GGACR/Chipp Zanuff/Frame Data

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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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. 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.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.30 4 1.125 1/5F 1.0 50 21F 30F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
4.7 3.9 14.0 0.55 85

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
21 1~9F 8.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 3 28.0 1.4 41F 6.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 29.0 1.1 54F 8.0 7.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 16F 21.0 6F 12F 16.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
10 18 10 18

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 36 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 4 2 6 +2 6 3 8 9 10 10 11 N/A
5K Mid 1 CSJR 1.44 5 5 8 -3 12 3 8 85% 9 10 10 11 N/A
c.S Mid 3 SJR 2.64 4 1 11 +2 28 10 7 13 14 14 13 N/A
f.S Mid 3 SJR 2.64 6 1 19 -6 26 10 7 13 14 14 13 N/A
5H Mid 5 SJR 3.84 7 7 12 0 36 20 6 18 19 18 15 N/A
5D High 3 R 2.64 27 4 9 +1 17 8 20 13 Launch 48 14 13 N/A
6P Mid 3 SJR 2.64×2 9 3(9)5 10 -1 18×2 10×2 7×2 90% 1~11F Above Knees 13 14 14 13 N/A
6K High/Air 2 RF 2.64 19 7 3+3 after landing -1 20 5 7 75% 11 12 12 12 16~18F
6H Mid 5 SJR 3.84 17 6 15 -2 60 20 6 18 Stagger 35 18 + GBounce 15 N/A
2P Mid 1 CSR 1.44 4 2 7 +1 6 3 8 80% 9 10 10 11 N/A
2K Low 1 CSR 1.44 5 4 7 -1 8 3 8 70% 9 10 10 11 N/A
2S Mid 3 SR 2.64 7 4 11 -1 28 10 7 13 14 14 13 N/A
2H Mid 5 SR 3.84 7 10 19 -10 34 20 6 80% 18 Launch 30 15 N/A
2D Low 2 SR 2.64 9 2 18 -8 26 5 7 5~10F Feet 11 Down 12 12 N/A
j.P High/Air 1 CSR 1.44 5 4 4 8 3 8 9 10 10 11 N/A
j.K High/Air 1 CSJR 1.44×2 5 6,2 8 16×2 3×2 8×2 9 10 10 11 N/A
j.2K High/Air 1 SR 1.44×3 8 Until landing 0 16×3 3×3 8×3 9 10 10 5 N/A
j.S High/Air 3 SJR 2.64 9 10 18 28 8 7 13 14 14 13 N/A
j.H High/Air 3 SR 2.64×2 8 6,6 26 26×2 8×2 7×2 90% 13 14 14 13 N/A
j.D High/Air 3 SR 2.64 6 8 18+5 after landing 32 8 7 80% 13 Down 18 13 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 36 pixels 4.00 60 6 Forced 50% Down
Air Throw 88 pixels 4.00 60 6 Forced 50% Down
Dead Angle Attack All 3 R 0.52 11 5 15 -6 25 10 7 50% 1~15F All
16~25F Throw
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
j.46 Sankaku Tobi N/A
236P Alpha Blade Mid 4 R 1.50/3.60 18 15 34 after landing -32 44 14 6 5~17F Low Profile 16 Launch 36 0 N/A
j.236P Air Alpha Blade All 3 RF 0.75/3.60 14 14 Until landing+21 -22 40 10 10 4~13F Low Profile 13 Launch 45 0 14~16F
236P > H Alpha Plus Mid 4 RF 1.50/6.00 8 12 12 -7 38 14 6 16 Down 40 14 6~7F
623S Beta Blade Mid 3 RF 2.00/6.00 5 22 17+10 after landing -35 45 10 7 1~8F All
9~12F Strike
13 Launch 37 13 29~30F
j.623S Air Beta Blade All 5 R 2.00/4.80 3 18 Until landing+8 40 20 6 1~4F Strike 18 Launch 22 15 N/A
41236H Gamma Blade All 3 2.00/1.20 15 9 29 +5 32 0 20 13 13 N/A
22P P Tsuyoshi-shiki Ten'i 0.50/- Total 25 9~11F Strike N/A
22K K Tsuyoshi-shiki Ten'i 0.50/- Total 30 10~12F Strike N/A
22S S Tsuyoshi-shiki Ten'i F 0.50/- Total 31 10~15F Strike 16~18F
22H/D H/D Tsuyoshi-shiki Ten'i F 0.50/- Total 20 10~12F Strike 13~14F
214K Tsuyoshi-shiki Meisei Total 29 N/A
41236K Genrou Zan 10 pixels F 3.00/6.00 29 12 10 after landing 90 6 Forced 50% 12~13F, 17~41F Strike Down 35~36F on hit
236S Resshou Mid 3 R 1.25/3.00 13 5 10 -1 18 10 7 13 17 26 13 N/A
236S > 236S Rokusai Low 5 R 1.25/3.00 8 1 25 -7 22 15 6 6~8F Feet 18 19 18 15 N/A
236S > 236K Senshuu High 4 RF 1.25/4.80 25 6 10+12 after landing -11 30 11 6 9~10F Low Profile 16 Launch 25 + GBounce 14 15~17F
j.214P Slow Shuriken (Slow) All 1 -/1.44 23 Until landing+6 1 0 0 11 12 12 0 N/A
j.214P Fast Shuriken (Fast) All 2 1.00/2.64 8 16+3 after landing 1 0 0 80% 11 12 12 12 N/A
※1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236P > D FB Alpha Plus Mid 4 R 27 15 25 -23 44 14 10 90% 16 Launch 60 0
623D FB Beta Blade All 4 R 4 13(7)3,5,5 30+5 after landing -28 30, 20×3 14×4 6×4 1~6F All
7~26F Strike
16 Launch 40, 50×3 7
j.623D FB Air Beta Blade All 4 R 4 11(7)3,5,5 Until landing+5 30, 20×3 14×4 6×4 1~24F Strike 16 Launch 40, 50×3 7
41236D FB Gamma Blade All 3 -/0.24 15 9 19 +15 32 0 20 13 13
41236K > D Genrou Zan You Mid 5 R 1 10 29+3 after landing -17 70 20 6 Forced 85% 18 Launch 60 0

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
632146H Zansei Rouga Mid 5 RF 21+4 Until landing+32 30×5, 110 20×6 6×6 1~30F All
31~33F Strike
18 Launch 120 15×5, 0 25~28F, first 4F active of 3rd hit
236236K Banki Messai Mid 3×26, 5×4 R 1+2~19 See notes 47+10 after landing -48 7×26, 30×4 10×26, 20×4 2×26, 6×4 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4 N/A
236236K Banki Messai Mid 3×26, 5×4 R 1+2~19 See notes 47+10 after landing -48 7×26, 30×4 10×26, 20×4 2×26, 6×4 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4 N/A
236236K Banki Messai Mid 3×26, 5×4 R 1+2~19 See notes 47+10 after landing -48 7×26, 30×4 10×26, 20×4 2×26, 6×4 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4 N/A

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Delta End Mid 56+0 119 43+16 after landing Fatal 3

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Chipp 5P.pngGuardMidStartup4Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Chipp 2P.pngGuardMidStartup4Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Chipp 5K.pngGuardMidStartup5Recovery8Advantage-3 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Chipp 2K.pngGuardLowStartup5Recovery7Advantage-1 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Chipp 6K.pngGuardHigh/AirStartup19Recovery3+3 after landingAdvantage-1 - - - - - -
c.SGGAC Chipp cS.pngGuardMidStartup4Recovery11Advantage+2 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Chipp fS.pngGuardMidStartup6Recovery19Advantage-6 - - 2S 5H, 2H 5D Jump, Special, Super
2SGGAC Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 - - - 5H, 2H 5D Special, Super
5HGGAC Chipp 5H.pngGuardMidStartup7Recovery12Advantage0 - - - - 5D Jump, Special, Super
2HGGAC Chipp 2H.pngGuardMidStartup7Recovery19Advantage-10 - 6K - - 5D, 2D Special, Super
6HGGAC Chipp 6H.pngGuardMidStartup17Recovery15Advantage-2 - - - - - Jump, Special, Super
5DGGAC Chipp 5D.pngGuardHighStartup27Recovery9Advantage+1 - - - - - Homing Jump
2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Chipp jP.pngGuardHigh/AirStartup5Recovery4Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC Chipp jK.pngGuardHigh/AirStartup5Recovery8Advantage- j.P j.K j.S j.H j.D Jump, Special
j.2KGGAC Chipp j2K.pngGuardHigh/AirStartup8Recovery0Advantage- - - - - - Special
j.SGGAC Chipp jS.pngGuardHigh/AirStartup9Recovery18Advantage- - - - j.H - Jump, Special
j.HGGAC Chipp jH.pngGuardHigh/AirStartup8Recovery26Advantage- - - - - - Special
j.DGGAC Chipp jD.pngGuardHigh/AirStartup6Recovery18+5 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 5K gatlings into 5P, 2P, and 2K from the 6th frame
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Chipp Zanuff/Data.
Systems Pages