GGACR/Johnny/Frame Data

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Revision as of 13:16, 2 September 2022 by Moxian (talk | contribs) (Templatize the framedata tables)
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Johnny


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce adds flat 10 frames on top of move's untechable time.
    • Outside of airhit column untechable time will include ground bounce frames by default.
  • On CH untechable time is doubled unless stated otherwise.
    • Does not include one sided hitstop from counter hits.


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

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


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

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 40 6 Forced 40% 45 pixels F 4.00 Launch 43 36~39F
Air Throw 60 6 Forced 50% 88 pixels 4.00 60 + WBounce N/A
Dead Angle Attack 25 10 7 50% All 3 R 0.52 14 10 10 -6 1~13F All
14~23F Above Knees
14~28F Throw
13 Launch 28 + WBounce 14 + WBounce 13 N/A
Forward Dash J Total 12 N/A


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236[P/K/S] Mist Finer Stance 0.50/- See notes N/A
Stance 66 Step Forward 14 N/A
Stance 44 Step Backward 14 N/A
Stance H Stance Cancel 3 N/A
236P Lv1 Mist Finer: Upper (Lv 1) 35 14 6 70% Mid 4 R 1.00/7.20 9+4 4 17 -4 16 17 39 0 N/A
236P Lv2 Mist Finer: Upper (Lv 2) 38 20 6 Mid 5 RF 1.00/12.00 6+4 4 22 -7 18 Launch 70 + WBounce 0 19~20F
236P Lv3 Mist Finer: Upper (Lv 3) 20×9 20×9 3×9 Mid 5 R 3.00/2.88×9 4+4 See notes 20 -5 18 Launch 120 0 N/A
236K Lv1 Mist Finer: Middle (Lv 1) 32 14 10 85% All 4 R 1.00/7.20 9+6 3 33 -19 16 Launch 40 0 N/A
236K Lv2 Mist Finer: Middle (Lv 2) 40 20 6 Forced 90% All 5 RF 1.00/12.00 6+4 3 23 -7 18 Launch 70 + Slide 40 0 19~20F
236K Lv3 Mist Finer: Middle (Lv 3) 18×9 See notes 3×9 See notes 5 RF 3.00/2.88×9 4+4 See notes 25 -8 18 19×8, Stagger 55 120 0 All active frames
236S Lv1 Mist Finer: Lower (Lv 1) 29 11 6 70% Low 4 R 1.00/7.20 9+11 2 29 -14 16 Launch 40 0 N/A
236S Lv2 Mist Finer: Lower (Lv 2) 35 15 6 85% Low 5 RF 1.00/12.00 6+5 2 23 -6 18 Launch 50 0 19~20F
236S Lv3 Mist Finer: Lower (Lv 3) 17×9 See notes 3×9 See notes 5 R 3.00/2.88×9 4+5 See notes 27 -10 18 19×8, Launch 18×8, 50 0 N/A
236H Glitter Is Gold 10 0 12 All 3 0.75/1.20 5 33 Total 20 +4 13 14 14 6 N/A
214H Glitter Is Gold (Upward) 10 0 12 All 3 0.75/1.20 5 65 Total 20 +4 13 14 14 6 N/A
214P Bacchus Sigh F 1.00/- 9 100 Total 53 41~46F
j.41236H Ensenga 6, 62 8×2 7×2 90% High/Air 3 R 2.00/3.60×2 9 2(2)3 Until landing+16 -25 13 14, Launch 60, 30 6, 13 N/A
623S Divine Blade Transport F 2.00/- 35+5 after landing 5~17F Strike 8~10F
623S > S Divine Blade 50 0 12 80% All 5 F -/1.20 5+7 10 Until landing+7 18 Down 20 15 9~10F
j.236S Air Divine Blade 50 0 12 80% All 5 F 3.00/1.20 13 10 Until landing+13 -7 18 Down 20 15 15~16F
421S Killer Joker Transport F 2.00/- 34+5 after landing 10~12F
421S > S Killer Joker 40 14 9 All 4 RF 1.00/2.40 8+10 3 Until landing+14 16 Launch 36 0 13~15F
j.214S Air Killer Joker 32 14 6 90% All 4 RF 1.00/2.40 9 3 Until landing+13 16 Launch 30 0 12~14F


※1: Cancels projectiles, but loses hit potential.
※2: 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 60% Mid 4 R 13 2 35 -20 13~15F Strike 16 Stagger 47 47 0
Stance > 214D Mist Stance Jackhound 50 14 8 70% Mid 4 R 6 2 35 -20 6~8F Strike 16 Stagger 56 52 0
Stance Step > 214D Mist Stance Step Jackhound 50 14 8 80% Mid 4 R 3 2 35 -20 3~5F Strike 16 Stagger 68 48 0
214D > 236D Return Jack 60 20 11 Forced 60% Mid 5 R 12+1 2 65 -48 7~15F Strike 18 Launch 50 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 6×3 Mid 5 R, -×2 4+4 3 22 -6 1~8F All
9~10F Throw
9~17F Above Knees
18 Down Stand 15
j.236236H Uncho's Iai 50×2 15 6×2 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+10 177 +4 0


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Johnny 5P.pngGuard:
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, Special, Super
2PGGAC Johnny 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+1/-2/+1/+3
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Johnny 6P.pngGuard:
Mid
Startup:
11
Recovery:
10
Advantage:
-2/+2/+5/+7
- - - - 5D Jump, Special, Super
5KGGAC Johnny 5K.pngGuard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2/+0/+3/+5
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Johnny 2K.pngGuard:
Low
Startup:
8
Recovery:
4
Advantage:
+2/-2/+1/+3
6P - c.S, f.S, 2S 2H, 3H 5D, 2D Special, Super
6KGGAC Johnny 6K.pngGuard:
Mid
Startup:
16
Recovery:
16
Advantage:
-3/+5/+8/+10
- - - - - Special, Super
c.SGGAC Johnny cS.pngGuard:
Mid
Startup:
6
Recovery:
8
Advantage:
+3/+2/+5/+7
6P 2K - 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Johnny fS.pngGuard:
Mid
Startup:
8
Recovery:
21
Advantage:
-7/+5/+8/+10
- - 2S 2H, 6H, 3H 5D Special, Super
2SGGAC Johnny 2S.pngGuard:
Low
Startup:
9
Recovery:
12
Advantage:
-4/+2/+5/+7
- - - 5H, 2H - Special, Super
5HGGAC Johnny 5H.pngGuard:
Mid
Startup:
11
Recovery:
33
Advantage:
-16/+7/+10/+12
- - - - 5D Special, Super
2HGGAC Johnny 2H.pngGuard:
Mid
Startup:
5
Recovery:
29
Advantage:
-16
- - - - 5D -
6HGGAC Johnny 6H.pngGuard:
Mid
Startup:
18
Recovery:
32
Advantage:
-15/+7/+10/+12
- - - - - Jump, Special, Super
3HGGAC Johnny 3H.pngGuard:
Mid
Startup:
11
Recovery:
31
Advantage:
-14/+7/+10/+12
- - - 5H, 6H - Special, Super
5DGGAC Johnny 5D.pngGuard:
High
Startup:
30
Recovery:
6
Advantage:
0
- - - - - Homing Jump
2DGGAC Johnny 2D.pngGuard:
Low
Startup:
9
Recovery:
22
Advantage:
-8/+5/+8/+10
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Johnny jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Special, Super
j.KGGAC Johnny jK.pngGuard:
High/Air
Startup:
8
Recovery:
8
Advantage:
-
j.P - j.S - j.D Jump, Special, Super
j.SGGAC Johnny jS.pngGuard:
High/Air
Startup:
10
Recovery:
23
Advantage:
-
- - - j.H j.D Jump, Special, Super
j.HGGAC Johnny jH.pngGuard:
High/Air
Startup:
13
Recovery:
21
Advantage:
-
- - - - j.D Special, Super
j.DGGAC Johnny jD.pngGuard:
High/Air
Startup:
8
Recovery:
14+5 after landing
Advantage:
-
- - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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