GGACR/Zappa/Frame Data: Difference between revisions

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< GGACR‎ | Zappa
(Filling "Translation needed" parts)
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Initial prorate 90%
*Initial prorate 90%
*Staggers opponent on ground hit (max 35F)
*Staggers opponent on ground hit (max 35F)
*Listed Frame Adv is off 3 hits ???
*Listed Frame Adv is from the 2nd hit
*see notes *1 and *2
*see notes *1 and *2
}}
}}
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  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Press 6S again to perform a followup attack
*Press 6S again to perform a followup attack ???
*see notes *1, *2 and *4
*see notes *1, *2 and *4
}}
}}
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Listed Frame Adv is from the 2nd hit
*Listed Frame Adv is off 3 hits ???
*see notes *1 and *2
*see notes *1 and *2
}}
}}
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets.
*After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets.
*see notes *1
*see notes *1
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{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Floats opponent on hit (untechable for 24F)
*Floats opponent on hit (untechable for 22F)
*Level 2 Attack on block
*Level 2 Attack on block
*Listed Frame Adv is off 3 hits ???
*Listed Frame Adv from the 2nd hit
*see notes *1, *2, and *3
*see notes *1, *2, and *3
}}
}}
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  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*TRANSLATION NEEDED
*see notes *1, and *2
*see notes *1, and *2
}}
}}
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  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*TRANSLATION NEEDED
*see notes *1, and *2
*see notes *1, and *2
}}
}}
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|-
|-
|}
|}
: TRANSLATION NEEDED
: *1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).  
: *1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).  
: *2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 2nd frame of startup of the 2nd hit.  
: *2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 1st frame of startup of the 2nd hit.  
: *3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.
: *3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.
: *4: Can be cancelled into other moves too


===Sword Normals===
===Sword Normals===
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{{ColumnList |col=1 |text=
*TRANSLATION NEEDED
*Can be blocked low even if the Sword attack comes out higher than the default ground position
*???
}}
}}
  }}
  }}
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Fully invincible 1~13F
*Fully invincible 1~9F
*Knocks down opponent on hit (untechable for 60F)
*Knocks down opponent on hit (untechable for 60F)
*+1 Soul on hit
*+1 Soul on hit
}}
}}
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*After 15 in-game seconds, Zappa can control which ghost he summons based on the last digit on the timer ???:
*On the 15F, Zappa can control which ghost he summons based on the last digit on the timer:
*1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
*1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
*If Zappa has 8 Souls, Raoh is summoned instead
*If Zappa has 8 Souls, Raoh is summoned instead
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|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Awaken<div><small>D w/ Sleeping Dog ???</small></div>
  |version=Dog Awaken<div><small>after summoning Dog</small></div>
  |damage=--
  |damage=--
  |tension=--
  |tension=--
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  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*TRANSLATION NEEDED
*Dog can perform attack from 31F onwards
*Dog can perform attack from 31F onwards
}}
}}
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Low profile on 1~13F and 34F~ (landing time after a hit or block)
*On hit or block, Dog is in low profile from 1~13 and 34F onwards ???
*Feet invincibile 14~33F
*Feet invincibile 14~33F
*On hit or block, Dog performs rebound animation (total 61F)
*On hit or block, Dog performs rebound animation (total 61F)
*??? on air hit (untechable for 20F)
*Pulls in opponent on air hit (untechable for 20F)
* see notes *1
* see notes *1
}}
}}
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Knocks down opponent on hit (untechable for 20F)
*Knocks down opponent on hit (untechable for 20F)
*[Blockstun 24F]
*[Blockstun 24F]
*Initial prorate 50%
*Initial prorate 50%
*[Chip damage x2 ???]
*[Chip damage x2]
*Followup can only be canceled into from 5D or 2D
*Follow-up version can only be done from 5D or 2D
*+3[0] Souls on hit
*+3[0] Souls on hit
*+1[0] Souls on block
*+1[0] Souls on block
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Low profile on 1~12F and 37F~ on hit or block (after landing)
*Low profile on hit or block from 1~12F of landing and 37F onwards ???
*Above feet invincible 13~36F
*Above feet invincible 13~36F
*Initial prorate 75%
*Initial prorate 75%
*Dog performs rebound animation on hit or block
*Dog performs rebound animation on hit or block
*Slams down on air hit (untechable for 12F) ???
*Slams down on air hit (untechable for 12F)
* see notes *1  
* see notes *1  
}}
}}
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|-
|-
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|}
:TRANSLATION NEEDED
: *1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
: *1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
::Dog is invincible while idle.
::Dog is invincible while idle.
::If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
::If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
::If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames.
::If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames up to 25F before ending the attack
::The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
::The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
::The knockback on Dog attacks is based on the Dog's position


===Triplet Specials===
===Triplet Specials===
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{{ColumnList |text=
*TRANSLATION NEEDED
*Attack Level 2
*Attack Level 2
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
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*FRC timing 10~11F
*FRC timing 10~11F
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
*Total lenght for the air version: 41F
* see notes *2 and *3  
* see notes *2 and *3  
}}
}}
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  |description=
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{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Attack Level 2
*Attack Level 2
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
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*Frame Adv varies depending on number of ghosts remaining
*Frame Adv varies depending on number of ghosts remaining
*3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
*3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
*Air version has total length 49F ???
*Total lenght for air version: 49F
*see notes *2 and *3  
*see notes *2 and *3  
}}
}}
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|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Bananna
  |version=Banana
  |damage=0
  |damage=0
  |tension=-/2.64
  |tension=-/2.64
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{{ColumnList |text=
*TRANSLATION NEEDED
*Knocks down opponent on ground hit
*Knocks down opponent on ground hit
*Hitstop 6
*Hitstop 6
*Chip damage x0
*Chip damage x0
*Pulls in opponent on knocks down ???
*Ignores OTG
}}
}}
  }}
  }}
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  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Triplets begin returning on 18F
*Triplets begin returning on 18F ???
*Recalling Triplets ends Haunting
*Recalling Triplets ends Haunting ???
*Zappa is in CH state from 1~20F
*Zappa is in CH state from 1~20F
}}
}}
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|-
|-
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|}
:TRANSLATION NEEDED
: *2: Triplet haunts the opponent on hit.
: *2: Triplet haunts the opponent on hit.
::Haunting lasts 481F, after which Triplet returns.
::Haunting lasts 481F, after which Triplet returns.
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*Knocks down opponent on air hit
*Knocks down opponent on air hit
*Can cancel into Followup Attack from 24~35F
*Can cancel into Followup Attack from 24~35F
*Darkness anthem projectile can still remain even after canceling into followup ???
*Darkness anthem projectile is still active after inputting the follow-up
*Chip damage x4
*Chip damage x4
*Max 2 hits
*Max 2 hits
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{{ColumnList |text=
*TRANSLATION NEEDED
*Can cancel into Followup Attack from 2~35F
*Can cancel into Followup Attack from 2~35F ???
*Followup Attack starts up on 36F
*Followup Attack starts up on 36F
*Projectile appears on 23F  
*Projectile appears on 23F  

Revision as of 21:32, 15 February 2013

Normal Moves

No Summon Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Triplet Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).
*2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 1st frame of startup of the 2nd hit.
*3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.
*4: Can be cancelled into other moves too

Sword Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Throws

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Special Moves

No Summon Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Dog Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
Dog is invincible while idle.
If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames up to 25F before ending the attack
The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
The knockback on Dog attacks is based on the Dog's position

Triplet Specials

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*2: Triplet haunts the opponent on hit.
Haunting lasts 481F, after which Triplet returns.
On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
Triplets can be picked up while loitering.
Launched Triplets disappear immediately if Zappa is hit.
*3: +1 Soul 1F after a successful hit and activates Haunting.
The ghost that hit the opponent will haunt him for 481F before returning.
Haunting causes a random item (golf ball, banana, or Hachiue) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.

Sword Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Specials

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Force Breaks

Template:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Overdrives

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Instant Kill

Template:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability