GGACR/Testament/Frame Data

From Dustloop Wiki
 Testament


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
1.00 0 1.0 1/6F 1.0 65 23F 27F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.6 6.6 0.38 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
4F 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
4F 26.0 1.1 49F 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 7F 18F 20.0 6F 12F 14.0 80

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
170 45 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 6 3 7 0 9 3 8 9 10 10 11 N/A
5K Mid 3 SJR 2.64 7 4 12 -2 18 10 7 13 14 14 13 N/A
c.S Mid 3 SJR 2.64 5 6 15 -7 24 10 7 13 14 14 13 N/A
f.S Mid 3 SR 2.64 11 6 13 -5 28 10 7 13 14 15 13 N/A
5H Mid 5 SR 3.84 10 4 18 -3 36 20 6 18 19 18 15 N/A
5D High 3 F 2.64 31 6 18 +3 15 8 7 13 Launch 14 13 17~18F
6P High 3 SR 2.64 17 3 26 -15 24 8 7 85% 1~5F Upper Body
6~19F Above Knees
13 Crouch 15 14 13 N/A
6K Mid 3 SR 2.64 15 6 23 -15 28 10 7 13 14 17 13 N/A
6H Mid 5 RF 3.84 15 6 28 -15 55 20 6 18 Launch 36 15 17~21F
3H Mid 3 SR 2.64×4 14 2,2,(2),2,2 17 -5 15×4 10×4 5×4 13 Stagger 31 14 6 N/A
2P Mid 1 CSR 1.44 5 4 12 -6 8 3 8 90% 9 10 10 11 N/A
2K Low 1 SR 1.44 6 4 11 -5 12 3 8 70% 9 10 10 11 N/A
2S Mid 3 SR 2.64 10 6 16 -8 26 10 7 13 14 14 13 N/A
2H Mid 5 SRF 3.84 16 3 20 -4 38 20 6 6~12F Strike 18 19 18 15 14~15F
2D Low 4 SR 3.84 14 3 30 -16 38 11 6 16 Down 16 14 N/A
j.P High/Air 1 CSR 1.44 5 6 12 10 3 8 9 10 10 11 N/A
j.K High/Air 3 SR 2.64 6 5 12 18 8 7 13 14 14 13 N/A
j.S High/Air 3 SJR 2.64 8 3 16 28 8 7 13 14 14 13 N/A
j.H High/Air 3 SR 2.64 13 5 15 34 8 7 13 14 14 13 N/A
j.D High/Air 3 SR 2.64 10 6 20+5 after landing 44 8 7 13 Down 14 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 45 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 13 3 18 -7 25 10 7 50% 1~18F All
19~30F Above Knees, Throw
31~33F Upper Body
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
236P P Phantom Soul All 2 1.00/4.80 30 120 Total 58 +2 5 0 7 11 12 12 12 N/A
236K K Phantom Soul All 2 1.00/4.80 31 150 Total 47 5 0 7 11 12 12 12 N/A
Tackle Curse Tackle All 3 -/1.20 35 24 16 20 0 7 13 Launch 28 + WBounce 14 + WBounce 13 N/A
Dive Curse Dive All 3 -/1.20 35 32 16 20 0 7 13 Launch 28 + WBounce 14 + WBounce 13 N/A
Feathers Curse Crow Feathers All 1 -/1.20×3 26 51 Total 42 5×3 0 8×3 9 10 10 11 N/A
Overhead Curse Overhead High/Air 5 -/1.20 (1~47)+29 8 14 30 0 6 75% 18 Down 18 19 N/A
214P Badlands All 4 R 2.50/3.60×2 17 3(6)2 13+15 after landing -13 26×2 14×2 10×2 16 Launch 48, 52 6, 14 N/A
j.214P Air Badlands All 4 R 2.50/3.60×2 12 3(6)2 Until landing+12 -7 24×2 14×2 10×2 16 Launch 58, 48 6, 14 N/A
41236S S EXE Beast All 3 F 2.00/4.80 22~81+6 20 Total 38 +16 36 0 7 13 Launch 16 13 13~15F
41236H H EXE Beast All 5 F 2.00/1.20 23~82+6 16 Total 40 +22 30 0 6 18 Launch 18 15 2~9F
214K Warrant RF 1.50/- Total 52 2~19F Guard Strike N/A
214K Attack Warrant Mid 3 RF -/9.60 24 15 19 -20 10 10 7 1~32F Strike 13 Launch Down 13 33~35F
22P/K Lucht Warrant 0.50/- Total 42 15~16F Lower Body N/A
214S HITOMI Mid 3 F 2.00/4.80 See notes 4 Total 27 30 0 7 90% 1~2F Strike 9 Launch 38 13 16~18F
214S Powered Up HITOMI (Powered Up) Mid 3 F 2.00/4.80 See notes 3 Total 24 10 10 7 90% 1~2F Strike 13 Launch Down 13 16~18F
214H Zeinest All 1 1.00/4.80 11 601 Total 29 +2 10 0 15 9 Launch 48 11 N/A
j.214H Air Zeinest All 1 1.00/4.80 10 601 Total 28 10 0 15 9 Launch 48 11 N/A
214H Powered Up Zeinest (Powered Up) All 4 1.00/4.80 11 421 Total 29 +12 10 14 15 90% 16 Launch 128 14 N/A
j.214H Powered Up Air Zeinest (Powered Up) All 4 1.00/4.80 8 421 Total 26 10 14 15 90% 16 Launch 128 14 N/A
※1: Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.
※2: Listed frame data is for the crow. Crow's next attack occurs 61F after end of last attack.

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
214D Grave Digger All 4 R 14 6 16+3 after landing -8 58 14 9 3~11F Strike 16 Launch 55 + WBounce 14
j.214D Air Grave Digger All 5 R 12 6 Until landing+3 -9 58 20 9 1~9F Strike 18 Launch 55 + WBounce 15
236D FB Phantom Soul 2 80 180 Total 35 5 0 7 11 12 12 12

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 H Nightmare Circular All 5 8+5 16 9 +9 60 20 15 1~8F All 18 Down 18 15 N/A
632146S S Nightmare Circular All 5 0+226 16 Total 21 60 20 15 1~9F All 18 Down 18 15 N/A
236236H Master of Puppet Mid 1, 5 RF 7+4 6(12)2 41 -24 30×2 3, 20 8, 6 Forced 90% 7~12F Strike 9, 18 Stagger 85, Launch Down 11, 15 17~21F

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 Seventh Sign Mid 28+4 3 60 -44 Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Testament 5P.pngGuardMidStartup6Recovery7Advantage0 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Testament 2P.pngGuardMidStartup5Recovery12Advantage-6 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Testament 6P.pngGuardHighStartup17Recovery26Advantage-15 - - c.S, f.S, 2S 5H, 6H 5D Special, Super
5KGGAC Testament 5K.pngGuardMidStartup7Recovery12Advantage-2 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
2KGGAC Testament 2K.pngGuardLowStartup6Recovery11Advantage-5 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Testament 6K.pngGuardMidStartup15Recovery23Advantage-15 6P - - 5H, 6H 5D Special, Super
c.SGGAC Testament cS.pngGuardMidStartup5Recovery15Advantage-7 6P - f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Special, Super
f.SGGAC Testament fS.pngGuardMidStartup11Recovery13Advantage-5 - 6K 2S 5H, 2H, 3H 2D Special, Super
2SGGAC Testament 2S.pngGuardMidStartup10Recovery16Advantage-8 - 6K - 5H, 2H 5D, 2D Special, Super
5HGGAC Testament 5H.pngGuardMidStartup10Recovery18Advantage-3 - - - - - Special, Super
2HGGAC Testament 2H.pngGuardMidStartup16Recovery20Advantage-4 - - - - 5D, 2D Special, Super
6HGGAC Testament 6H.pngGuardMidStartup15Recovery28Advantage-15 - - - - - -
3HGGACR Testament 3H.pngGuardMidStartup14Recovery17Advantage-5 - - - - - Special, Super (1-2nd hits)
5DGGAC Testament 5D.pngGuardHighStartup31Recovery18Advantage+3 - - - - - Homing Jump
2DGGAC Testament 2D.pngGuardLowStartup14Recovery30Advantage-16 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Testament jP.pngGuardHigh/AirStartup5Recovery12Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC Testament jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S - j.D Special
j.SGGAC Testament jS.pngGuardHigh/AirStartup8Recovery16Advantage- j.P - - j.H - Jump, Special
j.HGGAC Testament jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Special
j.DGGAC Testament jD.pngGuardHigh/AirStartup10Recovery20+5 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
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/Testament/Data.
Systems Pages