GGACR/Anji Mito/Frame Data: Difference between revisions

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==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
<table class="wikitable>
{{#cargo_query:tables=ggacrCharacters
{{#lst:{{BASEPAGENAME}}/Data|system data}}
|fields=name,defense,guts,prejump,weight,backdash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
</table>
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|5P|[[File:GGAC_Anji_5P.png|200x200px]]}}|subtitle=|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 16F
}}
}}
|-
{{AttackVersion|name={{Tt|5K|[[File:GGAC_Anji_5K.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5K}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
{{AttackVersion|name={{Tt|5S|[[File:GGAC_Anji_5S.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5S}}
{{#lst:{{BASEPAGENAME}}/Data|5S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Lvl 3 attack on block
*Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
}}
}}
|-
{{AttackVersion|name={{Tt|5H|[[File:GGAC_Anji_5H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Forces opponent into crouching state on ground hit
*Slams down and knocks down opponent on air hit
}}
}}
|-
{{AttackVersion|name={{Tt|6P|[[File:GGAC_Anji_6P.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Anji's back can be hit as he stands 18F onwards
*Staggers opponent on ground CH (Max 49F)
*Hitstun 21F
*Initial prorate 90%
}}
}}
|-
{{AttackVersion|name={{Tt|3P|[[File:GGAC_Anji_3P.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3P}}
{{#lst:{{BASEPAGENAME}}/Data|3P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Ground bounces opponent on CH (Untechable for 90F)
}}
}}
|-
{{AttackVersion|name={{Tt|6K|[[File:GGAC_Anji_6K.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6K}}
{{#lst:{{BASEPAGENAME}}/Data|6K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 37F)
*FRC timing 11~12F
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|3K|[[File:GGAC_Anji_3K.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3K}}
{{#lst:{{BASEPAGENAME}}/Data|3K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
*Wallbounces opponent on CH (untechable for 56F)
*Throw invincible (not listed on frame data)
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|6S|[[File:GGAC_Anji_6S.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6S}}
{{#lst:{{BASEPAGENAME}}/Data|6S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
* see notes *1  
}}
}}
|-
{{AttackVersion|name={{Tt|3S|[[File:GGAC_Anji_3S.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3S}}
{{#lst:{{BASEPAGENAME}}/Data|3S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Cancelable into 5S or 5H 6~8F
*Blockstun 22F
*Attack Level 6
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|6H|[[File:GGAC_Anji_6H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6H}}
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
*Untechable for 19F
*FRC timing 17~20F
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|5D|[[File:GGAC_Anji_5D.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|2P|[[File:GGAC_Anji_2P.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2P}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name={{Tt|2K|[[File:GGAC_Anji_2K.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2K}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 70%
}}
}}
|-
{{AttackVersion|name={{Tt|2S|[[File:GGAC_Anji_2S.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
{{AttackVersion|name={{Tt|2H|[[File:GGAC_Anji_2H.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Blockstun 22F
*Attack Level 6
* see notes *1
}}
}}
}}
|-
{{AttackVersion|name={{Tt|2D|[[File:GGAC_Anji_2D.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
{{AttackVersion|name={{Tt|j.P|[[File:GGAC_Anji_jP.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.P}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Extra}}
|-
{{AttackVersion|name={{Tt|j.K|[[File:GGAC_Anji_jK.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.K}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
{{AttackVersion|name={{Tt|j.S|[[File:GGAC_Anji_jS.png|200x200px]]}}|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
{{AttackVersion|name={{Tt|j.H|[[File:GGAC_Anji_jH.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Slams down opponent on air hit
}}
}}
|-
{{AttackVersion|name={{Tt|j.D|[[File:GGAC_Anji_jD.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 90%
*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).
*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==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|Throw|[[File:GGAC_Anji_throw.png|200x200px]]}}|subtitle=|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
}}
}}
|-
{{AttackVersion|name={{Tt|Air Throw|[[File:GGAC_Anji_airThrow.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
{{Description|12|text=
{{ColumnList
|text=
*Floats opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|DAA]]|[[File:GGAC_Anji_6P.png|200x200px]]}}|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|DAA}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on ground hit
*Initial prorate 50%
}}
}}
|-
|}


==Special Moves==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|Shitsu|[[File:GGAC_Anji_Shitsu.png|200x200px]]}}|subtitle=236P|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|236P}}
{{#lst:{{BASEPAGENAME}}/Data|236P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Projectile disappears immediately if Anji gets hit
*Falling butterfly has Chip damage x2
}}
{{ColumnList |text=
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
}}
}}
|-
{{AttackVersion|name={{Tt|S Fuujin|[[File:GGAC_Anji_Fuujin.png|200x200px]]}}|subtitle=236S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Slides opponent on air hit (untechable for 40F, slide for 20F)
*Can cancel into followup attacks 28F onwards
}}
}}
|-
{{AttackVersion|name={{Tt|H Fuujin|[[File:GGAC_Anji_Fuujin.png|200x200px]]}}|subtitle=236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236H}}
{{#lst:{{BASEPAGENAME}}/Data|236H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
*Wallbounces opponent on hit (untechable for 38F)
*Fully untechable on CH
*Can cancel into followup attacks 33F onwards
}}
}}
|-
{{AttackVersion|name={{Tt|Shin:Isshiki|[[File:GGAC_Anji_ShinIsshiki.png|200x200px]]}}|subtitle=Fuujin > P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S P}}
{{#lst:{{BASEPAGENAME}}/Data|236S P Extra}}
|-
{{Description|12|text=
{{ColumnList
|text=
*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)
}}
}}
|-
{{AttackVersion|name={{Tt|Issokutobi|[[File:GGAC_Anji_Hitoashitobi.png|200x200px]]}}|subtitle=Fuujin > K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S K}}
{{#lst:{{BASEPAGENAME}}/Data|236S K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Can pass through opponent 7~24F
*Anji is in CH state until landing
}}
}}
}}
|-
{{AttackVersion|name={{Tt|Nagiha|[[File:GGAC_Anji_Nagiha.png|200x200px]]}}|subtitle=Fuujin > S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S S}}
{{#lst:{{BASEPAGENAME}}/Data|236S S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on ground hit (untechable for 35F)
*FRC timing 23~25F
}}
}}
|-
{{AttackVersion|name={{Tt|Rin|[[File:GGAC_Anji_Rin.png|200x200px]]}}|subtitle=Fuujin > H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S H}}
{{#lst:{{BASEPAGENAME}}/Data|236S H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Slams down and knocks down opponent on hit
*Groundbounces opponent and fully untechable on CH
*Listed Frame Adv is when opponent blocks standing (tested on Sol)
*Startup to hit a crouching opponent is 31F
*Blockstun 21F
*Attack Level 6
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|Kou|[[File:GGAC_Anji_Kou.png|200x200px]]}}|subtitle=P during autoguard|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard P}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|Sou|[[File:GGAC_Anji_Sou.png|200x200px]]}}|subtitle=K during autoguard|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard K}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|On|[[File:GGAC_Anji_On.png|200x200px]]}}|subtitle=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Anji is airborne from 9F onwards
*Fully untechable on hit
*FRC timing 11~13F
}}
}}
|-
{{AttackVersion|name={{Tt|P Kai|[[File:GGAC_Anji_Kai.png|200x200px]]}}|subtitle=214P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214P}}
{{#lst:{{BASEPAGENAME}}/Data|214P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Anji is airborne 4~27F
*Knocks down opponent on hit
}}
}}
|-
{{AttackVersion|name={{Tt|K Kai|[[File:GGAC_Anji_Kai.png|200x200px]]}}|subtitle=214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214K}}
{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|Shin: Nishiki|[[File:GGAC_Anji_ShinNishiki.png|200x200px]]}}|subtitle=j.214P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214P}}
{{#lst:{{BASEPAGENAME}}/Data|j.214P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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).
*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==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="forcebreak"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|FB Shitsu|[[File:GGAC_Anji_FBShitsu.png|200x200px]]}}|subtitle=236D|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|236D}}
{{#lst:{{BASEPAGENAME}}/Data|236D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*The falling part has Chip Damage x2
*Projectile disappears instantly if Anji gets hit
*Goes through other projectiles
}}
{{ColumnList |text=
*Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
}}
}}
}}
|-
{{AttackVersion|name={{Tt|FB Rin|[[File:GGAC_Anji_Rin.png|200x200px]]}}|subtitle=Fuujin|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236S D}}
{{#lst:{{BASEPAGENAME}}/Data|236S D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Ground bounces opponent on hit (untechable for 60F)
*Listed Frame Adv is for standing block (tested on Sol)
*Startup is 25F to hit a crouching opponent (tested on Sol)
* see notes *1
}}
}}
|-
{{AttackVersion|name={{Tt|FB Kou|[[File:GGAC_Anji_FBKou.png|200x200px]]}}|subtitle=D during autoguard|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard D}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|FB On|[[File:GGAC_Anji_On.png|200x200px]]}}|subtitle=623D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623D}}
{{#lst:{{BASEPAGENAME}}/Data|623D Extra}}
|-
{{Description|12|text=
{{ColumnList
|text=
*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).
: *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==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|Issei Ougi: Sai|[[File:GGAC_Anji_IsseiOugiSai.png|200x200px]]}}|subtitle=632146H|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|632146H}}
{{#lst:{{BASEPAGENAME}}/Data|632146H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|Tenjinkyaku|[[File:GGAC_Anji_Tenjinashi.png|200x200px]]}}|subtitle=[2]8K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8K}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name={{Tt|Kachoufuugetsu|[[File:GGAC_Anji_Kachoufuugetsu.png|200x200px]]}}|subtitle=63214S during autoguard|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard 63214S}}
{{#lst:{{BASEPAGENAME}}/Data|Autoguard 63214S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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==
==Instant Kill==
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{{#cargo_query:tables=MoveData_GGACR
|-
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
{{FullFrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instantkill"
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|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name={{Tt|Zetsu|[[File:GGAC_Anji_Zetsu.png|200x200px]]}}|subtitle=during IK Mode: 236236H|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:{{BASEPAGENAME}}/Data|IK}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
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{{Description|12|text=
{{ColumnList |text=
*IK mode activation: 55F
}}
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}}
|-
|}


==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

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 - 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
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.