GGACR/Anji Mito/Frame Data: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Anji Mito|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/}}
<center>{{Character Label|GGACR|Anji Mito|32px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{Template:FrameDataGlossary-GGACR}}
<br style="clear:both;"/>
==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{#lst:GGACR/Anji Mito/Data|SystemData}}
{{#cargo_query:tables=ggacrCharacters
<br style="clear:both;"/>
|fields=name,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
==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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=5P|subtitle=|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|5P Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Untechable for 16F
}}
}}
|-
{{AttackVersion|name=5K|subtitle=}}
{{#lst:GGACR/Anji Mito/Data|5K Full}}
|-
{{AttackVersion|name=5S|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|5S Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Lvl 3 attack on block
*Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
}}
}}
|-
{{AttackVersion|name=5H|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|5H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Forces opponent into crouching state on ground hit
*Slams down and knocks down opponent on air hit
}}
}}
|-
{{AttackVersion|name=6P|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|6P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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%
}}
}}
|-
{{AttackVersion|name=3P|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|3P Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Ground bounces opponent on CH (Untechable for 90F)
}}
}}
|-
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|6K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 37F)
*FRC timing 11~12F
*High autoguard 1~7F
* see notes *1
}}
}}
|-
{{AttackVersion|name=3K|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|3K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Initial prorate 80%
*Wallbounces opponent on CH (untechable for 56F)
*Low autoguard 1~5F
*Throw invincible (not listed on frame data)
* see notes *1
}}
}}
|-
{{AttackVersion|name=6S|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|6S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*High autoguard 7~12F
* see notes *1  
}}
}}
|-
{{AttackVersion|name=3S|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|3S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Low autoguard 1~27F
*Cancelable into 5S or 5H 6~8F
*Blockstun 22F
* see notes *1
}}
}}
|-
{{AttackVersion|name=6H|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|6H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|5D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*High autoguard 4~18F
* see notes *1
}}
}}
|-
{{AttackVersion|name=2P|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|2P Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
}}
}}
:※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).
|-
{{AttackVersion|name=2K|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|2K Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Initial prorate 70%
}}
}}
|-
{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|2S Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Low profile 11~13F, 21~23F
}}
}}
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|2H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Blockstun 22F
*Low autoguard 10~19F
* see notes *1
}}
}}
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|2D Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Low profile 5~23F
}}
}}
|-
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:GGACR/Anji Mito/Data|j.P Full}}
|-
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:GGACR/Anji Mito/Data|j.K Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lst:GGACR/Anji Mito/Data|j.S Full}}
|-
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|j.H Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Slams down opponent on air hit
}}
}}
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|j.D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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==
==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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Throw|subtitle=|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|Ground Throw Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|Air Throw Full}}
|-
{{Description
|11|text=
{{ColumnList
|text=
*Floats opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|DAA Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Fully invincible 1~11F
*Throw invincible 12~26F
*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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Shitsu|subtitle=236P|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|236P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Projectile disappears immediately if Anji gets hit
*Falling butterfly has Chip damage x2
}}
{{ColumnList |col=1 |text=
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
}}
}}
|-
{{AttackVersion|name=S Fuujin|subtitle=236S|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Slides opponent on air hit (untechable for 40F, slide for 20F)
*Can cancel into followup attacks 28F onwards
}}
}}
|-
{{AttackVersion|name=H Fuujin|subtitle=236H|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Shin:Isshiki|subtitle=Fuujin > P|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S P Full}}
|-
{{Description
|11|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=Hitoashitobi|subtitle=Fuujin > K|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Lower body invincible and can pass through opponent 7~24F
*Anji is in CH state until landing
}}
}}
|-
{{AttackVersion|name=Nagiha|subtitle=Fuujin > S|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on ground hit (untechable for 35F)
*FRC timing 23~25F
}}
}}
|-
{{AttackVersion|name=Rin|subtitle=Fuujin > H|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Kou|subtitle=P during autoguard|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|Autoguard P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Sou|subtitle=K during autoguard|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|Autoguard K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=On|subtitle=623H|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|623H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Anji is airborne from 9F onwards
*Fully untechable on hit
*FRC timing 11~13F
}}
}}
|-
{{AttackVersion|name=P Kai|subtitle=214P|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|214P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Anji is airborne 4~27F
*Feet invincible 22~27F
*Knocks down opponent on hit
}}
}}
|-
{{AttackVersion|name=K Kai|subtitle=214K|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|214K Full}}
|-
{{Description
|11|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=Shin: Nishiki|subtitle=j.214P|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|j.214P Full}}
|-
{{Description
|11|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
}}
}}
{{ColumnList |col=1 |text=
: ※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).
*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==
==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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="forcebreak"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=FB Shitsu|subtitle=236D|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|236D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*The falling part has Chip Damage x2
*Projectile disappears instantly if Anji gets hit
*Goes through other projectiles
}}
{{ColumnList |col=1 |text=
*Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
}}
}}
}}
: ※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).
|-
{{AttackVersion|name=FB Rin|subtitle=Fuujin|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|236S D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=FB Kou|subtitle=D during autoguard|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|Autoguard D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=FB On|subtitle=623D|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|623D Full}}
|-
{{Description
|11|text=
{{ColumnList
|text=
*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==
==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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Issei Ougi: Sai|subtitle=632146H|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|632146H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
{{ColumnList |col=1 |text=
*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=Tenjinashi|subtitle=[2]8K|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|[2]8K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
{{ColumnList |col=1 |text=
*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=Kachoufuugetsu|subtitle=63214S during autoguard|rowspan=2}}
{{#lst:GGACR/Anji Mito/Data|Autoguard 63214S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*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
}}
{{ColumnList |col=1 |text=
*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==
{| 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,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{{FrameDataHeader-GGACR}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instantkill"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Zetsu|subtitle=during IK Mode: 236236H|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:GGACR/Anji Mito/Data|IK Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*IK mode activation: 55F
}}
}}
}}
|-
|}


==Gatling Table==
==Gatling Table==
Line 630: Line 74:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=5P}}
| 6P, 3P || 6K || 3S || 5H, 6H || 5D, 2D || Jump, Sp
| 6P, 3P || 6K || 3S || 5H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=2P}}
| 5P, 6P || 5K, 2K || 5S, 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Sp
| 5P, 2P, 6P || 5K, 2K || 5S, 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=6P}}
| 3P || 6K, 3K || 5S, 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Sp
| 3P || 6K, 3K || 5S, 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 3P
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=3P}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=5K}}
| 6P, 3P || 6K || 5S, 6S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 6P, 3P || 6K || 5S, 6S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=2K}}
| 6P || - || 2S || 2H, 6H || 5D, 2D || Sp
| 6P || 3K || 6S, 2S || 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 6K
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=6K}}
| 3P || - || - || - || - || -
| 3P || <span style="color:green">5K<sup>[+]</sup></span> || - || - || - || -
|-
|-
! 3K
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=3K}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! 5S
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=5S}}
| 6P, 3P || - || 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 6P, 3P || - || 6S, 2S, 3S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 6S
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=6S}}
| 3P || 6K, 3K || 2S || 5H, 2H || 5D, 2D || Jump, Sp
| 3P || 6K, 3K || 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=2S}}
| - || - || 3S || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || 3S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 3S
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=3S}}
| 3P || - || - || - || - || Jump, Sp
| 3P || - || <span style="color:green">5S<sup>[+]</sup></span> || <span style="color:green">5H<sup>[+]</sup></span> || - || Jump, Special, Super
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=5H}}
| 6P || 6K || 3S || 6H || 5D, 2D || Sp
| 6P || 6K || 3S || 6H || 5D, 2D || Special, Super
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=2H}}
| - || 3K || - || 5H, 6H || 5D, 2D || Sp
| <span style="color:green">6P<sup>[+]</sup></span> || 3K || - || 5H, 6H || 5D, 2D || Special, Super
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=6H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=5D}}
| - || - || - || - || - || homing jump, Sp
| - || - || - || - || - || Homing Jump, Special, Super
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=2D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|+Air Gatlings
Line 689: Line 132:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Sp
| j.P || j.K || j.S || j.H || j.D || Special, Super
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=j.K}}
| j.P || - || j.S || - || j.D || Sp
| j.P || - || j.S || - || j.D || Special, Super
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=j.S}}
| j.P || - || - || j.H || j.D || Jump, Sp
| j.P || - || - || j.H || j.D || Jump, Special, Super
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=j.H}}
| - || - || - || - || j.D || Sp
| - || - || - || - || j.D || Special, Super
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=Anji Mito|input=j.D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
*3S > 5S and 3S > 5H have an early cancel window F8-10.
:<span style="color:green">'''Green''' = Available on whiff</span>
*6K > 5K has a late cancel window from F24.
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
*2H > 6P has a late cancel window from F28.
: '''Su''' = Overdrives (aka: Supers)
:'''X''' = X is available on hit or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on hit, block, or whiff</span>
 
==Navigation==
==Navigation==
{{#lst:GGACR/Anji Mito/Data|Links}}
<center>{{Character Label|GGACR|Anji Mito|32px}}</center>
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{Navbar-GGACR}}
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}
[[Category:Guilty Gear XX Accent Core + R]]
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[[Category:Anji Mito]]

Revision as of 07:47, 26 April 2022

 Anji Mito

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


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 blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 10 7 Mid 3 SJR 2.64 4 3 8 +3 13 14 16 13
5K 14 3 8 Mid 1 SJR 1.44 5 5 6 -1 9 10 10 11
5S 26 14 6 Mid 4 SJR 3.84 7 4 13 0 16 17 16 14
5H 38 20 6 Mid 5 SR 3.84 15 4 21 -6 18 Crouch 20 18 15
5D 15 8 20 High 3 SR 2.64 27 6 26 -18 4~18F High Guardpoint 13 Launch 48 14 13
6P 24 20 6 90% Mid 5 SR 3.84 18 4 16 -1 1~21F Above Knees 18 21 18 15
3P 28 8 7 High 3 R 2.64 20 3 11 0 13 14 14 13
6K 28 10 7 Mid 3 RF 2.64 11 6 18 -10 1~7F High Guardpoint 13 14 14 13
3K 38 11 6 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~4F Low Guardpoint
1~End Throw
16 17 16 14
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F High Guardpoint 13 14 14 13
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Low Guardpoint 22 19 18 15
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 13~20F High Guardpoint, Throw 16 Launch 19 14
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 6 0 9 10 10 11
2K 12 8 7 70% Low 3 SR 2.64 8 2 6 +6 13 14 14 13
2S 28 8 7 Low 3 SR 2.64 8 6 14 -6 11~13F, 21~23F Low Profile 13 14 14 13
2H 38 20 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Low Guardpoint 24 19 18 15
2D 28 11 6 Low 4 SR 3.84 7 3 25 -11 5~23F Low Profile 16 Down 16 14
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 9 10 10 11
j.K 18 8 7 High/Air 3 SR 2.64 6 6 10 13 14 14 13
j.S 28 8 7 High/Air 3 SJR 2.64 7 9 18 13 14 14 13
j.H 32 8 7 High/Air 3 SR 2.64 13 6 15 13 14 14 13
j.D 40 8 7 90% High/Air 3 SR 2.64 10 6 14+6 after landing 1~11F, 22~End Upper Body 13 Launch 30 13
※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 blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 56 6 Forced 50% 43 pixels 4.00 Down
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 60
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 12 6 12 -4 1~11F All
12~26F Throw
13 Down 14 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P Shitsu 18, 16×2 0 8×3 All 1 2.50/1.20×3 21 56 Total 48 -7 9 10 10 11
236S S Fuujin 30 10 7 Mid 3 R 2.50/3.60 15 3 27 -16 13 14 40 + Slide 30 13
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike 13 Launch 38 + WBounce 13
236S > P Shin: Isshiki 10×6 0 7×6 All 3 F 1.60/1.20×6 36 Total 50+8 after landing +17 13 14 14 13
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 13 Launch 35 13
236S > H Rin 40 15 30 High 5 R -/7.20 27 8 16 0 8~26F High Guardpoint
1~22F Throw
21 Down 40 15
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
13, 9×6, 18 Launch 20×7, 60 13, 5×6, 15
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
11×3, 22 14×3, 23 12×3, 68 6×3, 15
623H On 0, 90 7, 8 Unblockable 3 F 2.50/6.00 11 18 20+6 after landing 120 13
214P P Kai 32 8 7 90% High/Air 3 R 2.00/7.20 28 3 9 +2 22~27F Feet 13 Launch 30 13
214K K Kai 50 11 6 High/Air 4 RF 2.50/1.80 32 10 8 after landing +1 32~41F Feet 16 Launch 30 + GBounce 14
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
13 Launch 50 + GBounce 6
※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 blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D FB Shitsu 25, 16×2 0 8, 12×2 All, High/Air×2 1, 2×2 0.50/- 21 88 Total 50 -9 9, 11×2 10, 12×2 10, 12×2 11, 12×2
236S > D FB Rin 50 15 20 High 5 R 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
18 Launch 50 + GBounce 15
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
13, 9×6, 18 Launch 60, 20, 60×5, 100 13, 5×6, 15
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
120 13
※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 blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
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 13 13×10, Launch×2 14×10, 50, 82 13
[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 18 Launch 18, 14×13 15, 0×13
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
18 Stagger 65×3, Launch 80 15

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Zetsu Fatal 20 All 5 17+4 -159~ 18~Recovery Throw 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Anji 5P.pngGuardMidStartup4Recovery8Advantage+3 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Special, Super
2PGGAC Anji 2P.pngGuardMidStartup5Recovery6Advantage0 5P, 2P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC Anji 6P.pngGuardMidStartup18Recovery16Advantage-1 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
3PGGAC Anji 3P.pngGuardHighStartup20Recovery11Advantage0 - - - - - -
5KGGAC Anji 5K.pngGuardMidStartup5Recovery6Advantage-1 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Anji 2K.pngGuardLowStartup8Recovery6Advantage+6 6P 3K 6S, 2S 2H, 6H 5D, 2D Special, Super
6KGGAC Anji 6K.pngGuardMidStartup11Recovery18Advantage-10 3P 5K[+] - - - -
3KGGAC Anji 3K.pngGuardLowStartup19Recovery14Advantage-1 - - - - - Special, Super
5SGGAC Anji 5S.pngGuardMidStartup7Recovery13Advantage0 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6SGGAC Anji 6S.pngGuardMidStartup13Recovery17Advantage-7 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Anji 2S.pngGuardLowStartup8Recovery14Advantage-6 - - 3S 5H, 2H, 6H 5D, 2D Special, Super
3SGGAC Anji 3S.pngGuardMidStartup28Recovery10Advantage+1 3P - 5S[+] 5H[+] - Jump, Special, Super
5HGGAC Anji 5H.pngGuardMidStartup15Recovery21Advantage-6 6P 6K 3S 6H 5D, 2D Special, Super
2HGGAC Anji 2H.pngGuardMidStartup20Recovery15Advantage+5 6P[+] 3K - 5H, 6H 5D, 2D Special, Super
6HGGAC Anji 6H.pngGuardMidStartup21Recovery25Advantage-14 - - - - - Special, Super
5DGGAC Anji 5D.pngGuardHighStartup27Recovery26Advantage-18 - - - - - Homing Jump, Special, Super
2DGGAC Anji 2D.pngGuardLowStartup7Recovery25Advantage-11 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Anji jK.pngGuardHigh/AirStartup6Recovery10Advantage- j.P - j.S - j.D Special, Super
j.SGGAC Anji jS.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGAC Anji jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Special, Super
j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • 3S > 5S and 3S > 5H have an early cancel window F8-10.
  • 6K > 5K has a late cancel window from F24.
  • 2H > 6P has a late cancel window from F28.
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Anji Mito
To edit frame data, edit values in GGACR/Anji Mito/Data.
Systems Pages