GGACR/Anji Mito/Frame Data

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< GGACR‎ | Anji Mito
Revision as of 09:09, 14 December 2021 by Shtkn (talk | contribs)

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, Sp
2PGGAC Anji 2P.pngGuardMidStartup5Recovery6Advantage0 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6PGGAC Anji 6P.pngGuardMidStartup18Recovery16Advantage-1 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3PGGAC Anji 3P.pngGuardHighStartup20Recovery11Advantage0 - - - - - -
5KGGAC Anji 5K.pngGuardMidStartup5Recovery6Advantage-1 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2KGGAC Anji 2K.pngGuardLowStartup8Recovery6Advantage+6 6P - 6S, 2S 2H, 6H 5D, 2D Sp
6KGGAC Anji 6K.pngGuardMidStartup11Recovery18Advantage-10 3P - - - - -
3KGGAC Anji 3K.pngGuardLowStartup19Recovery14Advantage-1 - - - - - Sp
5SGGAC Anji 5S.pngGuardMidStartup7Recovery13Advantage0 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6SGGAC Anji 6S.pngGuardMidStartup13Recovery17Advantage-7 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2SGGAC Anji 2S.pngGuardLowStartup8Recovery14Advantage-6 - - 3S 5H, 2H, 6H 5D, 2D Sp
3SGGAC Anji 3S.pngGuardMidStartup28Recovery10Advantage+1 3P - - - - Jump, Sp
5HGGAC Anji 5H.pngGuardMidStartup15Recovery21Advantage-6 6P 6K 3S 6H 5D, 2D Sp
2HGGAC Anji 2H.pngGuardMidStartup20Recovery15Advantage+5 - 3K - 5H, 6H 5D, 2D Sp
6HGGAC Anji 6H.pngGuardMidStartup21Recovery25Advantage-14 - - - - - Sp
5DGGAC Anji 5D.pngGuardHighStartup27Recovery26Advantage-18 - - - - - homing jump, Sp
2DGGAC Anji 2D.pngGuardLowStartup7Recovery25Advantage-11 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage- j.P j.K j.S j.H j.D Sp
j.KGGAC Anji jK.pngGuardHigh/AirStartup6Recovery10Advantage- j.P - j.S - j.D Sp
j.SGGAC Anji jS.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H j.D Jump, Sp
j.HGGAC Anji jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Sp
j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage- - - - - - 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.
Systems Pages