GGACR/Anji Mito/Frame Data: Difference between revisions

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*Untechable for 16F  
*Untechable for 16F  
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*Lvl 3 attack on block
*Lvl 3 attack on block
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*Forces opponent into crouching state on ground hit
*Forces opponent into crouching state on ground hit
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*Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards)
*Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards)
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*Ground bounces opponent on CH (Untechable for 90F)
*Ground bounces opponent on CH (Untechable for 90F)
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*Staggers opponent on ground CH (max 37F)
*Staggers opponent on ground CH (max 37F)
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*Initial prorate 80%
*Initial prorate 80%
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*High autoguard 7~12F
*High autoguard 7~12F
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*Low autoguard 1~27F
*Low autoguard 1~27F
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*Initial prorate 80%
*Initial prorate 80%
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*High autoguard 4~18F
*High autoguard 4~18F
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*Initial prorate 80%
*Initial prorate 80%
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*Initial prorate 70%
*Initial prorate 70%
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*Low profile 11~13F, 21~23F
*Low profile 11~13F, 21~23F
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*Blockstun 22F
*Blockstun 22F
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*Low profile 5~23F
*Low profile 5~23F
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*Slams down opponent on air hit
*Slams down opponent on air hit
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*Initial prorate 90%
*Initial prorate 90%
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*Knocks down opponent on hit
*Knocks down opponent on hit
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*Fully invincible 1~11F
*Fully invincible 1~11F
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*Projectile disappears immediately if Anji gets hit
*Projectile disappears immediately if Anji gets hit
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*Slides opponent on air hit (untechable for 40F, slide for 20F)
*Slides opponent on air hit (untechable for 40F, slide for 20F)
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*Initial prorate 80%
*Initial prorate 80%
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*Lower body invincible and can pass through opponent 7~24F
*Lower body invincible and can pass through opponent 7~24F
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*Floats opponent on ground hit (untechable for 35F)
*Floats opponent on ground hit (untechable for 35F)
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*Throw invincible 1~22F
*Throw invincible 1~22F
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*Strike invincible 1~4F
*Strike invincible 1~4F
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*Strike invincible 1~11F
*Strike invincible 1~11F
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*Anji is airborne from 9F onwards
*Anji is airborne from 9F onwards
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*Anji is airborne 4~27F
*Anji is airborne 4~27F
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*Anji is airborne 9F onwards
*Anji is airborne 9F onwards
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*Ground bounces opponent on hit (untechable for 60F)
*Ground bounces opponent on hit (untechable for 60F)
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*The falling part has Chip Damage x2
*The falling part has Chip Damage x2
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*Throw invincible 2~25F
*Throw invincible 2~25F
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*Strike invincible 1~11F
*Strike invincible 1~11F
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*Above chest invincible 4~6F
*Above chest invincible 4~6F
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*Strike invincible 4~20F
*Strike invincible 4~20F
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*Fully invincible 1~22F
*Fully invincible 1~22F
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*IK mode activation: 55F
*IK mode activation: 55F

Revision as of 03:09, 6 March 2020

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Untechable for 16F
5K
5S
  • Lvl 3 attack on block
  • Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
5H
  • Forces opponent into crouching state on ground hit
  • Slams down and knocks down opponent on air hit
6P
  • Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards)
  • Staggers opponent on ground CH (Max 49F)
  • Hitstun 21F
  • Initial prorate 90%
3P
  • Ground bounces opponent on CH (Untechable for 90F)
6K
  • Staggers opponent on ground CH (max 37F)
  • FRC timing 11~12F
  • High autoguard 1~7F
  • see notes *1
3K
  • Initial prorate 80%
  • Wallbounces opponent on CH (untechable for 56F)
  • Low autoguard 1~5F
  • Throw invincible (not listed on frame data)
  • see notes *1
6S
  • High autoguard 7~12F
  • see notes *1
3S
  • Low autoguard 1~27F
  • Cancelable into 5S or 5H 6~8F
  • Blockstun 22F
  • see notes *1
6H
  • Initial prorate 80%
  • Knocks down opponent on ground hit
  • Untechable for 19F
  • High autoguard 12~19F
  • Throw invincible 14~20F
  • FRC timing 17~20F
  • see notes *1
5D
  • High autoguard 4~18F
  • see notes *1
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
  • Low profile 11~13F, 21~23F
2H
  • Blockstun 22F
  • Low autoguard 10~19F
  • see notes *1
2D
  • Low profile 5~23F
j.P
j.K
j.S
j.H
  • Slams down opponent on air hit
j.D
  • Initial prorate 90%
  • Upper body invincible 1~11F, 22F onward
  • Blows back opponent on hit (untechable for 30F)
  • Wallsticks opponent on CH (untechable for 84F, wallstick for 30F)
  • Can be canceled into any jump attack except another j.D 23F onwards
  • 1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Floats opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • Fully invincible 1~11F
  • Throw invincible 12~26F
  • Knocks down opponent on ground hit
  • Initial prorate 50%

Special Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Shitsu
236P
  • Projectile disappears immediately if Anji gets hit
  • Falling butterfly has Chip damage x2
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
S Fuujin
236S
  • Slides opponent on air hit (untechable for 40F, slide for 20F)
  • Can cancel into followup attacks 28F onwards
H Fuujin
236H
  • Initial prorate 80%
  • Strike invincible 1~12F
  • Wallbounces opponent on hit (untechable for 38F)
  • Fully untechable on CH
  • Can cancel into followup attacks 33F onwards
Shin:Isshiki
Fuujin > P
  • Anji is airborne 4F onwards
  • FRC timing 6~8F
  • Auto Jump Install
  • Listed Frame Adv is for a standing opponent in the corner (Tested on Sol)
Hitoashitobi
Fuujin > K
  • Lower body invincible and can pass through opponent 7~24F
  • Anji is in CH state until landing
Nagiha
Fuujin > S
  • Floats opponent on ground hit (untechable for 35F)
  • FRC timing 23~25F
Rin
Fuujin > H
  • Throw invincible 1~22F
  • Slams down and knocks down opponent on hit
  • Groundbounces opponent and fully untechable on CH
  • High autoguard 8~26F
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 31F
  • Blockstun 21F
  • see notes *1
Kou
P during autoguard
  • Strike invincible 1~4F
  • Upper body invincible 5~13F
  • 1st-7th hits float opponent (untechable for 20F)
  • 8th hit blows opponent back on hit (untechable for 60F)
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • Kou can only be used during the hitstop of an autoguarded move
Sou
K during autoguard
  • Strike invincible 1~11F
  • Lower body invincible 12~23F
  • 4th hit has 23F hitstun
  • Frame Adv. on hit = +5F
  • 1st-3rd hits have hitstop 6F
  • Anji is in CH state during move
  • Sou can only be used during the hitstop of an autoguarded move
  • FRC timing 26~28F
On
623H
  • Anji is airborne from 9F onwards
  • Fully untechable on hit
  • FRC timing 11~13F
P Kai
214P
  • Anji is airborne 4~27F
  • Feet invincible 22~27F
  • Knocks down opponent on hit
K Kai
214K
  • Anji is airborne 9F onwards
  • Groundbounces opponent on hit (untechable for 40F)
  • High groundbounce and fully untechable on CH
  • FRC timing 23~25F
  • Listed Frame Adv is for a standing block (tested on Sol)
  • Auto Jump Install
  • Anji automatically turns to face the opponent after FRC
Shin: Nishiki
j.214P
  • Ground bounces opponent on hit (untechable for 60F)
  • High groundbounce and fully untechable on CH
  • Anji is in CH state 1~48F
  • Hitstop 6F
  • Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F
  • 1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Force Breaks

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
FB Shitsu
236D
  • The falling part has Chip Damage x2
  • Projectile disappears instantly if Anji gets hit
  • Goes through other projectiles
  • Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
FB Rin
Fuujin
  • Throw invincible 2~25F
  • Ground bounces opponent on hit (untechable for 60F)
  • High autoguard 2~20F
  • Listed Frame Adv is for standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent (tested on Sol)
  • see notes *1
FB Kou
D during autoguard
  • Strike invincible 1~11F
  • Upper body invincible 12~13F
  • 1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F)
  • 8th hit slams down opponent and fully untechable
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • FB Kou can only be used during the hitstop of an autoguarded attack
FB On
623D
  • 10~18F low profile, 19~28F strike invincible
  • Knocks down opponent on hit (untechable for 120F)
  • Anji is in crouching state during landing recovery
  • FRC timing 19~20F
  • Anji can move before landing
*1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Issei Ougi: Sai
632146H
  • Above chest invincible 4~6F
  • Upper body invincible 7~9F
  • Strike invincible 10F
  • 11th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x0
  • Hitstop 0F
  • Can pass through projectiles
  • Projectile appears on 10F
  • FRC timing 66~70F
  • Projectile guranteed to activate after 10F
  • Giant fan will activate on 53F if the 11th hit hits (not blocked)
  • Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable
Tenjinashi
[2]8K
  • Strike invincible 4~20F
  • Knocks down opponent on hit
  • Opponent cannot input anything from after super flash until the 3rd active frame
  • Must charge down for at least 40F to perform Tenjinashi
  • Listed Frame Adv is for standing block (tested on Sol)
  • All hits outside of the 2nd hit have hitstop 0
  • For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground
Kachoufuugetsu
63214S during autoguard
  • Fully invincible 1~22F
  • Strike invincible 23~70F
  • 1st-3rd hits stagger opponent on hit (Max 65F)
  • Opponent's inputs are frozen until the 2nd active frame of the 1st hit
  • 4th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x1.5
  • FRC timing 63~65F
  • Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Zetsu
during IK Mode: 236236H
  • IK mode activation: 55F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2P 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6P 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3P - - - - - -
5K 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - 2S 2H, 6H 5D, 2D Sp
6K 3P - - - - -
3K - - - - - Sp
5S 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6S 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2S - - 3S 5H, 2H, 6H 5D, 2D Sp
3S 3P - - - - Jump, Sp
5H 6P 6K 3S 6H 5D, 2D Sp
2H - 3K - 5H, 6H 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Anji Mito/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.