 SJR 2.64 11 6 10 -2/+2/+5/+7 1~4F Upper Body
5~16F Above Knees
13 Launch 28 13
6K 30 14 20 Mid 4 SRF 3.84 16 4 16 -3/+5/+8/+10 7~13F Upper Body 16 Launch 35 14
6H 64 20 9 Mid 5 SJR 3.84 18 2 32 -15/+7/+10/+12 18 19 18 15
5D 22 8 20 High 3 R 2.64 30 8 6 0 13 Launch 14 13
2P 10 3 8 90% Mid 1 SR 1.44 5 3 6 +1/-2/+1/+3 9 10 10 11
2K 12 6 7 75% L 1 SR 1.44 8 4 4 +2/-2/+1/+3 9 10 10 11
2S 30 8 7 75% Low 3 SR 2.64 9 6 12 -4/+2/+5/+7 13 14 14 13
2H 48 20 6 Mid 5 R 3.84 5 6 29 -16 18 19 18 15
3H 28×2 20×2 6×2 Mid 5 SR 3.84×2 11 8(2)2 31 -14/+7/+10/+12 18 19 18 15
2D 25×2 11×2 6×2 Low 4 SR 3.84×2 9 2(3)3 22 -8/+5/+8/+10 16 Launch 16, Down 14
j.P 12 3 8 High/Air 1 SR 1.44 6 5 9 9 10 10 11
j.K 20 6 7 High/Air 2 SJR 2.64 8 6 8 11 12 12 12
j.S 32 10 7 High/Air 3 SJR 2.64 10 2 23 13 14 14 13
j.H 40 10 7 High/Air 3 SR 2.64 13 5 21 13 14 14 13
j.D 44 10 7 High/Air 3 SR 2.64 8 7 14+5 after landing 13 Launch 24 + WBounce 13


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 40 6 Forced 40% 45 pixels F 4.0
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.0
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 14 10 10 -6 1~13F All
14~23F Above Knees
14~28F Throw
13 Launch 28 + WBounce 14 + WBounce 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236[P/K/S] Mist Finer Stance 0.5/- see notes
Stance 66 Step Forward 14
Stance 44 Step Backward 14
Stance H Stance Cancel 3
236P Lv1 Mist Finer: Upper (Lv 1) 35 14 6 70% Mid 4 R 1.0/7.2 9+4 4 17 -4 16 Launch 39 14
236P Lv2 Mist Finer: Upper (Lv 2) 38 20 6 Mid 5 RF 1.0/12.0 6+4 4 22 -7 18 Launch 70 + WBounce 15
236P Lv3 Mist Finer: Upper (Lv 3) 20×9 20×9 3×9 Mid 5 R 3.0/2.88×9 4+4 see notes 20 -5 18 Launch Down 15
236K Lv1 Mist Finer: Middle (Lv 1) 32 14 10 85% All 4 R 1.0/7.2 9+6 3 33 -19 16 Launch 39 14
236K Lv2 Mist Finer: Middle (Lv 2) 40 20 6 Forced 90% All 5 RF 1.0/12.0 6+4 3 23 -7 18 Launch 70 + Slide 40 15
236K Lv3 Mist Finer: Middle (Lv 3) 18×9 see notes 3×9 see notes 5 RF 3.0/2.88×9 4+4 see notes 25 -8 18 Stagger 55 18 15
236S Lv1 Mist Finer: Lower (Lv 1) 29 11 6 70% Low 4 R 1.0/7.2 9+11 2 29 -14 16 Launch Down 14
236S Lv2 Mist Finer: Lower (Lv 2) 35 15 6 85% Low 5 RF 1.0/12.0 6+5 2 23 -6 18 Launch 50 15
236S Lv3 Mist Finer: Lower (Lv 3) 17×9 see notes 3×9 see notes 5 R 30.-2.88×9 4+5 see notes 27 -10 18 Launch Down 15
236H Glitter Is Gold 10 0 12 All 3 0.75/1.2 5 33 20 Total +4 13 14 14 6
214H Glitter Is Gold (Upward) 10 0 12 All 3 0.75/1.2 5 65 20 Total +4 13 14 14 6
214P Bacchus Sigh F 1.0/- 9 100 53 Total
j.41236H Ensenga 6, 62 10×2 7 90% High/Air 3 R 2.0/3.6×2 9 2(2)3 16 after landing -25 13 Launch Down, 30 6, 13
623S Divine Blade Transport F 2.0/- 35+5 after landing 5~17F Strike
623S > S 50 0 12 80% All 5 F -/1.2 5+7 10 7 after landing 18 19 20 15
j.236S Air Divine Blade 50 0 12 80% All 5 F 3.0/1.2 13 10 13 after landing -7 18 Launch 20 15
421S Killer Joker Transport F 2.0/- 34+5 after landing
421S > S Killer Joker 40 14 9 All 4 RF 1.0/2.4 8+10 3 14 after landing 16 Launch 36 14
j.214S Air Killer Joker 32 14 6 90% All 4 RF 1.0/2.4 9 3 13 after landing 16 Launch 30 14
※1: Hitstop 0F
※2: Cancels projectiles, but loses hit potential.
※3: Cancels projectiles, and retains hit potential.
Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It does NOT take the Cancel's recovery frames into account.
Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel.

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214D Jackhound 50 14 8 Initial 60% Mid 4 R 13 2 35 -20 13~15F Strike 16 Stagger 47 46 14
Stance 214D 50 14 8 70% Mid 4 R 6 2 35 -20 6~8F Strike 16 Stagger 56 51 14
Stance Step > 214D Mist Stance Step Jackhound 50 14 8 80% Mid 4 R 3 2 35 -20 3~5F Strike 16 Stagger 68 47 14
214D > 236D Return Jack 60 20 11 Forced 60% Mid 5 R 12+1 2 65 -48 7~15F Strike 18 Launch 49 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H That's My Name 20, 65×2 20 6 Mid 5 R, -x2 4+4 3 22 -6 1~8F All
9~10F Throw
9~17F Above Knees
18 ??×2, Down Stand×2, Down 15
j.236236H Uncho's Iai 50×2 ?? 7,8 90% High/Air 5 R 5+3 3 24 1~9F All
10~10F Throw
18 Launch 40, 30 15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Joker Trick Fatal 20 Mid 7+10 +4


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Johnny 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
0/-2/+1/+3
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Johnny 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+1/-2/+1/+3
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC Johnny 6P.png
Guard:
Mid
Startup:
11
Recovery:
10
Advantage:
-2/+2/+5/+7
- - - - 5D Jump, Sp
5K
GGAC Johnny 5K.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2/+0/+3/+5
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Johnny 2K.png
Guard:
L
Startup:
8
Recovery:
4
Advantage:
+2/-2/+1/+3
6P - c.S, f.S, 2S 2H, 3H 5D, 2D Sp
6K
GGAC Johnny 6K.png
Guard:
Mid
Startup:
16
Recovery:
16
Advantage:
-3/+5/+8/+10
- - - - - Sp
c.S
GGAC Johnny cS.png
Guard:
Mid
Startup:
6
Recovery:
8
Advantage:
+3/+2/+5/+7
6P 2K - 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Johnny fS.png
Guard:
Mid
Startup:
8
Recovery:
21
Advantage:
-7/+5/+8/+10
- - 2S 2H, 6H, 3H 5D Sp
2S
GGAC Johnny 2S.png
Guard:
Low
Startup:
9
Recovery:
12
Advantage:
-4/+2/+5/+7
- - - 5H, 2H - Sp
5H
GGAC Johnny 5H.png
Guard:
Mid
Startup:
11
Recovery:
33
Advantage:
-16/+7/+10/+12
- - - - 5D Sp
2H
GGAC Johnny 2H.png
Guard:
Mid
Startup:
5
Recovery:
29
Advantage:
-16
- - - - 5D -
6H
GGAC Johnny 6H.png
Guard:
Mid
Startup:
18
Recovery:
32
Advantage:
-15/+7/+10/+12
- - - - - Jump, Sp
3H
GGAC Johnny 3H.png
Guard:
Mid
Startup:
11
Recovery:
31
Advantage:
-14/+7/+10/+12
- - - 5H, 6H - Sp
5D
GGAC Johnny 5D.png
Guard:
High
Startup:
30
Recovery:
6
Advantage:
0
- - - - - homing jump
2D
GGAC Johnny 2D.png
Guard:
Low
Startup:
9
Recovery:
22
Advantage:
-8/+5/+8/+10
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Johnny jP.png
Guard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Johnny jK.png
Guard:
High/Air
Startup:
8
Recovery:
8
Advantage:
-
j.P - j.S - j.D Jump, Sp
j.S
GGAC Johnny jS.png
Guard:
High/Air
Startup:
10
Recovery:
23
Advantage:
-
- - - j.H j.D Jump, Sp
j.H
GGAC Johnny jH.png
Guard:
High/Air
Startup:
13
Recovery:
21
Advantage:
-
- - - - j.D Sp
j.D
GGAC Johnny jD.png
Guard:
High/Air
Startup:
8
Recovery:
14+5 after landing
Advantage:
-
- - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Johnny/Data.