GGACR/Anji Mito/Frame Data: Difference between revisions

From Dustloop Wiki
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*Chip damage x2
*Chip damage x2
}}
}}
{{ColumnList
{{ColumnList |col=1 |text=
|col=1
|text=
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
}}
}}
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|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=S Fuujin <div><small>236S</small></div>  
  |version=S Fuujin<div><small>236S</small></div>  
  |damage=30
  |damage=30
  |tension=2.50/3.60
  |tension=2.50/3.60
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Causes slide effect on air hit (untechable for 40F, slide for 20F)
*Slides opponent on air hit (untechable for 40F, slide for 20F)
*Frame 28 on, can cancel into follow up attacks
*Can cancel into follow up attacks 28F onwards
}}
}}
  }}
  }}
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=H Fuujin <div><small>236H</small></div>  
  |version=H Fuujin<div><small>236H</small></div>  
  |damage=46
  |damage=46
  |tension=2.90/4.08
  |tension=2.90/4.08
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*1-12F invincible to strikes
*Strike invincible 1~12F
*Wall bounces on hit (untechable for 38F)
*Wallbounces opponent on hit (untechable for 38F)
*Knockdown on CH
*Knocks down opponent on CH
*Frame 33 on, can cancel into follow up attacks
*Can cancel into follow up attacks 33F onwards
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Shin:Isshiki <div><small>-> P</small></div>
  |version=Shin:Isshiki<div><small>-> P</small></div>
  |damage=10x6
  |damage=10x6
  |tension=1.60/1.20x6
  |tension=1.60/1.20x6
Line 600: Line 598:
  |startup=36
  |startup=36
  |active=--
  |active=--
  |recovery=total:50
  |recovery=total:50+ 8 after landing
  |frameAdv=+17
  |frameAdv=+17
  |description=
  |description=
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|text=
|text=
*TRANSLATION NEEDED
*TRANSLATION NEEDED
*Airborne from frame 4 on
*Anji is airborne 4F onwards
*8F of additional recovery after landing
*FRC timing 6~8F
*FRC timing: 6-8F
*Auto Jump Install
*Auto Jump Install
*Listed Frame Adv is for a standing opponent in the corner(?) (Tested on Sol)
*Listed Frame Adv is for a standing opponent in the corner ??? (Tested on Sol)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hitoashitobi <div><small>-> K</small></div>  
  |version=Hitoashitobi<div><small>-> K</small></div>  
  |damage=--
  |damage=--
  |tension=1.70/-
  |tension=1.70/-
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  |startup=--
  |startup=--
  |active=--
  |active=--
  |recovery=24+landing 6
  |recovery=24+6 after landing
  |frameAdv=--
  |frameAdv=--
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*7-24F lower body invincibility, airborne and can pass through opponent
*Lower body invincible and can pass through opponent 7~24F
*CH state till landing
*Anji is in CH state until landing
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Nagiha <div><small>-> S</small></div>  
  |version=Nagiha<div><small>-> S</small></div>  
  |damage=30
  |damage=30
  |tension=1.50/2.40
  |tension=1.50/2.40
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Floats on ground hit (untechable for 35F)
*Floats opponent on ground hit (untechable for 35F)
*FRC timing: 23-25F
*FRC timing 23~25F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Rin <div><small>-> H</small></div>  
  |version=Rin<div><small>-> H</small></div>  
  |damage=40
  |damage=40
  |tension=-/7.20
  |tension=-/7.20
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*1-22F invincible to throws
*Throw invincible 1~22F
*Plummets and downs on hit
*Plummets and knocks down opponent on hit
*Ground bounce and knockdown on CH
*Groundbounces and knocks down opponent on CH
*8-26F High autoguard
*High autoguard 8~26F
*Listed Frame Adv is when opponent blocks standing (tested on Sol)
*Listed Frame Adv is when opponent blocks standing (tested on Sol)
*Startup is 31F to hit a crouching opponent
*Startup to hit a crouching opponent is 31F
* see notes *1
* see notes *1
}}
}}
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|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Kou <div><small>P during autoguard</small></div>  
  |version=Kou<div><small>P during autoguard</small></div>  
  |damage=25,7x6,20
  |damage=25,7x6,20
  |tension=-/7.2x8
  |tension=-/7.2x8
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  |startup=4
  |startup=4
  |active=2,4x6,12
  |active=2,4x6,12
  |recovery=11+landing 8
  |recovery=11+8 after landing
  |frameAdv=-41
  |frameAdv=-41
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*1-4F invincible to strikes
*Strike invincible 1~4F
*5-13F upperbody invincibility
*Upper body invincible 5~13F
*Hits 1-7 float (each hit untechable for 20F)
*1st-7th hits float opponent (each hit untechable for 20F)
*Hit 8 causes blowback (untechable for 60F)
*8th hit blows opponent back on hit (untechable for 60F)
*CH state till landing
*Anji is in CH state until landing
*Hits 2-7 have hit stop 5F
*2nd-7th hits have hitstop 5F
*Kou can only be used during the hit stop of an autoguarded move
*Kou can only be used during the hitstop of an autoguarded move
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Sou <div><small>K during autoguard</small></div>  
  |version=Sou<div><small>K during autoguard</small></div>  
  |damage=12x3,38
  |damage=12x3,38
  |tension=0.50/2.40x3,5.80
  |tension=0.50/2.40x3,5.80
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{{ColumnList |text=
{{ColumnList |text=
*TRANSLATION NEEDED
*TRANSLATION NEEDED
*1-11F invincible to strikes
*Strike invincible 1~11F
*12-23F lower body invincibility
*Lower body invincible 12~23F
*Hit 4 ???
*Hit 4 ???
*???
*???
*Hits 1-3 hit stop 6F
*1st-3rd hits have hitstop 6F
*CH state till end of recovery
*Anji is in CH state during move
*? can only be used during the hit stop of an autoguarded move
*??? can only be used during the hit stop of an autoguarded move
*FRC Timing: 26-28F
*FRC timing 26~28F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=On <div><small>623H</small></div>  
  |version=On<div><small>623H</small></div>  
  |damage=0,90
  |damage=0,90
  |tension=2.50/6.00
  |tension=2.50/6.00
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Airborne from frame 9 onwards
*Anji is airborne from 9F onwards
*Knockdown on hit
*Knocks down opponent on hit
*FRC timing: 11-13F
*FRC timing 11~13F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=P Kai <div><small>214P</small></div>
  |version=P Kai<div><small>214P</small></div>
  |damage=32
  |damage=32
  |tension=2.00/7.20
  |tension=2.00/7.20
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  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*4-27F airborne
*Anji is airborne 4~27F
*22-27F feet invincibility
*Feet invincible 22~27F
*Knockdown on hit
*Knocks down opponent on hit
}}
}}
  }}
  }}
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=K Kai <div><small>214K</small></div>
  |version=K Kai<div><small>214K</small></div>
  |damage=50
  |damage=50
  |tension=2.50/1.80
  |tension=2.50/1.80
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  |frameAdv=+1
  |frameAdv=+1
  |description=
  |description=
{{ColumnList
{{ColumnList |text=
|text=
*TRANSLATION NEEDED
*TRANSLATION NEEDED
*Airborne from frame 9 onwards
*Anji is airborne 9F onwards
*Ground bounces on hit (untechable for 40F)
*Groundbounces opponent on hit (untechable for 40F)
*High bounce and knockdown on CH
*High groundbounce and knocks down opponent on CH
*FRC timing: 23-25F
*FRC timing 23~25F
*Listed Frame Adv is for a standing block(tested on Sol)
*Listed Frame Adv is for a standing block (tested on Sol)
*Auto Jump Install
*Auto Jump Install
*Anji automatically turns to face the opponent after FRC (?)
*Anji automatically turns to face the opponent after FRC ???
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Shin: Nishiki <div><small>j.214P</small></div>
  |version=Shin: Nishiki<div><small>j.214P</small></div>
  |damage=45
  |damage=45
  |tension=2.50/2.40
  |tension=2.50/2.40
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  |frameAdv=-37
  |frameAdv=-37
  |description=
  |description=
{{ColumnList
{{ColumnList |text=
|text=
*Ground bounces opponent on hit (untechable for 60F)
*Ground bounce on hit (untechable for 60F)
*High groundbounce and knocks down opponent on CH
*Large bounce and knockdown on CH
*Anji is in CH state 1~48F
*1-48F CH state
*Hitstop 6F
*Hit stop 6F
}}
}}
{{ColumnList
{{ColumnList |col=1 |text=
|col=1
*Fastest possible Shin:Nishiki performed from standing has startup: 17F, Frame Adv: -29F
|text=
*Performing Shin:Nishiki as fast + as low as possible has startup: 17F, Frame Adv of -29F
}}
}}
  }}
  }}

Revision as of 08:44, 26 December 2012

Normal Moves

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Version 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
  • 1: TRANSLATION NEEDED: 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).

Throws

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version 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

Special Moves

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version 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
  • 1: TRANSLATION NEEDED: 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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version 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
*1: TRANSLATION NEEDED. 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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version 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

Instant Kill

Template:FrameDataNoHeader-GGACR
Version 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

Gatling Table