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==[[GGACR/Frame Data|System Data]]== | ==[[GGACR/Frame Data|System Data]]== | ||
{{#cargo_query:tables=ggacrCharacters | |||
{{# | |fields=name,defense,guts,prejump,weight,backdash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo | ||
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}" | |||
|format=table | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
{{#cargo_query:tables=MoveData_GGACR | |||
|fields=input,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | |||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal" | |||
|format=dynamic table|order by=_rowID|rows per page=50 | |||
|details fields=notes,images,hitboxes | |||
{{# | |||
{{# | |||
|- | |||
}} | |||
| | |||
}} | }} | ||
*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). | *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== | ==Universal Mechanics== | ||
{ | {{#cargo_query:tables=MoveData_GGACR | ||
| | |fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | ||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other" | |||
| | |format=dynamic table|order by=_rowID|rows per page=50 | ||
|details fields=notes,images,hitboxes | |||
{{# | |||
| | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
{{#cargo_query:tables=MoveData_GGACR | |||
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | |||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special" | |||
|format=dynamic table|order by=_rowID|rows per page=50 | |||
|details fields=notes,images,hitboxes | |||
{{# | |||
{{# | |||
|- | |||
| | |||
}} | }} | ||
*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). | *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== | ==Force Breaks== | ||
{ | {{#cargo_query:tables=MoveData_GGACR | ||
| | |fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | ||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="forcebreak" | |||
|format=dynamic table|order by=_rowID|rows per page=50 | |||
|details fields=notes,images,hitboxes | |||
{{# | |||
| | |||
}} | }} | ||
: *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). | : *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== | ==Overdrives== | ||
{{#cargo_query:tables=MoveData_GGACR | |||
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | |||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super" | |||
|format=dynamic table|order by=_rowID|rows per page=50 | |||
|details fields=notes,images,hitboxes | |||
{{# | |||
| | |||
{{# | |||
}} | }} | ||
==Instant Kill== | ==Instant Kill== | ||
{ | {{#cargo_query:tables=MoveData_GGACR | ||
| | |fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes | ||
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instantkill" | |||
| | |format=dynamic table|order by=_rowID|rows per page=50 | ||
|details fields=notes,images,hitboxes | |||
{{# | |||
| | |||
}} | }} | ||
==Gatling Table== | ==Gatling Table== |
Revision as of 23:37, 2 October 2021
System Data
Error: No field named "backdash" found for any of the specified database tables.
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
5P | 10 | 10 | 7 | Mid | 3 | SJR | 2.64 | 4 | 3 | 8 | +3 | |||
5K | 14 | 3 | 8 | Mid | 1 | SJR | 1.44 | 5 | 5 | 6 | -1 | |||
5S | 26 | 14 | 6 | Mid | 4 | SJR | 3.84 | 7 | 4 | 13 | 0 | |||
5H | 38 | 20 | 6 | Mid | 5 | SR | 3.84 | 15 | 4 | 21 | -6 | |||
5D | 15 | 8 | 20 | High | 3 | SR | 2.64 | 27 | 6 | 26 | -18 | 4~18F High Guardpoint | ||
6P | 24 | 20 | 6 | 90% | Mid | 5 | SR | 3.84 | 18 | 4 | 16 | -1 | 1~21F Above Knees | |
3P | 28 | 8 | 7 | High | 3 | R | 2.64 | 20 | 3 | 11 | 0 | |||
6K | 28 | 10 | 7 | Mid | 3 | RF | 2.64 | 11 | 6 | 18 | -10 | 1~7F High Guardpoint | ||
3K | 38 | 11 | 6 | 80% | Low | 4 | SR | 0.50/4.80 | 19 | 4 | 14 | -1 | 1~4F Low Guardpoint 1~End Throw | |
6S | 34 | 10 | 7 | Mid | 3 | SJR | 2.64 | 13 | 4 | 17 | -7 | 7~12F High Guardpoint | ||
3S | 28 | 20 | 6 | Mid | 5 | SJR | 3.84 | 28 | 12 | 10 | +1 | 1~27F Low Guardpoint | ||
6H | 44 | 14 | 6 | 80% | Mid | 4 | SRF | 3.84 | 21 | 6 | 25 | -14 | 13~20F High Guardpoint, Throw | |
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 4 | 6 | 0 | ||
2K | 12 | 8 | 7 | 70% | Low | 3 | SR | 2.64 | 8 | 2 | 6 | +6 | ||
2S | 28 | 8 | 7 | Low | 3 | SR | 2.64 | 8 | 6 | 14 | -6 | 11~13F, 21~23F Low Profile | ||
2H | 38 | 20 | 6 | Mid | 5 | SR | 3.84 | 20 | 5 | 15 | +5 | 10~19F Low Guardpoint | ||
2D | 28 | 11 | 6 | Low | 4 | SR | 3.84 | 7 | 3 | 25 | -11 | 5~23F Low Profile | ||
j.P | 10 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 8 | 3 | 3 | ||||
j.K | 18 | 8 | 7 | High/Air | 3 | SR | 2.64 | 6 | 6 | 10 | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 7 | 9 | 18 | ||||
j.H | 32 | 8 | 7 | High/Air | 3 | SR | 2.64 | 13 | 6 | 15 | ||||
j.D | 40 | 8 | 7 | 90% | High/Air | 3 | SR | 2.64 | 10 | 6 | 14+6 after landing | 1~11F, 22~End Upper Body |
- 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
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
Ground Throw | Ground Throw | 56 | 6 | Forced 50% | 43 pixels | 4.00 | |||||||||
Air Throw | Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | |||||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 12 | 6 | 12 | -4 | 1~11F All 12~26F Throw |
Special Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
236P | Shitsu | 18, 16×2 | 0 | 8×3 | All | 1 | 2.50/1.20×3 | 21 | 56 | Total 48 | -7 | ||||
236S | S Fuujin | 30 | 10 | 7 | Mid | 3 | R | 2.50/3.60 | 15 | 3 | 27 | -16 | |||
236H | H Fuujin | 46 | 10 | 7 | 80% | Mid | 3 | R | 2.90/4.08 | 20 | 3 | 27 | -16 | 1~12F Strike | |
236S > P | Shin: Isshiki | 10×6 | 0 | 7×6 | All | 3 | F | 1.60/1.20×6 | 36 | Total 50+8 after landing | +17 | ||||
236S > K | Issokutobi | 1.70/- | 24+6 after landing | 7~24F Lower Body | |||||||||||
236S > S | Nagiha | 30 | 8 | 7 | Low | 3 | RF | 1.50/2.40 | 10 | 6 | 27 | -19 | |||
236S > H | Rin | 40 | 15 | 30 | High | 5 | R | -/7.20 | 27 | 8 | 16 | 0 | 8~26F High Guardpoint 1~22F Throw | ||
Autoguard > P | Kou | 25, 7×6, 20 | 10, 3×6, 20 | 7, 4×7 | Mid | 3, 1×6, 5 | R | -/7.20×8 | 4 | 2, 4×6, 12 | 11+8 after landing | -41 | 1~4F Strike 5~13F Upper Body | ||
Autoguard > K | Sou | 12×3, 38 | 6×3, 20 | 5×3, 15 | Mid | 2×3, 5 | RF | 0.50/2.40×3, 5.80 | 11 | 4×2,3(4)5 | 14 | +4 | 1~11F Strike 12~23F Lower Body | ||
623H | On | 0, 90 | 7, 8 | Unblockable | 3 | F | 2.50/6.00 | 11 | 18 | 20+6 after landing | |||||
214P | P Kai | 32 | 8 | 7 | 90% | High/Air | 3 | R | 2.00/7.20 | 28 | 3 | 9 | +2 | 22~27F Feet | |
214K | K Kai | 50 | 11 | 6 | High/Air | 4 | RF | 2.50/1.80 | 32 | 10 | 8 after landing | +1 | 32~41F Feet | ||
j.214P | Shin: Nishiki | 45 | 8 | 7 | High/Air | 3 | R | 2.50/2.40 | 14 | 7 | 44 | -37 | 1~11F Feet 14~20F Lower Body |
- 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
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
236D | FB Shitsu | 25, 16×2 | 0 | 8, 12×2 | All, High/Air×2 | 1, 2×2 | 0.50/- | 21 | 88 | Total 50 | -9 | ||||
236S > D | FB Rin | 50 | 15 | 20 | High | 5 | R | 21 | 8 | 8 | +5 | 2~20F High Guardpoint 2~25F Throw | |||
Autoguard > D | FB Kou | 35, 7×6, 70 | 10, 3×6, 20 | 7, 4×7 | Mid | 3, 1×6, 5 | R | 4 | 2,4×6(24)4 | 24 | -66 | 1~11F Strike 12~13F Upper Body | |||
623D | FB On | 0, 90 | 7, 8 | Forced 70% | Unblockable | 3 | F | 0.50/1.20 | 21 | 18 | 35+6 after landing | 10~18F Low Profile 19~38F Strike |
- *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
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
632146H | Issei Ougi: Sai | 11×11, 50 | 10×15 | 2×11, 7 | All | 3 | F | 7+3 | 4×9,2×2,4×4 | 63 | -40 | 3~6F Above Chest | |||
[2]8K | Tenjinkyaku | 30, 14×13 | 15 | 6, 2×13 | High/Air | 5, 3×13 | R | 2.00/- | 18+0 | 10 | 20 after landing | -11 | 4~20F Strike | ||
Autoguard > 63214S | Kachoufuugetsu | 40×4 | 20×4 | 6×4 | Mid | 5 | RF | 7+0 | 5(16)5(12)5(20)5 | 75 | -61 | 1~22F All 23~69F Throw |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | |
236236H | Zetsu | Fatal | 20 | All | 5 | 17+4 | -159~ | 18~Recovery Throw |
Gatling Table
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 | - | 6S, 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 |
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)
To edit frame data, edit values in GGACR/Anji Mito/Data.
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •