GGACR/Eddie/Frame Data

From Dustloop Wiki
< GGACR‎ | Eddie
 Eddie


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
1.06 0 1.0 1/5F 1.0 60 22F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
2.8 2.2 7.75 0.3 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~7F 8.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 24.0 1.3 38F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 30.0 1.1 56F 5.0 5.0

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 9F 18F 16.0 8F 18F 10.0 75

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
160 49 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
5P Mid 1 CSJR 1.44 6 4 7 -1 9 3 8 90% 9 10 10 11
5K Low 1 SJR 1.44 8 3 9 -2 12 3 8 70% 9 10 10 11
c.S Mid 3 SJR 2.64 9 5 9 0 30 10 7 13 14 14 13
f.S Mid 3 SR 2.64×3 6 3,5,3 20 -9 20×3 10×3 7×3 13 14 14 6
5H Mid 5 SR 3.84×3 13 2,6,3 15 +1 25×3 10×3 6×3 18 19 18 7
5D High 3 R 2.64 26 3 24 -13 18 8 20 1~End Feet 13 Launch 48 14 13
6P Mid 3 SJR 2.64×2 13 4,4 12 -2 22×2 10×2 7×2 90% 1~16F Upper Body 13 14 14 13
6K High 3 SR 2.64 18 5 18 -9 30 8 7 75% 13 Crouch 15 14 13
6H Mid 5 SR 5.76 13 15 20 -16 50 20 6 18 Launch 28 15
2P Mid 1 CSR 1.44 5 4 8 -2 8 3 8 80% 9 10 10 11
2K Mid 3 SR 2.64 7 2 12 0 18 10 7 90% 13 14 14 13
2S Mid 3 SR 2.64 9 4 16 -6 24 10 7 13 14 14 13
2H Mid 5 SR 3.84 11 6 19 -6 50 20 6 18 Launch 26 15
2D Low 3 SJR 2.64 9 6 15 -7 20 8 7 13 Down 14 13
j.P High/Air 1 CSR 1.44 5 4 16 13 3 8 90% 9 10 10 11
j.K High/Air 3 SJR 2.64 6 6 8 18 8 7 90% 13 14 14 13
j.S High/Air 3 SR 2.64 7 12 12 22 8 7 80% 13 14 14 13
j.H High/Air 3 SR 2.64 11 6 12 33 8 7 13 14 14 13
j.D High/Air 3 SR 2.64 11 4 19+5 after landing 40 8 7 13 Launch 30 13

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 49 pixels 4.00 50 6 Forced 50% Down
Air Throw 88 pixels 4.00 60 6 Forced 50% Down
Dead Angle Attack All 3 R 0.52 13 9 18 -13 25 10 7 50% 1~21F All
22~36F Throw
13 Launch 20 13
Flight Total 91

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
22S S Invite Hell Low/Air 3 2.00/1.20 18 48 Total 42 +2 40 0 7 13 Down 14 13 N/A
22H H Invite Hell Low/Air 3 F 2.00/1.20 18 36 Total 42 +2 40 0 7 13 Down 14 13 12~13F
214[K] Break the Law Total 26~167 5~6F Upper Body
7~9F Above Knees
1~9F Throw
N/A
214[K] > 41236S Followup Shadow Gallery High/Air 4 R -/6.00 10 for BtL+20 3 22+5 Landing -13 40 11 6 1~2F Low Profile
3~8F Above Feet
16 Launch 60 + Slide 30 14 N/A
j.41236S Shadow Gallery Mid 4 RF 2.00/6.00×2 7 after appearing 6(12)3 24+7 after landing -17 40, 25 14×2 6×2 After reappear: 1~12F Above Feet 16 Launch, Down 60, 20 14 19~21F after reappearing
236P/K/S/H Summon Shadow Summon Total 38 N/A
236P/K/S/H Unsummon Shadow Unsummon Total 29 N/A
]P[ Small Attack All 2 10 3 12 20 0 7 Shadow: 1~9F 11 12 12 6 N/A
]K[ Traversing Attack All 3, 4 -/1.20 13 1(14)3 31 24×2 0 7, 6 Shadow: 31~50F 13, 16 14, 17 19, 23 6, 7 N/A
]S[ Anti-Air Attack All 3 11 8 23 40 0 9 Shadow: 26~32F 13 Launch 30 + WBounce 13 N/A
]H[ Shadow Hole All 2 -/1.20 30 214 23 20 0 7 Forced 80% Shadow: 12~End 11 175 Stand 6 N/A
]D[ Overhead Attack High/Air 5 -/1.20 28 28 Total 37 24 0 6 80% Shadow: 1~3F, 28~36F 18 19 18 7 N/A
214P Traversing Total 18 1~16F All
Shadow: 1~15F
N/A
]P[ Vice Small Attack Vice All 2 -/1.20 7 2 16 20 3 7 11 12 12 6 N/A
]K[ Vice Traversing Attack Vice All 3 -/1.20×4 14 29 25 16×4 6×4 8×4 13 14 14 6 N/A
]S[ Vice Anti-Air Attack Vice Mid 4 -/1.20 9 12 31 40 10 10 16 Launch 28 16 14 N/A
]H[ Vice Drill Special Vice Low/Air×2, All 3 147 36 Total 139 34×3 8×2, 10 10×3 Shadow: 13~End 13 Launch 29 13 N/A
]D[ Vice Overhead Attack Vice High/Air 2 -/1.20 19 16 22 25 3 12 70% 11 12 40 6 N/A
214S Drunkard Shade Mid 3 RF 1.50/9.00 9 10 10 -6 30 10 7 1~18F Throw
3~18F Reflect
13 14 14 13 9~10F
623S Damned Fang 70 pixels F -/10.50 6 1 18 77 6 Forced 50% Down 123~125F on hit7~9F after opponent gets stabbed
※1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). Drills disappear immediately if Eddie gets hit.
※2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.

Force Breaks

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
22D Drill Special Low/Air, All×2 3 F 20 36 Total 62 +8 34×3 0 10×3 13 Launch 29 13 22~23F
236D Exhaustion Total 48 N/A

Overdrives

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
632146H Amorphous Mid 3 8+8 6,3 28 -17 82×2 10×2 7×2 1~17F All
18~29F Throw
13 Launch 28 14, 25 0
j.236236S Executor-X All 3 R 4+7 Until other side of screen 37 after appearing 50, 100 10 3, 7 3~17F Strike
Recovery: 1~10F Above Knees
Recovery: 11~22F Upper Body
13 Launch 90, Down 0

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 Black in Mind Mid 5 9+4 16 16 -13 Fatal 20 9~28F Strike 18 0

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Eddie 5P.pngGuardMidStartup6Recovery7Advantage-1 5P[*][+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2PGGAC Eddie 2P.pngGuardMidStartup5Recovery8Advantage-2 5P[*][+], 2P[*][+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Eddie 6P.pngGuardMidStartup13Recovery12Advantage-2 - - c.S, f.S, 2S 5H, 2H - Jump, Special, Super
5KGGAC Eddie 5K.pngGuardLowStartup8Recovery9Advantage-2 - - c.S, f.S, 2S 5H, 2H 5D Jump, Special, Super
2KGGACR Eddie 2K.pngGuardMidStartup7Recovery12Advantage0 - - f.S 2H, 6H - Special, Super
6KGGAC Eddie 6K.pngGuardHighStartup18Recovery18Advantage-9 - - - 6H - Special, Super
c.SGGAC Eddie cS.pngGuardMidStartup9Recovery9Advantage0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Eddie fS.pngGuardMidStartup6Recovery20Advantage-9 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Eddie 2S.pngGuardMidStartup9Recovery16Advantage-6 - - - 5H, 2H 5D Special, Super
5HGGAC Eddie 5H.pngGuardMidStartup13Recovery15Advantage+1 - - - - 5D Special, Super (1st-2nd hits)
2HGGAC Eddie 2H.pngGuardMidStartup11Recovery19Advantage-6 - - - - 2D Special, Super
6HGGAC Eddie 6H.pngGuardMidStartup13Recovery20Advantage-16 - - - - - Special[*], Super[*]
5DGGAC Eddie 5D.pngGuardHighStartup26Recovery24Advantage-13 - - - - - Homing Jump
2DGGAC Eddie 2D.pngGuardLowStartup9Recovery15Advantage-7 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Eddie jP.pngGuardHigh/AirStartup5Recovery16Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Eddie jK.pngGuardHigh/AirStartup6Recovery8Advantage- j.P - j.S j.H - Jump, Special, Super
j.SGGAC Eddie jS.pngGuardHigh/AirStartup7Recovery12Advantage- - - - j.H - Special, Super
j.HGGAC Eddie jH.pngGuardHigh/AirStartup11Recovery12Advantage- - - - - j.D Special, Super
j.DGGAC Eddie jD.pngGuardHigh/AirStartup11Recovery19+5 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • Delay gatling windows are: 5P – 10~16F; 2P – 9~16F
    • All whiff gatlings use delay timing
  • 6H is special cancellable from 28F onwards
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

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