GGACR/Anji Mito/Frame Data: Difference between revisions

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[[Category:Guilty Gear XX Accent Core + R]]

Revision as of 04:22, 13 March 2018

System Data

Defense Modifier: x 1.06
Guts Rating: 5
Stun Resistance: 65
Prejump:
Backdash Time: 16
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): /

Normal Moves

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
10 HLF 4 3 8 +3 -
14 HLF 5 5 6 -1 -
26 HLF 7 4 13 -3 -
38 HLF 15 4 21 -6 -
24 HLF 18 4 16 -1 -
28 HF 20 3 11 0 -
28 HLF 11 6 18 -10 -
38 LF 19 4 14 -1 -
34 HLF 13 4 17 -7 -
28 HLF 28 12 10 +1 -
44 HLF 21 6 25 -14 -
15 HA 27 6 26 -18 -
25 All 12 6 12 -4 -
8 HLF 5 4 6 0 -
12 L 8 2 6 +6 -
28 LF 8 6 14 -6 -
38 HLF 20 5 15 +5 -
28 L 7 3 25 -11 -
10 HA 8 3 3 - - 18 HA 6 6 10 - -
28 HA 7 9 18 - -
32 HA 13 6 15 - -
40 HA 10 6 14+ 6 after 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).

Throws

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
56 43 pixels - - - - -
60 88 pixels - - - - -

Special Moves

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
18, 16x2 All 21 56 total: 48 -7 -
30 HLF 15 3 27 -16 - 46 HLF 20 3 27 -16 -
10x6 All 36 - total:50+ 8 after landing +17 -
- - - - 24+6 after landing - -
30 LF 10 6 27 -19 -
40 HF 27 8 16 0 -
25,7x6,20 HLF 4 2,4x6,12 11+8 after landing -41 -
12x3,38 HLF 4 4x2,3(4)5 14 +4 -
0,90 - 11 18 20+landing 6 - -
32 H 28 3 9 +2 - 50 HA 32 10 till landing+8 +1 -
45 HA 14 7 44 -37 -
  • 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

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
25,16x2 All,HAx2 21 40 total:50 -9 -
50 HF 21 8 8 +5 -
35,7x6,70 HLF 4 2,4x6(24)4 39+8 after landing -89 -
90 - 21 18 35+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).

Overdrives

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
11x11,9x4 All 7+3 4x9,2x2,4x4 63 -40 -
30,14x13 HA 18+0 10 landing+20 -11 -
40x4 HLF 7+0 5(16)5(12)5(20)5 75 -61 -

Instant Kill

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
Fatal All 17+4 - - -159~ -

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 - 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)