GGACR/I-No/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
1.06 1 1.0 1/5F 1.05 55 21F 24F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.5 2.75 8.0 0.4 95

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~11F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 20.0 1.1 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 26.0 1.1 49F 6.5 6.5

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
2 6F 23F 17.5 6F 13F 14.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 35 10 35

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
130 45 80

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 4 4 6 0 12 3 8 9 10 10 11
5K Mid 2 SJR 2.64 7 7 12 -7 20 6 7 11 12 12 12
c.S Mid 3 SJR 2.64 6 5 9 0 34 10 7 13 14 14 13
f.S Mid 4 3.84 19 11 1 +5 32 14 6 Forced 60% 16 Launch 30 0
5H Mid 5 SJR 3.84 13 4 18 -3 37 20 6 11~18F Feet 18 19 18 15
5D High 3 R 2.64 29 12 7 -5 15 8 20 13 Launch 48 14 13
6P Mid 3 SR 2.64 9 3 21 -10 28 10 7 Forced 90% 1~4F Upper Body
5~11F Above Knees
13 Down 14 13
6H Mid 4, 5 R 3.84×2 7 1(7)8 17 -6 20, 52 14, 20 6×2 16, 18 17, Launch 28 16, 18 14, 15
2P Mid 1 CSR 1.44 5 2 6 +2 10 3 8 80% 9 10 10 11
2K Low 1 SR 1.44 5 2 8 0 15 3 8 75% 5~8F Low Profile 9 10 10 11
2S Low 3 SR 2.64 9 2 17 -5 28 8 7 13 14 14 13
2H Mid 5 SR 3.84 11 2 11 +6 35 20 6 11~15F Low Profile 18 19 18 15
2D Low 3 SR 2.64 11 3 18 -7 26 8 7 13 14 14 13
j.P High/Air 1 SR 1.44 5 5 12 18 3 8 9 10 10 11
j.K High/Air 2 SR 2.64 5 12 27 13 5 7 90% 11 12 12 12
j.S High/Air 3 SJR 2.64 8 6 23 23 8 7 13 14 14 13
j.H High/Air 3 SR 2.64 12 6 61 32 8 7 13 14 21 13
j.D High/Air 3 SJR 2.64 16 5 20+8 after landing 40 8 7 80% 13 Launch 18 13

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 45 pixels F 4.00 60 6,7 Forced 40% Down 55~56F
Air Throw 80 pixels 4.00 60 6 Forced 50% 60 + WBounce N/A
Dead Angle Attack All 3 R 0.52 11 3 25 -14 25 10 7 50% 1~13F All
14~33F Throw
13 Launch 28 + WBounce 14 + WBounce 13 N/A
Respect All 1 R 2.64 174 3 32 -25 2 3 8 9 10 10 11 N/A
Hover Dash 9 N/A

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
41236S S Stroke the Big Tree Low 5 R 2.00/7.20 20 2 17 0 40 15 6 80% 3~19F Low Profile
6~15F Throw
18 Stagger 38 28 15 N/A
41236H H Stroke the Big Tree Low 5 JRF 2.00/7.20 28 2 16 +1 40 15 6 90% 5~27F Low Profile
11~23F Throw
18 Launch 28 15 13~15F, 26~28F
214P Antidepressant Scale All 1, 2×0~4 F 2.50/1.20×1~5 19 Total 50 -11 12×1~5 0 8, 7×0~4 9 10 10 11, 6×1~4 22~23F
j.214P Air Antidepressant Scale All 1, 2×0~4 F 2.50/1.20×1~5 13 Until landing+6 12×1~5 0 8, 7×0~4 9 10 10 11, 6×1~4 16~21F
j.236P P Sultry Performance High/Air 3 R 2.00/4.80 13 Until landing 16 after landing +1 30 8 7 13 14 30 13 N/A
j.236K K Sultry Performance High/Air 3 R 2.00/4.80 13 Until landing 12 after landing +1 35 8 7 13 Down 30 13 N/A
j.236S S Sultry Performance High/Air 3 R 2.00/4.80 13 Until landing 14 after landing -1 40 8 7 80% 13 Launch 28 13 N/A
j.236H H Sultry Performance All 3 RF 2.00/4.80×3 10 32 Until landing+10 25×3 10×3 7×3 13 Launch 32 6 42~45F
632146K K Chemical Love All 5 F 2.50/1.20 11 11 12+8 after landing +3 45 0 6 18 Launch 20 15 16~17F
j.632146K Air K Chemical Love All 5 F 2.50/1.20 11 11 22+8 after landing 45 0 6 18 Launch 20 15 16~17F
632146S S Chemical Love All 3 F 2.50/1.20 11 11 11+13 after landing -8 45 0 7 13 Launch 30 13 16~17F
j.632146S Air S Chemical Love All 3 F 2.50/1.20 11 11 20+13 after landing 45 0 7 13 Launch 30 13 16~17F
※1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
※2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version, 5F for D version).
※3: From Frame 9, attack will come out no matter what. Will pass through other projectiles.

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
214D FB Antidepressant Scale All 1,2×6~14 F 0.50/0.24×6~14 15 Total 42 +10 12×6~14 10×6~14 4×6~14 9 10 10 11, 6×1~13 18~19F
j.214D FB Air Antidepressant Scale All 1,2×6~14 F 0.50/0.24×6~14 13 Until landing+6 +9 12×6~14 10×6~14 4×6~14 9 10 10 11, 6×1~13 16~21F
j.236D FB Sultry Performance All 4 R 9 18 23 20×5 14×5 3×5 Forced 80% 6~9F Strike 16 Launch 60 7 N/A
j.236D > X Stop 1 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 Longing Desperation All 3 7+2 20 10 +1 46×3 10×3 7×3 1~13F Strike 13 Launch 120 6
j.2363214S Ultimate Fortissimo All 4 7+0 9 Until landing +27 50×3 14×3 6×3 1~9F Strike 16 Launch 28 16 14

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 Last Will and Testament All 1 7+8 3 32 -25 Fatal 3 4~17F Strike 9 11

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Ino 5P.pngGuardMidStartup4Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Ino 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Ino 6P.pngGuardMidStartup9Recovery21Advantage-10 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGAC Ino 5K.pngGuardMidStartup7Recovery12Advantage-7 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Ino 2K.pngGuardLowStartup5Recovery8Advantage0 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Ino cS.pngGuardMidStartup6Recovery9Advantage0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Ino fS.pngGuardMidStartup19Recovery1Advantage+5 - - - - - -
2SGGAC Ino 2S.pngGuardLowStartup9Recovery17Advantage-5 - - - 5H, 2H 5D, 2D Special, Super
5HGGAC Ino 5H.pngGuardMidStartup13Recovery18Advantage-3 - - - 2H 5D, 2D Jump, Special, Super
2HGGAC Ino 2H.pngGuardMidStartup11Recovery11Advantage+6 - - - - 5D, 2D Special, Super
6HGGAC Ino 6H.pngGuardMidStartup7Recovery17Advantage-6 - 5K[*][+] - - - -
5DGGAC Ino 5D.pngGuardHighStartup29Recovery7Advantage-5 - - - - - Homing Jump
2DGGAC Ino 2D.pngGuardLowStartup11Recovery18Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Ino jP.pngGuardHigh/AirStartup5Recovery12Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Ino jK.pngGuardHigh/AirStartup5Recovery27Advantage- j.P - j.S - j.D Special, Super
j.SGGAC Ino jS.pngGuardHigh/AirStartup8Recovery23Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGAC Ino jH.pngGuardHigh/AirStartup12Recovery61Advantage- - - - - j.D Special, Super
j.DGGAC Ino jD.pngGuardHigh/AirStartup16Recovery20+8 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • 6H > 5K is available from 20F 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/I-No/Data.
Systems Pages