GGACR/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Character Index

GGACR A.B.A Icon.png GGACR Anji Mito Icon.png GGACR Axl Low Icon.png GGACR Baiken Icon.png GGACR Bridget Icon.png
GGACR Chipp Zanuff Icon.png GGACR Dizzy Icon.png GGACR Eddie Icon.png GGACR Faust Icon.png GGACR I-No Icon.png
GGACR Jam Kuradoberi Icon.png GGACR Johnny Icon.png GGACR Justice Icon.png GGACR Kliff Undersn Icon.png GGACR Ky Kiske Icon.png
GGACR May Icon.png GGACR Millia Rage Icon.png GGACR Order-Sol Icon.png GGACR Potemkin Icon.png GGACR Robo-Ky Icon.png
GGACR Slayer Icon.png GGACR Sol Badguy Icon.png GGACR Testament Icon.png GGACR Venom Icon.png GGACR Zappa Icon.png

Character Comparisons

Defense Values

Defense modifiers are a flat amount of "armor" that your character that determines how much damage they will take. Guts affects the amount of damage that is reduced the lower your health is. So the equation to calculate how much damage an attack would do is : damage = (base_damage × defense_mod) × guts_modifier. Guard balance determines how fast your guard bar cranks up and stun resistance is how resistant you are to getting stunned.


Defense Values
Character Defense Modifier Guts Rating Guard Balance Guard Recovery Stun Resistance
A.B.A 0.89 0 1 Usual 80
Anji 1.06 5 1.25 Slower 65
Axl 1.06 1 1 Usual 60
Baiken 1.18 5 1 Usual 55
Bridget 1.07 0 1 Usual 55
Chipp 1.30 4 1.125 Usual 50
Dizzy 1.15 1 0.875 Slower 50
Eddie 1.06 0 1 Usual 60
Faust 1.00 0 0.8125 Slower 65
I-No 1.06 1 1 Usual 55
Jam 1.06 3 1 Usual 65
Johnny 1.00 4 0.875 Usual 70
Justice 1.03 5 0.85 Usual 70
Kliff 1.06 0 1 Faster 50
Ky 1.03 2 1 Usual 60
May 1.06 3 1 Usual 70
Millia 1.21 3 1.25 Slower 55
Order-Sol 0.96 2 1 Usual 60
Potemkin 0.87 4 1 Faster 80
Robo-Ky 0.89 0 1.25 Usual 80
Slayer 0.96 2 0.875 Usual 70
Sol 1.00 1 1 Usual 60
Testament 1.00 0 1 Slower 65
Venom 1.06 1 1 Usual 60
Zappa 1.00 2 1 Usual 60
  • Usual means Guard Bar is decreased by 1 point every 5 frames, faster – 1 every 4 frames, slower – 1 every 6 frames.
  • All characters have 460 heath

Ground Movement Values

Ground Movement Values
Character Walk Velocity Backwalk Velocity Initial Dash Velocity Dash Acceleration Dash Stop Velocity *1 Backdash X Velocity Backdash Invincibility Backdash Time
A.B.A (Normal) 1.75 1.45 7 0.3 120 9 8 17
A.B.A (Moroha) 1.75 1.45 11 0.3 120 9 8 16
A.B.A (Goku Moroha) 1.75 1.45 14 0.33 120 9.7 8 20
Anji 3.2 2.8 8 0.32 100 8 9 16
Axl 3 2.8 7.5 0.3 100 7 8 16
Baiken 3 2.7 8 0.35 105 8.5 9 16
Bridget 3 2.7 8 0.35 105 8.5 8 15
Chipp 4.7 3.9 14 0.55 85 8.5 9 21
Dizzy 3.2 2.4 11 0.24 100 9 9 16
Eddie 2.8 2.2 7.75 0.3 100 8 7 16
Faust 2.5 4.4 8 0.3 100 9.5 7 13
I-No 3.5 2.75 8 0.4 95 9 11 16
Jam 5.5 4.5 10 0.42 100 10 7 13
Johnny 3.6 2.95 7 0.3 100 12.5 7 11
Justice *2 3.6 2.8 - [11] - [0.24] - [100] 6.5 19 24
Kliff 3.2 2.74 4.8 0.16 100 10 7 13
Ky 3.75 2.85 8.96 0.37 100 9 9 16
May 3.2 2.74 7.87 0.32 100 12 9 13
Millia 4.5 3.5 11.8 0.45 90 14 5 11
Order-Sol 3.5 2.75 10 0.45 95 9 8 16
Potemkin 3.2 2.75 3.5 0.3 100 3.5 20 21
Robo-Ky 3.75 2.85 7 0.3 120 9 10 14
Slayer 4.5 2.75 0 0.4 95 0 19 28
Sol 3.5 2.75 8 0.4 95 9 8 16
Testament 3.2 2.6 6.6 0.38 100 9 9 16
Venom 3.45 2.75 8.12 0.34 100 9 7 13
Zappa 3.35 3.25 9.6 0.28 95 14 10 11
  • *1 - in Slash framedata this value was measured in a different way. You can use this simple equation to compare Slash and Accent Core data: (2.00 - Slash_Value) × 100=Accent_Core_Value
  • *2 - Values in brackets represent Justice's values during Omega Shift.

Jump Values

Jump/High Jump Values
Character Gravity Prejump Jump VY Jump Height Jump Time Forward Jump VX Backward Jump VX High Jump VY High Jump Height High Jump Time Forward High Jump VX Backward High Jump VX
A.B.A (Normal) 0.98 4 19.5 1.1 37 5.5 4 29 1.3 46 8 8
A.B.A (Moroha) 0.98 4 19.5 1.1 37 5.5 4 29 1.3 46 8 8
A.B.A (Goku Moroha) 0.98 4 17.8 1.1 34 5.9 4 29 1.3 46 8 8
Anji 1 3 24.5 1.2 42 4 4 26 1.1 49 14 12.5
Axl 1 4 22 1.1 41 5 4 26 1.1 49 5 3
Baiken 1.1 3 23 1.1 43 5 5 25 1.1 47 5 5
Bridget 1.1 3 21 1.05 41 6.5 6.5 24 1.05 47 6.5 6.5
Chipp 1 3 28 1.4 41 6 5 29 1.1 54 8 7
Dizzy 1.05 3 23 1.1 43 5 5 30 1.1 56 8 8
Eddie 1 3 24 1.3 38 5 5 30 1.1 56 5 5
Faust 1 4 22 1.1 41 5 5 30 1.1 56 5 5
I-No 1.05 3 20 1.1 38 5 5 26 1.1 49 6.5 6.5
Jam 1.1 3 22 1.1 41 5.25 5 28 1.1 52 6.5 6.5
Johnny 0.98 4 23.5 1.05 46 4.7 5 31.5 1.1 59 4.7 5
Justice 1.05 3 24 1.2 40 5 5 30 1.2 50 8 8
Kliff 1.1 3 18 0.8 45 4 4 30 0.9 67 4 4
Ky 1 3 20 1.1 38 5 5 25 1.1 47 8 8
May 1.1 3 30 1.7 37 4 4 30 1.1 56 4 4
Millia 1.05 3 28 1.6 36 4.7 4.5 29 1.1 54 8 7
Order-Sol 0.98 3 17.5 1.15 32 6 5 28 1.15 50 6 5
Potemkin 0.94 5 20 1.1 38 5 5 26 1.1 49 6.5 6.5
Robo-Ky 0.95 5 19.5 1.1 37 4 4 30 1.3 48 8 8
Slayer 1 4 22 1.1 41 6.5 6.5 26 1 53 6 6
Sol 1 3 20 1.1 38 5 5 26 1.1 49 5 5
Testament 1 4 20 1.1 38 5 5 26 1.1 49 5 5
Venom 1 4 22 1.1 41 5 5 26 1.1 49 5 5
Zappa 1 3 20 1.05 40 7.5 5 31 1.3 49 6 5
  • VX and VY are Horizontal Velocity and Vertical Velocity respectively.

Air Dash Values

Air Dash Values
Character Airdash VX Airdash Startup Airdash Time Air Backdash VX Air Backdash Startup Air Backdash Time Max Airdashes Additional Jumps Minimum Rising Airdash Height *1
A.B.A (Normal) 10 7 17 10 6 12 1 1 60
A.B.A (Moroha) 16 7 14 13 6 12 1 1 50
A.B.A (Goku Moroha) 16 7 14 16 6 12 2 1 50
Anji 17 6 20 14 6 12 1 1 60
Axl 15 7 18 11 6 11 1 1 80
Baiken 16.5 6 17 12.5 6 12 1 1 30
Bridget 17.5 6 20 13 6 12 1 1 60
Chipp 21 6 16 16 6 12 1 2 60
Dizzy 19.5 6 16 14 6 12 2 1 30
Eddie 16 9 18 10 8 18 1 1 75
Faust 10 9 62 8 11 30 1 1 60
I-No 17.5 6 20 14 6 13 2 1 60
Jam 20 7 15 15 6 12 1 1 20
Johnny 15 6 17 14 6 12 1 1 80
Justice *2 0 [21] - [6] - [22] 0 [18] - [6] - [24] 0 [3] 1 [3] - [30]
Kliff 10 6 20 12 6 12 1 1 70
Ky 18 7 20 14 6 12 1 1 60
May 16 6 21 14 6 12 1 1 70
Millia 20 6 12 15 6 12 2 1 60
Order-Sol 17.5 6 16 14 6 12 1 1 60
Potemkin 0 - - 0 - - 0 1 -
Robo-Ky 22 7 17 10 6 12 1 1 60
Slayer 15 9 11 14 6 8 1 1 60
Sol 17.5 6 20 14 6 12 1 1 60
Testament 20 7 18 14 6 12 1 1 80
Venom 16.5 7 22 13 6 12 1 1 80
Zappa 14 6 20 14 6 14 1 1 60
VX and VY are Horizontal Velocity and Vertical Velocity respectively.
  • 1 - Height in pixels, based on the distance between the character's origin and the ground. "Rising" is defined as having any upwards velocity, including after air ukemi. While descending (or at zero vertical velocity), characters have a universal minimum airdash height of 40 pixels.
  • 2 - Values in brackets represent Justice's values during Omega Shift.

Tension Gain Values

Tension Gain Values *2
Character Walk Forward Run Forward Air Dash Jump Forward
A.B.A 7.2 15 15 6
Anji 7.2 15 18 6
Axl 7.2 16.8 15 6
Baiken 7.2 15 15 6
Bridget 7.2 15 15 6
Chipp 6 10.8 10.8 6
Dizzy 7.2 15 15 6
Eddie 7.2 15 15 6
Faust 7.2 15 15 6
I-No 7.2 18 18 6
Jam 7.2 15 15 6
Johnny 8.4 30 15 6
Justice 10.8 - - 6
Kliff 7.2 15 15 6
Ky 7.2 15 15 6
May 7.2 15 15 6
Millia 7.2 13.2 13.2 6
Order-Sol 7.2 13.2 15 4.8
Potemkin 7.2 - - 6
Robo-Ky 3 9 7.2 3
Slayer 7.2 15 15 6
Sol 7.2 15 15 6
Testament 7.2 15 15 6
Venom 7.2 15 15 6
Zappa 7.2 15 15 6
*2 - Tension recovery in Slash mook was measured per minute, and in AC mook - per second. I decided to leave all values measured in minutes (as in Slash mook), because they hasn't changed for any character anyway.

Throw Range

Throw Range
Character Ground Throw Air Throw
A.B.A 45 88
Anji 43 88
Axl 45 88
Baiken 40 88
Bridget 45 88
Chipp 36 88
Dizzy 49 88
Eddie 49 88
Faust 48 88
I-No 45 80
Jam 43 88
Johnny 45 88
Justice 55 91
Kliff 46 90
Ky 43 88
May 43 96
Millia 40 88
Order-Sol 43 88
Potemkin 55 104
Robo-Ky 45 88
Slayer 49 88
Sol 43 88
Testament 45 88
Venom 43 88
Zappa 45 88
  • Throw Ranges are measured in pixels


f.S Distance

f.S Distance
Character Horizontal Distance
A.B.A 180
Anji - *
Axl 140
Baiken 170
Bridget 135
Chipp 170
Dizzy 130
Eddie 160
Faust 170
I-No 130
Jam 140
Johnny 145
Justice 135
Kliff 170
Ky 220
May 170
Millia 130
Order-Sol 170
Potemkin 170
Robo-Ky 220
Slayer 160
Sol 170
Testament 170
Venom 140
Zappa 145

Distances are measured in horizontal pixels from character origin to character origin. Vertical position has no bearing on f.S or c.S determination. Distances greater than or equal to the values in the chart will result in f.S when the S button is pressed; distances strictly less than the values in the chart will result in c.S.

*: Anji does not have a proximity-based f.S or c.S.

Wakeup Time

Wakeup Time
Character Face Down Face Up
A.B.A 52 66
Anji 50 54
Axl 49 54
Baiken 50 53
Bridget 48 54
Chipp 46 59
Dizzy 49 53
Eddie 49 53
Faust 54 53
I-No 50 53
Jam 50 53
Johnny 49 53
Justice 45 54
Kliff 46 49
Ky 49 51
May 50 53
Millia 48 53
Order-Sol 49 53
Potemkin 50 52
Robo-Ky 49 51
Slayer 48 54
Sol 49 53
Testament 51 55
Venom 51 49
Zappa 55 49

System Data

Attack Level

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +1 +2 +3 +3 +4
IB Blockstun -2 -2 -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 has one more frame advantage from Normal Blockstun. Hitstun on crouchers has two more frame advantage from Normal Blockstun. For example: Attack Lv 1 moves are +10 on hit and +11 on crouchers.
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
Air CH Untechable Time +10 +12 +14 +16 +18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.

Air Tech Values

Air Tech Values
Direction Invulnerability
Forward/Neutral 1~6F Full, 7~16F Strike
Backward 1~6F Full, 7~14F Strike
  • Air actions available on 10th frame after air tech for most characters.
    • On 11th frame for: Axl, Justice, Kliff, Ky, May, Robo-Ky.
    • On 12th frame for Faust

Burst

Burst Frame Data
Type Startup Active Recovery Level Invincibility
Blue Burst 19 6 27+3 after landing 2 1~31F Strike
Blue Burst (Justice) 19 6 27+3 after landing 2 1~37F Strike
Blue Burst (A.B.A) 17 6 24+3 after landing 2 1~31F Strike
Gold Burst 19 6 26+3 after landing 3 1~End Strike
  • Bursts become airborne on 1F
  • Recovery frames listed are for ground versions. Air versions are in recovery until landing + 3
  • Initial Prorate 25%
  • Invincibility is ONLY to Strikes; Bursts can be air thrown at any point, even during startup!

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