GGXRD-R2/Johnny

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Overview
Overview

A suave, cool ladies man and captain of the Jellyfish Pirates, Johnny makes his return in Revelator. Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance (214P/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 one of the most dangerous and threatening characters to face. Finally, Johnny also wears sunglasses, a hat AND is voiced by Norio Wakamoto, which clearly makes him the coolest character in the game.

 Johnny  Johnny is an iaido style swordsman who completely dominates the neutral and offense game thanks to his famous Mist Finer stance.

Pros
Cons
  • High Damage Meterless Conversions: Johnny has the best meterless conversion potential in the game thanks to Mist Finer.
  • Great Pokes: Johnny's pokes, such as f.S, 5K, 2S, and Mist Finer are some of the best pokes in the game, and the normals can be made safer thanks to Mist Finer Cancel or Levels.
  • Counter Zoning: Johnny is able to beat many projectiles thanks to Mist Finer's ability to hit through projectiles.
  • Snowball Potential: Johnny is able to pick up momentum well by ending combos with level 3 Mist Finer prepared which allows him to more easily win the next interaction.
  • Burst Safe on Most Combos: Thanks to Mist Finer Cancel, Johnny is frequently able to make his combos burst safe.
  • Great uses of Meter: Johnny has a great Dead Angle Attack, Zweihander YRC, and excellent supers such as That's My Name.
  • High Effective Health: Johnny can take a serious beating which allows him to make more mistakes than many characters.
  • Unblockable Setups: Johnny has access to a number of scary unblockable setups utilizing his Bacchus Sigh.
  • Limited Mobility: Johnny has a step rather than a run, and a slow airdash velocity which means that his mobility is more limited than most characters. Additionally, Johnny's step dash is not immediately cancelable into FD or normals which makes it a commitment.
  • Long Whiff Recovery: Many of Johnny's Normals have long recovery times when whiffed.
Johnny
GGXRD Johnny Portrait.png
Defense
x1.00
Guts Rating
3
Weight
[98] Slightly Heavy
Stun Resistance
70
Prejump
4F
Backdash
11F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
Step Dash (No Run)
Zweihander
Fastest Attack
Reversals
Coins

Johnny has a unique resource: coins. Johnny's coins are displayed above his tension meter. Johnny starts every round with 8 coins and does not get more unless he lands his Treasure Hunt super. Every time Johnny uses his Glitter Is Gold special, he throws one coin - if he has none, he can't use it.

Johnny's Mist Finer special starts at level 1, and hitting with a coin will level it up once, to a maximum of level 3. Higher levels increase the speed and combo properties of Mist Finer, giving Johnny new combo and pressure options. When Johnny uses the Mist Finer attack, his stance returns to level 1, and he can level it up again.

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 6 5 12 - -

  • Great all around poke (Excellent hitbox, speed, and recovery)
  • Shrinks his lower hurtbox (lifts his foot up)
  • Can be low profile / upper body inv'd
  • Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Johnny's most all-purpose and well rounded normal. Does not prorate, making it a good hit-confirm for combos. On block, can cancel to a number of higher level moves to then Mist Cancel for greater frame advantage. One of his best normals for delay chaining, usually into 5H or 2S as a frame trap.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 6 3 8 - -

  • His best throw option select. Input with 6S+HS
  • One of Johnny's few normals that's advantageous on block even without mist cancelling
  • Can antiair
  • Gatling Options: 6P, 2K, 5H, 2H, 5D, 2D

c.S is not often used itself as a poke, but it is a great pressure tool, and a good intermediate normal to use in your strings. 2K > c.S is a very common string you should be accustom to using. Be aware that c.S cannot be delay chained.

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 8 3 23 - -

  • Strong far ranged poke
  • Long recovery
  • Whiffs crouching Faust
  • Combos to 6H on crouchers / counterhit
  • Gatling Options: 2S, 2H, 6H, 5D
  • Great for burst-safe combo routes

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 Elphelt's 2H, 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.

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 11 4 29 - -

5H has less horizontal range and is much slower than f.S, but is more advantageous on block when mist cancelled. It does reach slightly higher than f.S, making it situationally useful against jump outs from far away. It also covers much lower to the ground, making it an option to cover some low profile moves (It beats Elphelt 2H, but still loses to Sol's Ground Viper). It's worth noting that a 5H counterhit leads to great reward, as you can mist cancel, dash forward, and link many standing normals (Possible at LV1, and extremely practical at LV2).

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 11 6 13 - -

  • Main anti-air
  • Launches on hit, jump cancellable.
  • Goes from upper body to above knee invincibility towards the later portion of startup

Because of its above knee invuln, not only is Johnny's 6P a magnificent anti-air, but it can also double as a solid ground to ground poke. If timed properly, it can even beat moves like Elphelt's Bridal Express (Ground) and Faust's scalpel pull. You can also use it to avoid projectiles, such as Ky's Stunedge, and Venom's H Stinger Aim.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 16 4 11 - -

  • Moves forward
  • Great for closing distances and chasing
  • Has some upper body invincibility on startup
  • Launches on hit
  • Untechable on counterhit

6K has a lot of great uses for keeping your opponents on their toes. At neutral, because of how far it moves, it can catch opponents off guard. It's also useful as a tech chase option, and becomes + if FD'd. The upper body invincibility also makes 6K much harder to counterpoke against, but be aware that low hitting pokes, as well as any low profile moves can stuff it completely. While great against scared or complacent opponents, being predictable with your 6K usage is easily capitalized on. Against opponents who are reading your 6K, 6H and 2S are good alternatives to punish counter pokes.

6H

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 5 3 6 - -

  • 90% starting proration
  • Tied with 5P as fastest normal
  • Self-chainable
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Johnny's 2P is a useful defensive option, as it has a 5F startup, and does not whiff crouchers like 5P. It also hits much lower than 5K. It can also be a good way to start pressure, since it is much more flexible to confirm hit/block with, and is decent at +1 on block. Its self-chain capability also makes it a good option for stuffing corner backdashes and option selecting in some situations.

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Low 8 4 4 - -

  • 70% initial proration
  • Fast recovery
  • Hits low
  • Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

At +2 and also delay cancellable, 2K is an excellent way to frame trap and fish for counterhits. Its fast recovery makes it have some use at neutral, can let you safely option select against some reversals. It is 100% safe against any 9F reversal, and if you time it to meaty late, you can beat up to 6F reversals. At 8F startup, it's a bit slow considering its range, however, so it's somewhat situational when used as a poke at neutral.

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 6 17 - -

2S is one of Johnny's main pokes. It's 2F slower than f.S, but reaches farther, and has much better recovery. Hits at the floor, making it great for punishing opponents attempting to low profile or utilise upper body invuln to beat Johnny's other options. Since it can only gatling into 2H, it's important to be able to confirm 1 hit 2S into either Mist Finer or RC, if you want to combo off of it.

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 Mid / Air 15 3 14 + 6 After Landing - -

  • Johnny is considered airborne when performing this move
  • Jump cancelable
  • In recovery until he lands
  • Can low crush
  • Forces standing on hit
  • Can be combo'd from f.S on airhit

New in GG Xrd, Johnny's 2H is a magnificent tool, especially on pressure. Since it moves him forward slightly, is an excellent way to continue pressuring, and is great on mist cancel. Because Johnny is airborne during 2H, this move is Air Mist Cancelable. Though you can gatling into 2H from almost any of his ground normals, none of them besides f.S can combo into 2H unless they are counterhit. Luckily, this also means 2H can be used as a natural frame trap, especially from lower attack level normals or when delay chained. At all mist levels, 2H is comboable into Mist Finer Mid and Low. At LV1, it's comboable into j.P, but you cannot airdash. At LV2/3, it's now comboable into j.K or j.D, and you can airdash afterwards for more pressure. Be aware that even at LV3, 6Ps and fast normals can stuff the airdash approach. This move is also extremely important for combo'ing, as it is one of the best ways for Johnny to transition into an Air Mist Finer by using the f.S > 2H route.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 20 Low 10 2(3)3 22 - -

  • Decent low
  • Hits twice
  • Lots of combo utility

While it has less reach and more recovery than 2S, 2D has a much higher reward on hit if you are only at LV1, as you can combo 2D > Coin to raise your mist finer level. It is also significantly better on mist cancel than 2S. At LV1, you can combo a close 2D(1) > Coin > 5P > LV2 High, making it an excellent hard punish. At LV2, you can also combo 2D(1) > Mist Cancel > 2P/c.S/5K > LV2 High, for a great coin-conservative confirm. Dash 2D is also a very good way to followup a very faraway LV2 Low hit. 2D overall is a very situational normal, but extremely rewarding if used properly.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High/Air 8 6 8 - -

  • Can cross up
  • Can be used as a jump in
  • Hits very low, making it great for airdashes
  • Gatling Options: j.P, j.S, j.D

While it doesn't have as good of a hitbox as j.H, j.K is still very useful as a jump-in, due to its ability to hit behind him somewhat. Airdash back j.K can also hit opponents backwards, but must be immediate during the airdash. Low airdash j.K is a very reliable way to hit crouchers, as j.P will whiff more easily.

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High/Air 10 2 17 - -

  • Long horizontal reach
  • Great air to air
  • Good air to ground at long range
  • Will often whiff crouchers (it can hit crouching, but only at very specific heights)
  • Gatling Options: j.P, j.H, j.D

j.S is Johnny's most reliable way to fight air to air. Though not fast, it has incredible reach, and can be used to chase down characters who try and use air movement to escape Johnny. It is difficult to antiair j.S if spaced correctly, making it a useful way to approach at times. Avoid using this move in airdash strings unless you know they are blocking, as it has a tendency to whiff crouchers. For similar reasons, it's suggested to avoid using j.S as a jump in.

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High/Air 13 5 21 - -

  • Great air to ground
  • Plummets on hit
  • Staggers on ground counterhit
  • Often leads to hard knockdown from low air to air heights.
  • jH knockdown can generally be followed up with dash 2K/2S Coin OTG
  • Gatling Options: j.D

j.H has a very strong downward hitbox, making it difficult to antiair. When using it as a jump in, be careful of your horizontal positioning, as it has absolutely no backwards hitbox. If it hits an airborne opponent, it will often be a hard knockdown, making it a very useful air combo ender. j.H also combos into Air LV1 Mist Finer Low, which can also give you a knockdown. Be careful of using j.H too high up on block - you'll need to gatling into j.D, or use an air mist cancel to keep yourself safe / continue pressuring.


j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High/Air 8 7 14 + 5 After Landing - -

  • Wall bounces on hit
  • Launches grounded opponents
  • Johnny's highest hitting air normal
  • Great air to air when opponents are high above you

Primarily used as a combo filler due to its wall bounce property. Also can be used as an air combo ender due to its high untech, allowing you to land and tech chase. Can be used in air(dash) blockstrings, as it can lead to high reward on hit. Since j.D is the only air normal that hits above him, j.D can be very effective to deal with opponents who are high above him, especially when combined with Johnny's top class superjump. Be aware, however, that j.D has a lot of recovery. If you miss the air to air attempt, you will often lose your priority at neutral. j.D as a tech chase option is fairly strong when the opponent is teching high in the air.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 40 Ground Throw: 63000 1 1 - -

  • Floats opponent on hit (untechable for 47F)
  • Forced prorate 50%
  • Tied with Baiken, Chipp, and, Jack-O for shortest normal throw range.

Johnny's main mixup and pressure revolves around his throw, as he gets amazing reward both midscreen and in the corner. Option select with c.S when forward throwing. His throw allows for easy coins and follow up combos. However, because it prorates heavily, you will not be getting the bulk of your damage from this.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 Mid (15-48)+13 3 20 - -
Max Charge 50 Mid 50+13 3 20 - -

  • Partial charge version causes horizontal blowback on hit, wall sticks in corner.
  • Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
  • Proration: 55% (partial charge only)
  • Crumple caused by partial charge counter hit, still has proration.

Special Moves

Glitter is Gold

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 6 31 Total: 17 - -

  • Levels up next Johnny's Mist Finer
  • Depletes one Coin when used, starts each round with eight.
  • Useful on offense to maintain pressure as well as a useful frame trap
  • Good neutral option allowing you to push forward
  • Can be used on defense as a counter poke due to persisting even if Johnny is hit after performing Glitter is Gold.
  • Low risk anti-air option
  • Loses to most low profile moves, especially forward moving ones, such as Elphelt's 2H, or Ky's Stun Dipper
  • Can be used as okizeme to cover most wake-up options.

Glitter is Gold, AKA Coin, is an all around excellent move at almost any point in the game, and also serves as an essential combo piece. Landing a coin powers up Johnny's Mist Finer, drastically increasing his combo potential and offensive power. Because of this, when at Mist Finer Level 1, landing a Coin or combo'ing into a Coin is extremely crucial. Coin is an extremely powerful tool outside of combos, and often allows Johnny an easy way out of many difficult situations. However, because Coins are limited, knowing how to plan ahead and pace your coin usage properly is key to mastering Johnny. Having no coins left severely limits Johnny's combo potential - even with a significant life lead, being stuck with no coins puts Johnny in a severely disadvantageous position. On the other hand, one should avoid being overly conservative with Coins - losing a round with tons of coins left is generally considered a waste. Johnny's Treasure Hunt super replenishes two coins on hit - use Treasure Hunt proactively when you feel you need more coins to finish the round.

Bacchus Sigh

41236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17 Total: 56 - -

Creates a mist at Johnny's location that slowly travels forward for a few seconds

  • If the mist gets close enough to the opponent, it attaches to the opponent for ~7 seconds. Mist Finer causes Stagger if a grounded opponent blocks it, and is entirely unblockable against airborne opponents.
  • Disappears when a Mist Finer makes contact with the opponent (does not disappear if you whiff a Mist Finer)
  • Disappears if Johnny is hit (persists while Johnny is blocking)
  • If Mist Finer hits as an unblockable, applies 60% initial proration. Only applies if the opponent is blocking.
  • Unblockable Mist Finers are still susceptible to Blitz Shield.

Bacchus Sigh, AKA Mist, is used to create Johnny's infamous unblockable setups. Because of Bacchus Sigh's extremely slow startup, a knockdown is generally required to guarantee application. j.H, 2D and Zweihander are the main tools for getting a hard knockdown. Even with a knockdown, using YRC is generally required in order to properly meaty an opponent. Even when applying Bacchus Sigh on a downed opponent, because of its slow travel time, you generally must force an opponent to block 1-2 attacks before the Bacchus Sigh can apply properly.


Mist Stance

214[P]/[K]/[S] (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Cancel
Stance > H
4 - -
Ground Forward Mist Step
Ground Stance > 66
Total: 14 - -
Ground Back Mist Step
Ground Stance > 44
Total: 13 - -
Air Mist Step
Air Stance > 66/44
Total: 16 - -

  • All Mist Finers destroy one hit of projectiles.
  • Mist Finer levels increase when Glitter Is Gold hits an opponent, up to Level 3.
  • When Mist Finer is performed, resets the current Mist Finer level back to 1.
  • Considered unblockable if opponents have Bacchus Sigh attached to them (causes forced stagger on ground block, unblockable entirely on air block)
  • Removes any Bacchus Sigh presence when Mist Finer connects with an opponent (Block or Hit)
  • Counts as a physical reject if Blitz Shield'd regardless of distance.
  • Air Mist Stance suspends Johnny's air momentum, allowing him to slow his fall and change his jump trajectory. Often used to avoid anti airs and shorten Johnny's airdash.

Johnny can use Mist Stance and immediate Mist Stance Cancel (AKA Mist Cancel) in order to drastically reduce the recovery of his normals. This often leaves Johnny at frame advantage, and is essential to Johnny's offensive game. Refer to Mist Cancel section for details. Entering Mist Stance at neutral can also be a useful tactic, combined with using Mist Step, in order to punish an opponent's reckless approach, especially against characters that Johnny wants to keep away.

High Mist Finer

214P

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Level 1: Blows opponent diagonally back. Air techable. Untechable on Counter Hit.
  • Level 2: Blows opponent diagonally back then wall bounces back towards Johnny. Reaches farther than Level 1.
  • Level 3: Same as Level 2, but extends even farther, and is a guaranteed knockdown.

High Mist Finer is one of Johnny's primary midscreen combo tools at Level 2/3, helping him corner carry and set up air combos. Level 1 can be freely used as a preemptive anti-air and also stop opponents who try to jump out of pressure. Though much less rewarding than Johnny's 6P, when used preemptively, it is difficult to challenge. Level 2 and 3 have even better range, as well as giving great reward on hit. High Mist Finer must be FD'd in the air, making the very fast Level 2 and 3 extremely practical for sniping jump-happy opponents, even if they are not necessarily trying to attack you.

Mid Mist Finer

214K

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Level 1: Horizontal slash that knocks opponent away on hit. Air techable. Does not combo from 2S.
  • Level 2: Farther reaching horizontal slash. Causes tumble on hit.
  • Level 3: Extremely far reaching horizontal slash. Causes wall stick on hit. (Up to 3 full seconds of wall stick on counter hit)

Mid Mist Finer can be used as a ground poke, and even at Level 1, reaches farther than most of Johnny's traditional pokes. When combined with Mist Step, Level 1 can be used to disrupt your opponent's ground game and whiff punish. Level 2 and 3 are essential for Johnny's corner combos. Because of Mist Finer's projectile cancel property, Mid Mist Finer is extremely useful when anticipating many fireballs, as you will cancel out the fireball and also hit the opponent. Be aware that this will not completely go through multi-hitting projectiles, but hitting an opponent in range will cancel out the fireball regardless.


Low Mist Finer

214S

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • All Versions: Hits low
  • Level 1: Downward slash that knocks the opponent down on hit.
  • Level 2: Downward slash that bounces an opponent directly upwards on hit. Generally untechable.
  • Level 3: Similar to Level 2, but reaches slightly farther and bounces opponents towards Johnny slightly.

Level 1 is a very situational low with very little reward, occasionally used to catch an opponent off guard. Level 2 and 3 are Johnny's main ways of converting from his far pokes midscreen. Confirm into these to begin most of his important midscreen combos. Due to the angle, Low Mist Finer is used primarily in combos, as Mid Mist Finer covers ground much better. Level 2 and 3 are good startup, however, and can sometimes be used to catch an opponent stand blocking from far away.

Air High Mist Finer

j.214P

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Level 1: Knocks opponent diagonally away on hit. Similar to Ground version
  • Level 2: Knocks opponent diagonally away then wall bounces back towards Johnny, similar to the Ground Version. Opponents do not wall bounce back towards Johnny as much as the Ground version.
  • Level 3: Similar to Level 2, guaranteed knockdown.

Level 1 is an important way to end air combos when other options are unavailable. Level 2 and 3 are key components in Johnny's combo theory. Compared to the ground version, the opponent bounces back farther away from Johnny, making it easier for him to combo off and improving corner carry potential.

Air Mid Mist Finer

j.214K

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Level 1: Same as Ground version. Situational air to air.
  • Level 2: Similar to Ground version. Tumbles opponent on hit. Fixed tumble duration that begins from initial contact, meaning that the ground tumble duration is dependent on height of initial contact
  • Level 3: Blows opponent back horizontally. If opponent reaches a wall, causes wall stick until opponent reaches the floor.

The most situational Mist finer. Level 1 is used at the end of air combos where the opponent is far away horizontally. Level 2/3 are used during some corner combos to bring the opponent back down for a re-launch.

Air Low Mist Finer

j.214S

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • All Versions: Hits overhead
  • Level 1: Like Ground version. Knocks down on hit.
  • Level 2: Like the Ground version, but opponents bounce away from Johnny and hits overhead
  • Level 3: Similar to Level 2.

Air Low Mist Finer hits overhead on all versions. When TK'd, becomes one of Johnny's few high/low mixup options, and can be followed up with a full combo from Level 2/3. Level 1 also allows you to end some air combos in a knockdown. When using Air Mist Stance to stall or alter your fall trajectory, Air Low Mist Finer becomes an extremely useful way to punish an opponent's anti-air, or to cover your landing.

Zweihander

623K > K

Template:FrameDataWithName-GGXRD-R2Template:FrameDataWithName-GGXRD-R2
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • First hit (the kick) is an untechable knockdown
  • The fire is air techable, but floats opponent on ground hit (untechable)
  • The projectile also travels downward and gets slightly thinner over its 10 active frames. Though this usually only matters for the air version.
  • If YRC'd early enough after inputting K, will remove Johnny's upward momentum.

Generally used in conjunction with YRC to approach opponents or to extend pressure. If upwards momentum is cancelled, can continue on block with airdash or land low for a safe high/low mixup. Can also be used during an opponents wake-up to cover many options and safely pressure.

Air Zweihander

j.623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Kick: 35
Fire: 40
All 15 1(4)10 Until Landing + 5 After - -

  • First hit (the kick) is an untechable knockdown.
  • The fire is air techable, but floats opponent on ground hit (untechable)
  • The projectile also travels downward and gets slightly thinner over its 10 active frames. Though this usually only matters for the air version.
  • If YRC'd early enough after inputting K, will remove Johnny's upward momentum.

Air Zweihander is Johnny's best anti-anti-air. When YRC'd, allows Johnny to combo afterwards. Good use of Air Zweihander forces opponents to think twice about how to deal with an airborne Johnny. Air Zweihander is also an effective way to cover an opponents wake-up options while avoiding most attacks. The first hit of Zweihander gives a hard knockdown, and is used as one of Johnny's primary air combo enders in order to get a hard knockdown. The hitbox for the second hit of Zweihander occurs around Johnny's midsection and downward. Connecting the Zweihander when the opponent is slightly above Johnny is a good guideline (but not too high, or Zweihander 1st hit will whiff). Air Zweihander has significant startup, so j.D is generally necessary to use to combo into it.

Overdrives

That's My Name

2363214H [2363214D]

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 65×2
[25,81×2]
Mid 4+4 3 22 - -

  • One of Johnny's only defensive options
  • Difficult for opponents to punish on block
  • Can be stuffed by many low profile attack / upper body inv attacks, such as Slayer's 6P or I-no's Stroke The Big Tree
  • 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
  • Can followup with OTG 2K > Coin anywhere: FA, KU, PO, SL. Corner only: AX, BE, CH, EL, IN, MI, RV, SI.

As an input shortcut, you can use 2624H/D.

Treasure Hunt

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 [70] Mid 8+3~81
[4+3~85]
2 66 - -

  • Replenishes two coins (icons are instead different with each character)
  • Can be performed while in Mist Stance
  • Can be performed during Mist Stance Dash
  • If performed during Mist Stance Dash, launches opponents up on hit and is untechable
  • Can be charged by holding S
  • Can hit crossup at close range
  • If fully charged, is unblockable, and replenishes one extra coin (three total)

For detailed explanation of how to input and combo into Mist Stance Dash Treasure Hunt, refer to How To Do Mist Stance Dash Treasure Hunt. It is possible to OTG the opponent after a normal Treasure Hunt knockdown if cornered and it connects on a grounded opponent. If it connects grounded against Slayer or Leo, will put Johnny into the corner afterwards.

Instant Kill

Joker Trick

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY 9+25
[5+25]
4 30 - -

  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

This IK is very good. Seriously, very good. Although due to its slow startup (25F), it does not connect after raw dust. However, it uses the animation of his 5H, which has a huge range that can cover half of the screen! Also, this IK can combo after Mist Finer while in Lv2 or Lv3, and even Air Mist Finer could work! The only drawback is that if you do not input cleanly, coins(236H) will appear and you will probably lose the round instead.

You can combo into IK without Roman Cancel after Lv2 ground Mid Mist Finer hits, or Lv3 Mid Mist Finer. By using Roman cancels, IK can be comboed into any Lv2 or Lv3 Mist Finer.

External References

Navigation

To edit frame data, edit values in GGXRD-R2/Johnny/Data.

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