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  • {{Template:FrameDataHeaderNormal-GGAC}} *Hits crouchers on frame 27 (tested on Sol)
    12 KB (1,547 words) - 08:41, 18 January 2022

Page text matches

  • =How to Read Frame Data= ...rts, please refer to the '''[[Using Frame Data|reading guide]]''' on Frame Data.
    2 KB (279 words) - 21:37, 17 July 2020
  • [[File:GGAC_Axl_Portrait.png|right|thumb|350px|Axl Low]] : ''See also: [[GGAC/Axl Low/Frame Data|Axl Full Frame Data]]''<br />
    12 KB (1,555 words) - 04:21, 24 December 2023
  • When you look at frame data, you're going to see a lot of numbers. I know some people are deadly afraid Have you ever seen frame data? I think many people skim over these charts and see the +'s and -'s and thi
    17 KB (2,948 words) - 07:20, 25 December 2023
  • ...Using [[Defense (GGAC)#Faultless Defense|Faultless Defense]] or [[Defense (GGAC)#Slashback|Slashback]] will prevent the Guard Gauge from increasing. The Frame Data lists each attack's GB+ and GB-. GB+ is the amount the Guard Gauge increase
    8 KB (1,311 words) - 21:37, 17 July 2020
  • ...ined. Attacks have a base tension gain on hit or whiff listed in the frame data, and tension pulse alters the amount of tension you gain. ...'s passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him usi
    11 KB (1,840 words) - 21:37, 17 July 2020
  • ...ined. Attacks have a base tension gain on hit or whiff listed in the frame data, and tension pulse alters the amount of tension you gain. ...'s passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him usi
    12 KB (2,085 words) - 16:08, 27 October 2022
  • ...ined. Attacks have a base tension gain on hit or whiff listed in the frame data, and tension pulse alters the amount of tension you gain. ...'s passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him usi
    12 KB (2,071 words) - 20:32, 28 June 2022
  • ...begins transitioning to the blue/red background. Any attack during this 29 frame window will be untechable for 48 frames. ...h-29th frame is usually sufficient for most Impossible Dust combos. This 5 frame window is called the "safe-zone".
    25 KB (4,200 words) - 17:44, 1 July 2021
  • : ''See also: [[GGAC/Johnny/Frame Data|Johnny Full Frame Data]]''<br /> |data=
    42 KB (6,810 words) - 04:28, 24 December 2023
  • The [[GGACR/Frame Data| Frame Data]] lists each attack's GB+ and GB-. On a basic level, GB+ is the amount the ...ce rating is listed in the [[GGACR/Frame Data|System Data]] section of the GGAC+R wiki, but we will list it here for convenience:
    18 KB (2,660 words) - 03:11, 8 December 2023
  • ...begins transitioning to the blue/red background. Any attack during this 29 frame window will be untechable for 48 frames. ...h-29th frame is usually sufficient for most Impossible Dust combos. This 5 frame window is called the "safe-zone".
    27 KB (4,606 words) - 20:26, 28 June 2022
  • ...begins transitioning to the blue/red background. Any attack during this 29 frame window will be untechable for 48 frames. ...h-29th frame is usually sufficient for most Impossible Dust combos. This 5 frame window is called the "safe-zone".
    30 KB (5,224 words) - 23:42, 29 April 2023
  • ...h, [https://youtube.com/playlist?list=PLeHrc4YjyQLs0ZsawXL1-qvQSA-IxFNsM ''GGAC+R Slayer: Tanabata @ Shinjuku post rollback (playlist)''] ====Throw Frame Advantage====
    23 KB (4,103 words) - 03:40, 14 December 2023
  • ...en if they guard. Unblockables, such as {{CLabel|GGACR|Axl}}'s {{MMC|chara=Axl Low|input=[4]6H |label={{clr|H|[4]6H}}}}, must be avoided in some way other For a full view of blockstun values, see [[GGACR/Frame Data#Attack Level|this table]].
    61 KB (9,682 words) - 11:20, 14 April 2024
  • [[File:GGAC Kliff jD.png|right|200x200px]] [[File:GGAC Anji On-2.png|right|250x150px]]
    73 KB (10,645 words) - 21:20, 23 April 2024