GGACR/Zappa/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
Line 1: Line 1:
==Normal Moves==
==Normal Moves==
===Unsummon Normal Attacks==
===Unsummon Normal Attacks===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-

Revision as of 03:51, 29 December 2012

Normal Moves

Unsummon Normal Attacks

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate: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

Triplet Normal Attacks

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate: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

Sword Normal Attacks

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate: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

Raoh Normal Attacks

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate: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

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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate: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

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

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

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