GGACR/Anji Mito/Frame Data

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Anji Mito


Glossary

How do I read frame data?

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

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

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


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Anji Mito 1.06 5 3F Middleweight (x1.0) 16F (1~>9F invuln) 1.25 54F 50F

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
5P 10 10 7 Mid 3 SJR 2.64 4 3 8 +3 13 14 16 13 N/A
5K 14 3 8 Mid 1 SJR 1.44 5 5 6 -1 9 10 10 11 N/A
5S 26 14 6 Mid 4 SJR 3.84 7 4 13 0 16 17 16 14 N/A
5H 38 20 6 Mid 5 SR 3.84 15 4 21 -6 18 Crouch 19 Down 15 N/A
5D 15 8 20 High 3 SR 2.64 27 6 26 -18 4~18F High Guardpoint 13 Launch 48 14 13 N/A
6P 24 20 6 90% Mid 5 SR 3.84 18 4 16 -1 1~21F Above Knees 18 21 18 15 N/A
3P 28 8 7 High 3 R 2.64 20 3 11 0 13 14 14 13 N/A
6K 28 10 7 Mid 3 RF 2.64 11 6 18 -10 1~7F High Guardpoint 13 14 14 13 11~12FThe first two active frames; FRC immediately as the move hits
3K 38 11 6 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~5F Low Guardpoint
1~End Throw
16 17 16 14 N/A
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F High Guardpoint 13 14 14 13 N/A
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Low Guardpoint 22 19 18 15 N/A
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 12~19F High Guardpoint
14~20F Throw
16 Launch 19 14 17~20FFRC immediately before the move hits
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 6 0 9 10 10 11 N/A
2K 12 8 7 70% Low 3 SR 2.64 8 2 6 +6 13 14 14 13 N/A
2S 28 8 7 Low 3 SR 2.64 8 6 14 -6 11~13F, 21~23F Low Profile 13 14 14 13 N/A
2H 38 20 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Low Guardpoint 22 19 18 15 N/A
2D 28 11 6 Low 4 SR 3.84 7 3 25 -11 5~23F Low Profile 16 Down 16 14 N/A
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 9 10 10 11 N/A
j.K 18 8 7 High/Air 3 SR 2.64 6 6 10 13 14 14 13 N/A
j.S 28 8 7 High/Air 3 SJR 2.64 7 9 18 13 14 14 13 N/A
j.H 32 8 7 High/Air 3 SR 2.64 13 6 15 13 14 14 13 N/A
j.D 40 8 7 90% High/Air 3 SR 2.64 10 6 14+6 after landing 1~11F, 22~End Upper Body 13 Launch 30 13 N/A


Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 56 6 Forced 50% 43 pixels 4.00 Down
Air Throw 60 6 Forced 50% 88 pixels 4.00 60
Dead Angle Attack 25 10 7 50% All 3 R 0.52 12 6 12 -4 1~11F All
12~26F Throw
13 Down 14 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236P Shitsu 18, 16×2 0 8×3 All 1 2.50/1.20×3 21 56 Total 48 -7 9 10 10 11 N/A
236S S Fuujin 30 10 7 Mid 3 R 2.50/3.60 15 3 27 -16 13 14 40 + Slide 30 13 N/A
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike 13 Launch 38 + WBounce 13 N/A
236S > P Shin: Isshiki 10×6 0 7×6 All 3 F 1.60/1.20×6 36 Total 50+8 after landing +17 13 14 14 13 6~8FFRC immediately after the followup starts
236S > K Issokutobi 1.70/- 24+6 after landing 7~24F Lower Body N/A
236S > S Nagiha 30 8 7 Low 3 RF 1.50/2.40 10 6 27 -19 13 Launch 35 13 23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears
236S > H Rin 40 15 30 High 5 R -/7.20 27 8 16 0 8~26F High Guardpoint
1~22F Throw
21 Down 40 15 N/A
Autoguard > P Kou 25, 7×6, 20 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R -/7.20×8 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
13, 9×6, 18 Launch 20×7, 60 13, 5×6, 15 N/A
Autoguard > K Sou 12×3, 38 6×3, 20 5×3, 15 Mid 2×3, 5 RF 0.50/2.40×3, 5.80 11 4×2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
11×3, 22 12×3, 23 12×3, 18 6×3, 15 26~28FFRC is during the first active frames of the last, stronger hit
623H On 0, 90 7, 8 Unblockable 3 F 2.50/6.00 11 18 20+6 after landing 120 13 11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active
214P P Kai 32 8 7 90% High/Air 3 R 2.00/7.20 28 3 9 +2 13 Launch 30 13 N/A
214K K Kai 50 11 6 High/Air 4 RF 2.50/1.80 32 10 8 after landing +1 16 Launch 30 + GBounce 10 14 23~31FFRC is as Anji starts to descend after rising
j.214P Shin: Nishiki 45 8 7 High/Air 3 R 2.50/2.40 14 7 44 -37 13 Launch 50 + GBounce 10 6 N/A


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236D FB Shitsu 25, 16×2 0 8, 12×2 All, High/Air×2 1, 2×2 0.50/- 21 40 Total 50 -9 9, 11×2 10 10, 12×2 11, 12×2 N/A
236S > D FB Rin 50 15 20 High 5 R 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
18 Launch 50 + GBounce 10 15 N/A
Autoguard > D FB Kou 35, 7×6, 70 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R 4 2,4×6(24)4 39+8 after landing -89 1~11F Strike
12~13F Upper Body
13, 9×6, 18 Launch 60, 20, 60×5, 100 13, 5×6, 15 N/A
623D FB On 0, 90 7, 8 Forced 70% Unblockable 3 F 0.50/1.20 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
120 13 19~20FFRC is shortly after Anji leaves the ground


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
632146H Issei Ougi: Sai 11×11, 50 10×15 2×11,7 All 3 F 7+3 4×9,2×2,4 63 -40 3~6F Above Chest
7~9F Strike
13 13×10, Launch×2 14×10, 50, 82 0 66-70FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand
[2]8K Tenjinkyaku 30, 14×13 15 6, 2×13 High/Air 5, 3×13 R 2.00/- 18+0 10 20 after landing -11 4~20F Strike 18 Launch 18, 14×13 15, 0×13 N/A
Autoguard > 63214S Kachoufuugetsu 40×4 20×4 6×4 Mid 5 RF 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~32F Strike
18 Stagger 65×3, Launch 80 15 63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Zetsu Fatal 20 All 5 17+4 -159~ 18~Recovery Throw 18 15


※1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Anji 5P.pngGuard:
Mid
Startup:
4
Recovery:
8
Advantage:
+3
6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Special, Super
2PGGAC Anji 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC Anji 6P.pngGuard:
Mid
Startup:
18
Recovery:
16
Advantage:
-1
3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
3PGGAC Anji 3P.pngGuard:
High
Startup:
20
Recovery:
11
Advantage:
0
- - - - - -
5KGGAC Anji 5K.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Anji 2K.pngGuard:
Low
Startup:
8
Recovery:
6
Advantage:
+6
6P 3K 6S, 2S 2H, 6H 5D, 2D Special, Super
6KGGAC Anji 6K.pngGuard:
Mid
Startup:
11
Recovery:
18
Advantage:
-10
3P 5K[*][+] - - - -
3KGGAC Anji 3K.pngGuard:
Low
Startup:
19
Recovery:
14
Advantage:
-1
- - - - - Special, Super
5SGGAC Anji 5S.pngGuard:
Mid
Startup:
7
Recovery:
13
Advantage:
0
6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6SGGAC Anji 6S.pngGuard:
Mid
Startup:
13
Recovery:
17
Advantage:
-7
3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Anji 2S.pngGuard:
Low
Startup:
8
Recovery:
14
Advantage:
-6
- - 3S 5H, 2H, 6H 5D, 2D Special, Super
3SGGAC Anji 3S.pngGuard:
Mid
Startup:
28
Recovery:
10
Advantage:
+1
3P - 5S[+] 5H[+] - Jump, Special, Super
5HGGAC Anji 5H.pngGuard:
Mid
Startup:
15
Recovery:
21
Advantage:
-6
6P 6K 3S 6H 5D, 2D Special, Super
2HGGAC Anji 2H.pngGuard:
Mid
Startup:
20
Recovery:
15
Advantage:
+5
6P[*][+] 3K - 5H, 6H 5D, 2D Special, Super
6HGGAC Anji 6H.pngGuard:
Mid
Startup:
21
Recovery:
25
Advantage:
-14
- - - - - Special, Super
5DGGAC Anji 5D.pngGuard:
High
Startup:
27
Recovery:
26
Advantage:
-18
- - - - - Homing Jump, Special, Super
2DGGAC Anji 2D.pngGuard:
Low
Startup:
7
Recovery:
25
Advantage:
-11
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuard:
High/Air
Startup:
8
Recovery:
3
Advantage:
-
j.P j.K j.S j.H j.D Special
j.KGGAC Anji jK.pngGuard:
High/Air
Startup:
6
Recovery:
10
Advantage:
-
j.P - j.S - j.D Special
j.SGGAC Anji jS.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
j.P - - j.H j.D Jump, Special
j.HGGAC Anji jH.pngGuard:
High/Air
Startup:
13
Recovery:
15
Advantage:
-
- - - - j.D Special
j.DGGAC Anji jD.pngGuard:
High/Air
Startup:
10
Recovery:
14+6 after landing
Advantage:
-
j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 3S > 5S and 3S > 5H have an early cancel window 6~8F
  • 6K > 5K has a late cancel window from 24F; 2H > 6P has a late cancel window from 28F
  • j.D is cancellable from 22F
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = is a delayed cancel, not immediately on hit like normal

Navigation

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