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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Johnny}} | |||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
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{{#lsth:GGReload/Johnny/Data|SystemData}} | {{#lsth:GGReload/Johnny/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Air Dash, Dash Type: Step, Divine Blade Transport | :Double Jump, 1 Air Dash, Dash Type: Step<sup>1</sup>, Divine Blade Transport<br> | ||
<sup>1: Note that Johnny's dashes put him in an airborne state and allow him to dodge moves with hitboxes very low to the ground and Potemkin's Slide Head. Consequently, he is also air throwable while dashing.</sup> | |||
<center>'''Colors'''</center> | <center>'''Colors'''</center> | ||
{{GGReloadColors|Character=Johnny}} | {{GGReloadColors|Character=Johnny}} | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
:Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (236P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's | :Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (236P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's a dangerous and threatening characters to face. | ||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
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* Snowballs extremely well with unblockable setups, strong throw mixups, and high-damage burst-safe combos. | * Snowballs extremely well with unblockable setups, strong throw mixups, and high-damage burst-safe combos. | ||
* Has one of the best backdashes in the game with 7/11 frames of invincibility. | * Has one of the best backdashes in the game with 7/11 frames of invincibility. | ||
* Decent disjointed hitboxes. | * Decent disjointed hitboxes. | ||
* High effective health. | * High effective health. | ||
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---- | ---- | ||
====Coin==== | ====Coin==== | ||
Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round | Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again. | ||
{{#lst:GGReload/Johnny/Data|Links}} | {{#lst:GGReload/Johnny/Data|Links}} | ||
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|image=GGAC_Johnny_5P.png | |image=GGAC_Johnny_5P.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-5P-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-5P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_5K.png | |image=GGAC_Johnny_5K.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-5K-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-5K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_cS.png | |image=GGAC_Johnny_cS.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-cS-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-cS-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_fS.png | |image=GGAC_Johnny_fS.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-fS-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-fS-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
f.S is a top class long range poke in terms of range and speed. It has poor recovery, so avoid whiffing it when poking if you can, as you can easily be whiffed punished for it. Particularly against very mobile ground characters like Millia or Jam, avoid falling for FD stop attempts to bait this move. f.S also has a blind spot low to the ground, and will lose to most low profile / upper body invincible moves, such as Ky's Stun Dipper and many sweeps. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needed. | f.S is a top class long range poke in terms of range and speed. It has poor recovery, so avoid whiffing it when poking if you can, as you can easily be whiffed punished for it. Particularly against very mobile ground characters like Millia or Jam, avoid falling for FD stop attempts to bait this move. f.S also has a blind spot low to the ground, and will lose to most low profile / upper body invincible moves, such as Ky's Stun Dipper and many sweeps. Some characters can even run under it. Because of f.S's limited gatling options, it is very important to be consistent with mist cancelling f.S when needed. | ||
}} | }} | ||
}} | }} | ||
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|image=GGAC_Johnny_5H.png | |image=GGAC_Johnny_5H.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-5H-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-5H-1-Hitbox.png|center|175px]] | ||
Frame 11 | Frame 11 | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Big reach. Controls a lot of space, ground-wise and air-wise. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Can be low profiled. Great for stopping jump outs and as a pressure tool. | Big reach. Controls a lot of space, ground-wise and air-wise. Extends your hitbox forward, be mindful of this and it's startup. Easily backdashed, and horrible if whiffed. Can be low profiled. Great for stopping jump outs and as a pressure tool. Can be special-cancelled very late in its animation. | ||
}} | }} | ||
}} | }} | ||
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|name=5D | |name=5D | ||
|image=GGAC_Johnny_5D.png | |image=GGAC_Johnny_5D.png | ||
| | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-5D-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-5D-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_6P.png | |image=GGAC_Johnny_6P.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-6P-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-6P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_6K.png | |image=GGAC_Johnny_6K.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-6K-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-6K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_6H.png | |image=GGAC_Johnny_6H.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-6H-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-6H-1-Hitbox.png|center|175px]] | ||
Frame 18 | Frame 18 | ||
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|image=GGAC_Johnny_2P.png | |image=GGAC_Johnny_2P.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-2P-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-2P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_2K.png | |image=GGAC_Johnny_2K.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-2K-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-2K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Hits low. Compliments your 5K. Good frame advantage on block, and has a long cancel window. Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. Properly meatied, 2K is reversal safe against many reversals. | Hits low. Compliments your 5K. Good frame advantage on block, and has a long cancel window. Naturally strong pressure tool, but is slow for its range, making it a poor choice when poking at neutral. Properly meatied, 2K is reversal safe against many reversals. | ||
Notably, it gatlings into 2D but doesn't combo into it. Fill with c.S beforehand if you want to convert into 2D knockdown. | |||
Initial proration 75%. | Initial proration 75%. | ||
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|image=GGAC_Johnny_2S.png | |image=GGAC_Johnny_2S.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-2S-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-2S-1-Hitbox.png|center|175px]] | ||
Frames 9-10 | Frames 9-10 | ||
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{{Description|7|text= | {{Description|7|text= | ||
What 2K is to 5K, 2S is to f.S. Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff. Prorates a lot. Proper use of 2S is essential to many matchups. | What 2K is to 5K, 2S is to f.S. Hits low. Good active frames, good meaty, good neutral poke when f.S would whiff. Prorates a lot. Proper use of 2S is essential to many matchups. | ||
Only gatlings into 2HS, but combos into Lv2Mistfiner if you have it. | |||
Initial proration 75%. | Initial proration 75%. | ||
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|image=GGAC_Johnny_2H.png | |image=GGAC_Johnny_2H.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-2H-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-2H-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very fast and lots of reach, both horizontally and a little bit vertically. Staggers on CH. Moves you backwards. Atrocious on whiff. A very specific move. | Very fast and lots of reach, both horizontally and a little bit vertically. Staggers on CH. Moves you backwards. Atrocious on whiff. A very specific move. The only move it gatlings into is 5D. Punishable on normal hit. | ||
Staggers opponent on CH (max 35F). Johnny is in CH state during recovery. | Staggers opponent on CH (max 35F). Johnny is in CH state during recovery. | ||
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|image=GGAC_Johnny_2D.png | |image=GGAC_Johnny_2D.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-2D-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-2D-1-Hitbox.png|center|175px]] | ||
Frames 9-10 | Frames 9-10 | ||
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|image=GGAC_Johnny_jP.png | |image=GGAC_Johnny_jP.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-jP-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-jP-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Your fastest air normal. Decent air-to-air, often used to start airdash strings. Chains. | Your fastest air normal. Decent air-to-air, often used to start airdash strings. Chains. Sets up tick throws from Divine Blade Oki. | ||
}} | }} | ||
}} | }} | ||
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|image=GGAC_Johnny_jK.png | |image=GGAC_Johnny_jK.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-jK-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-jK-1-Hitbox.png|center|175px]] | ||
Frames 8-9 | Frames 8-9 | ||
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|image=GGAC_Johnny_jS.png | |image=GGAC_Johnny_jS.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-jS-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-jS-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_jH.png | |image=GGAC_Johnny_jH.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-jH-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-jH-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
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|image=GGAC_Johnny_jD.png | |image=GGAC_Johnny_jD.png | ||
|caption= | |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext=" | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"> | ||
[[File:GGXXACPR_Johnny-jD-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Johnny-jD-1-Hitbox.png|center|175px]] | ||
Frames 8-10 | Frames 8-10 | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both | Great throw overall, although its conversions afterwards are very matchup-specific. Slightly above average range. Causes techable float. Heavy forced proration. Due to its aggressive proration, it is advised to either coin, go for knockdown, or both if possible. Following up with damage combos is generally not worth it. Unfortunately, it doesn't combo into Coin on some lighter characters, like Millia. Comboing into Coin in corner is also not possible on all characters, and the timing is sometimes different. | ||
Initial proration 40% | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
One of the best airthrows in the game. Always knocks down. It wallbounces in the corner, allowing you to either go 2P > Coin, or you can go for Bacchus Sigh' for unblockable. You can also go for damage, although the proration usually makes it not worth it. If done at midscreen, you can chase the opponent afterwards with Divine Blade Transport. | |||
Initial proration 50%. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
One of Johnny's only defensive options, but unfortunately it can be low profiled under. The frame advantage is the best among DAA's of the game with Johnny's only being -6. | |||
1~13F Full invul. 14~23F Upper body invul. 15~28F Throw invul. Wall bounces opponent on hit, allowing you to combo afterwards. Initial proration 50%. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Good anti-air for when your opponent is out of 6P range and/or is doing a move that will beat 6P. Scores knockdown on air CH. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Reduces Mist Level to 1 | Reduces Mist Level to 1. Knocks down opponent on hit. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:GGReload/Johnny/Data|236P Lv3}} | {{#lsth:GGReload/Johnny/Data|236P Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= 9 hits. Reduces Mist Level to 1 | {{Description|8|text= 9 hits. Reduces Mist Level to 1. Floats opponent on hit, but doesn't knock down. Active frames: {4(3)}*3,{3(3)4}*2,3(4)4 | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Floats opponent on hit. Initial proration 85%. | |||
}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Reduces Mist Level to 1 | Reduces Mist Level to 1. Floats and knocks down opponent on hit. Initial proration 85%. | ||
}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
9 hits. Reduces Mist Level to 1 | 9 hits. Reduces Mist Level to 1. 9th hit floats opponent. 3rd, 5th, 6th, and 9th hits must be blocked low, all other hits can be blocked mid. Active frames: 3(4)4(4)2(4)3(5)2(5)2(4)3(4)3(5)2 | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Knocks down opponent on ground hit. Initial proration 85%. | |||
}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Reduces Mist Level to 1 | Reduces Mist Level to 1. Floats and knocks down opponent on ground hit. Initial proration 85%. | ||
}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
9 hits. Reduces Mist Level to 1 | 9 hits. Reduces Mist Level to 1. 9th hit floats opponent on hit. 7th, 8th hits can be blocked mid. All other hits must be blocked low. Active frames: {2(5)}*5,2(4)3(4)3(5)2. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGReload/Johnny/Data|623S}} | {{#lsth:GGReload/Johnny/Data|623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=8F onwards airborne. Johnny is in CH state during recovery. 9~31F can cancel into Divine Blade. | {{Description|8|text=8F onwards airborne. Johnny is in CH state during recovery. 9~31F can cancel into Divine Blade. The FRC is mostly used to surprise opponents from full screen distance, but it can also be used to air throw enemies that tech backwards after being hit with Coin. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:GGReload/Johnny/Data|623S > S}} | {{#lsth:GGReload/Johnny/Data|623S > S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text=Floats the opponent on hit. Great combo tool. When FRC'd leads to 50/50s, especially when Divine Blade Transport was Neutral Jump Installed. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Air Divine Blade | |name=Air Divine Blade | ||
| | |image=GGAC_Johnny_623SS.png | ||
|input=j.236S | |input=j.236S | ||
|data= | |data= | ||
{{AttackDataHeader-GGReload}} | {{AttackDataHeader-GGReload}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGReload/Johnny/Data|j. | {{#lsth:GGReload/Johnny/Data|j.623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The existence of this move makes countering Johnny's jump-ins risky, as it stuffs any standing anti-air that would beat your j.HS. Extremely rewarding damage if it starts a combo in the corner. | |||
Frame adv listed on fastest TK version. Floats opponent on hit. FRC point 15~16F. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
One of Johnny's only defensive options. Difficult for opponents to punish on block, but can be stuffed by many low profile/upper body invincible attacks, such as Slayer's 6P or I-No's Stroke The Big Tree. It can also be stuffed on rare occasion by moves that push the opponent towards Johnny, regardless of low profile. Often used as a combo ender, especially to kill. | |||
1-8F Full invul. 9F Throw invul and upper body invul. 10-17F above knees invul. Knocks down opponent on hit. On hit, Johnny ends up on Player 1 side. | |||
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==Instant Kill== | ==Instant Kill== | ||
{{MoveData | {{MoveData | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:GGReload/Johnny/Data|Links}} | {{#lsth:GGReload/Johnny/Data|Links}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Johnny]] | ||
Latest revision as of 04:13, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Johnny | |||||||||||||||||||||
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Defense Modifier: x1.00 Guts Rating: 4 Weight: Mid-Heavy (x0.98) Stun Resistance: 70 Jump Startup: 4F Backdash Time: 11F / Invul: 1~7F Wake-Up (Face Up/Down): 36F / 35F
1: Note that Johnny's dashes put him in an airborne state and allow him to dodge moves with hitboxes very low to the ground and Potemkin's Slide Head. Consequently, he is also air throwable while dashing.
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Overview
- Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (236P/K/S). His pokes are among the best in the entire game when utilizing his Mist Stance cancels (H to exit stance) which can also be made faster by landing some of the 8 coins that he naturally starts each match with. Any coin that hits an opponent completely buffs each version of his Mist Finers (up to level 3) which in turn gives them deadly properties for combos as well as making them faster all together, ultimately shortening the recovery of his base attacks and granting him incredible pressure on offense. Johnny's above average execution combined with his movement options can certainly seem daunting to inexperienced players, but in the right hands, he's a dangerous and threatening characters to face.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Coin
Johnny has a unique resource in the form of coins. The number of coins that Johnny has is displayed above his tension meter. Johnny starts every round with 8 coins and does not get more coins until the start of the next round. Every time Johnny uses his Glitter Is Gold special one coin will be subtracted from his remaining coin total. When Johnny has 0 coins remaining, he will be unable to throw coins at the enemy with his Glitter Is Gold special. When a coin hits the enemy, Johnny's Mist Finer special will Level Up to a maximum of Level 3 form a starting level of Level 1. Hitting an enemy with a coin when Johnny has level 3 Mist Finer will still do damage, but will not level up Mist Finer further. Whenever Mist Finer is used, Mist Finer will return to Level 1, and can be leveled up again.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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6P |
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6K |
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6H |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Mist Finer Stance 236P/K/S |
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Mist Finer: Upper 236P |
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Mist Finer: Middle 236K |
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Mist Finer: Lower 236S |
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Glitter Is Gold 236H |
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Bacchus Sigh 214P |
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Ensenga j.41236H |
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Divine Blade 623S -> S |
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Air Divine Blade j.236S |
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Overdrives
That's My Name 632146H |
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Instant Kill
Joker Trick in IK Mode: 236236H |
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