GGACR/Anji Mito/Frame Data

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 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 guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 3 +3 4 3 8 SJR N/A 13 14 16 13 10 2.64 10 7
5K Mid 1 -1 5 5 6 SJR N/A 9 10 10 11 14 1.44 3 8
5S Mid 4 0 7 4 13 SJR N/A 16 17 16 14 26 3.84 14 6
5H Mid 5 -6 15 4 21 SR N/A 18 Crouch 20 18 15 38 3.84 20 6
5D High 3 -18 27 6 26 SR 4~18F High Guardpoint N/A 13 Launch 48 14 13 15 2.64 8 20
6P Mid 5 -1 18 4 16 SR 1~21F Above Knees 90% N/A 18 21 18 15 24 3.84 20 6
3P High 3 0 20 3 11 R N/A 13 14 14 13 28 2.64 8 7
6K Mid 3 -10 11 6 18 RF 1~7F High Guardpoint 11~12FThe first two active frames; FRC immediately as the move hits 13 14 14 13 28 2.64 10 7
3K Low 4 -1 19 4 14 SR 1~4F Low Guardpoint
1~End Throw
80% N/A 16 17 16 14 38 0.50/4.80 11 6
6S Mid 3 -7 13 4 17 SJR 7~12F High Guardpoint N/A 13 14 14 13 34 2.64 10 7
3S Mid 5 +1 28 12 10 SJR 1~27F Low Guardpoint N/A 22 19 18 15 28 3.84 20 6
6H Mid 4 -14 21 6 25 SRF 13~20F High Guardpoint, Throw 80% 17~20FFRC immediately before the move hits 16 Launch 19 14 44 3.84 14 6
2P Mid 1 0 5 4 6 CSR 80% N/A 9 10 10 11 8 1.44 3 8
2K Low 3 +6 8 2 6 SR 70% N/A 13 14 14 13 12 2.64 8 7
2S Low 3 -6 8 6 14 SR 11~13F, 21~23F Low Profile N/A 13 14 14 13 28 2.64 8 7
2H Mid 5 +5 20 5 15 SR 10~19F Low Guardpoint N/A 24 19 18 15 38 3.84 20 6
2D Low 4 -11 7 3 25 SR 5~23F Low Profile N/A 16 Down 16 14 28 3.84 11 6
j.P High/Air 1 8 3 3 CSR N/A 9 10 10 11 10 1.44 3 8
j.K High/Air 3 6 6 10 SR N/A 13 14 14 13 18 2.64 8 7
j.S High/Air 3 7 9 18 SJR N/A 13 14 14 13 28 2.64 8 7
j.H High/Air 3 13 6 15 SR N/A 13 14 14 13 32 2.64 8 7
j.D High/Air 3 10 6 14+6 after landing SR 1~11F, 22~End Upper Body 90% N/A 13 Launch 30 13 40 2.64 8 7

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
Ground Throw 43 pixels Forced 50% Down 56 4.00 6
Air Throw 88 pixels Forced 50% 60 60 4.00 6
Dead Angle Attack All 3 -4 12 6 12 R 1~11F All
12~26F Throw
50% 13 Down 14 13 25 0.52 10 7

Special Moves

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
236P Shitsu All 1 -7 21 56 Total 48 N/A 9 10 10 11 18, 16×2 2.50/1.20×3 0 8×3
236S S Fuujin Mid 3 -16 15 3 27 R N/A 13 14 40 + Slide 30 13 30 2.50/3.60 10 7
236H H Fuujin Mid 3 -16 20 3 27 R 1~12F Strike 80% N/A 13 Launch 38 + WBounce 13 46 2.90/4.08 10 7
236S > P Shin: Isshiki All 3 +17 36 Total 50+8 after landing F 6~8FFRC immediately after the followup starts 13 14 14 13 10×6 1.60/1.20×6 0 7×6
236S > K Issokutobi 24+6 after landing 7~24F Lower Body N/A 1.70/-
236S > S Nagiha Low 3 -19 10 6 27 RF 23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears 13 Launch 35 13 30 1.50/2.40 8 7
236S > H Rin High 5 0 27 8 16 R 8~26F High Guardpoint
1~22F Throw
N/A 21 Down 40 15 40 -/7.20 15 30
Autoguard > P Kou Mid 3, 1×6, 5 -41 4 2, 4×6, 12 11+8 after landing R 1~4F Strike
5~13F Upper Body
N/A 13, 9×6, 18 Launch 20×7, 60 13, 5×6, 15 25, 7×6, 20 -/7.20×8 10, 3×6, 20 7, 4×7
Autoguard > K Sou Mid 2×3, 5 +4 11 4×2,3(4)5 14 RF 1~11F Strike
12~23F Lower Body
26~28FFRC is during the first active frames of the last, stronger hit 11×3, 22 14×3, 23 12×3, 68 6×3, 15 12×3, 38 0.50/2.40×3, 5.80 6×3, 20 5×3, 15
623H On Unblockable 3 11 18 20+6 after landing F 11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active 120 13 0, 90 2.50/6.00 7, 8
214P P Kai High/Air 3 +2 28 3 9 R 22~27F Feet 90% N/A 13 Launch 30 13 32 2.00/7.20 8 7
214K K Kai High/Air 4 +1 32 10 8 after landing RF 32~41F Feet 23~31FFRC is as Anji starts to descend after rising 16 Launch 30 + GBounce 14 50 2.50/1.80 11 6
j.214P Shin: Nishiki High/Air 3 -37 14 7 44 R 1~11F Feet
14~20F Lower Body
N/A 13 Launch 50 + GBounce 6 45 2.50/2.40 8 7

Force Breaks

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
236D FB Shitsu All, High/Air×2 1, 2×2 -9 21 88 Total 50 N/A 9, 11×2 10, 12×2 10, 12×2 11, 12×2 25, 16×2 0.50/- 0 8, 12×2
236S > D FB Rin High 5 +5 21 8 8 R 2~20F High Guardpoint
2~25F Throw
N/A 18 Launch 50 + GBounce 15 50 15 20
Autoguard > D FB Kou Mid 3, 1×6, 5 -66 4 2,4×6(24)4 24 R 1~11F Strike
12~13F Upper Body
N/A 13, 9×6, 18 Launch 60, 20, 60×5, 100 13, 5×6, 15 35, 7×6, 70 10, 3×6, 20 7, 4×7
623D FB On Unblockable 3 21 18 35+6 after landing F 10~18F Low Profile
19~38F Strike
Forced 70% 19~20FFRC is shortly after Anji leaves the ground 120 13 0, 90 0.50/1.20 7, 8

Overdrives

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
632146H Issei Ougi: Sai All 3 -40 7+3 4×9,2×2,4×4 63 F 3~6F Above Chest 63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand 13 13×10, Launch×2 14×10, 50, 82 13 11×11, 50 10×15 2×11, 7
[2]8K Tenjinkyaku High/Air 5, 3×13 -11 18+0 10 20 after landing R 4~20F Strike N/A 18 Launch 18, 14×13 15, 0×13 30, 14×13 2.00/- 15 6, 2×13
Autoguard > 63214S Kachoufuugetsu Mid 5 -61 7+0 5(16)5(12)5(20)5 75 RF 1~22F All
23~69F Throw
63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing 18 Stagger 65×3, Launch 80 15 40×4 20×4 6×4

Instant Kill

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

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
j.KGGAC Anji jK.pngGuardHigh/AirStartup6Recovery10Advantage- j.P - j.S - j.D Special
j.SGGAC Anji jS.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H j.D Jump, Special
j.HGGAC Anji jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Special
j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage- j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 3S > 5S and 3S > 5H have an early cancel window 6~8F
  • 6K > 5K has a late cancel window from 24F; 2H > 6P has a late cancel window from 28F
  • j.D is cancellable from 22F
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = is a delayed cancel, not immediately on hit like normal

Navigation

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