GGACR/Anji Mito/Frame Data: Difference between revisions

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==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{#cargo_query:tables=ggacrCharacters
{{#cargo_query:tables=ggacrCharacters
|fields=name,defense,guts,prejump,weight,backdash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
|fields=name,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
|format=table

Revision as of 02:54, 11 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.