m (→Gatling Table) |
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|details fields=notes,images,hitboxes | |details fields=notes,images,hitboxes | ||
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:The following count as Yoyo Moves: Yoyo | :The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves). | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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: ※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent. | : ※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent. | ||
: ※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack | : ※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack | ||
==Force Breaks== | ==Force Breaks== |
Revision as of 19:11, 28 May 2022
Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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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.
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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.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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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 | 12 | 3 | 8 | 90% | Mid | 1 | CSJR | 1.44 | 6 | 2 | 9 | -1 | 9 | 10 | 10 | 11 | ||
5K | 22 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 5 | 11 | -2 | 13 | 14 | 14 | 13 | |||
c.S | 22×2 | 14×2 | 6×2 | Mid | 4 | SJR | 3.84×2 | 7 | 2(10)2 | 12 | +3 | 16 | 17 | 16 | 14 | |||
f.S | 34 | 10 | 7 | Mid | 3 | SR | 2.64 | 7 | 6 | 18 | -10 | 3~4F Feet | 13 | 14 | 16 | 13 | ||
5D | 17 | 8 | 20 | High | 3 | SR | 2.64 | 30 | 6 | 24 | -16 | 13 | Launch 48 | 14 | 13 | |||
6P | 30 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 11 | 6 | 14 | -6 | 1~2F, 13~14F Upper Body 3~12F Above Knees | 13 | 14 | 14 | 13 | |
3P | 24 | 10 | 7 | All | 3 | SR | 2.64 | 8 | 12 | 7 | -5 | 1~19F Lower Body 20~21F Feet | 13 | 14 | 14 | 13 | ||
6K | 40 | 11 | 6 | 70% | High | 4 | SRF | 3.84 | 23 | 6 | 15 | -4 | 9~19F Feet 23~34F Low Profile | 16 | 17 | 16 | 14 | |
6S | 46 | 14 | 6 | Mid | 4 | SJR | 3.84 | 10 | 6 | 29 | -18 | 16 | 17 | 16 | 14 | |||
2P | 8 | 3 | 8 | 80% | Mid | 1 | SR | 1.44 | 7 | 4 | 3 | +3 | 9 | 10 | 10 | 11 | ||
2K | 12 | 3 | 8 | 70% | Low | 1 | SR | 1.44 | 5 | 3 | 6 | +1 | 1~9F Low Profile | 9 | 10 | 10 | 11 | |
2S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 10 | 12 | 12 | -10 | 1~3F, 30~33F Low Profile 14~21F Feet | 13 | 14 | 14 | 13 | ||
2D | 32 | 11 | 6 | Low | 4 | SRF | 3.84 | 7 | 4 | 20 | -7 | 7~16F Feet | 16 | Down | 16 | 13 | ||
j.P | 16 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 4 | 6 | 9 | 10 | 10 | 11 | ||||
j.K | 24 | 5 | 7 | High/Air | 2 | SJR | 2.64 | 6 | 8 | 12 | 11 | 12 | 12 | 12 | ||||
j.S | 30 | 8 | 7 | High/Air | 3 | SR | 2.64 | 10 | 6 | 19 | 13 | 14 | 14 | 13 | ||||
j.2S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 10 | 6 | 25 | 13 | 14 | 14 | 13 | ||||
j.D | 24×3 | 5×3 | 7×3 | High/Air | 2 | SR | 2.64×3 | 15 | 3×6 | 16+4 after landing | 11 | Launch | 22 | 6 |
- The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).
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 | 48 | 6×2 | Forced 50% | 45 pixels | R | 6.88 | Down + GBounce | |||||||||||
Air Throw | Air Throw | 55 | 6 | Forced 50% | 88 pixels | 4.00 | Down | ||||||||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 11 | 6 | 14 | -6 | 1~16F All | 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 | |
XH | Ground Yoyo Placement | Varies on direction | |||||||||||||||||
j.XH | Air Yoyo Placement | Varies on direction | |||||||||||||||||
Knockdown > H | Knockdown Yoyo Placement | Total 38 | 1~End All | ||||||||||||||||
Ground Yoyo Recall | Ground Yoyo Recall | 40 | 0 | 6 | All | 4 | -/2.40 | 12 | Total 20 | +22 | 16 | 17 | 16 | 14 | |||||
Air Yoyo Recall | Air Yoyo Recall | 40 | 0 | 6 | All | 4 | -/2.40 | 14 | Total 22 | +22 | 16 | 17 | 16 | 14 | |||||
236K | Kick Start My Heart | 30 | 14 | 6 | Mid | 4 | R | -/7.20 | 11 | 34 | 9 | -26 | 3~4F Feet | 16 | 17 | 16 | 14 | ||
236K > P | Stop | 40 | 6 | 7 | Mid | 2 | -/1.20 | 7 | 6 | 28 | -10 | 11 | Down | 12 | 12 | ||||
236K > K | Shoot | 50 | 10 | 7 | Mid | 3 | R | -/7.20 | 2 | 12 | 21+20 after landing | -39 | 13 | Launch | 24 | 13 | |||
623P | Starship | 22×4 | 10×4 | 7×4 | 80% | Mid | 3 | RF | 2.00/2.40×4 | 13 | 3×5 | 25 | -17 | 1~9 All 10~16F Strike | 13 | Down, Launch×3 | 14 | 6 | |
j.623P | Air Starship | 18×3 | 6×3 | 5×3 | 80% | All | 2 | RF | 2.00/3.00×3 | 13 | 3×5 | Until landing+10 | -5 | 1~13F Strike | 11 | Launch | 24 | 6 | |
236H | Roger Rush | 36×3 | 0 | 8×3 | All | 4 | F | 2.00/1.20×3 | 28 | See notes | Total 32 | +80 | 16 | Stagger 35 | 16 | 14 | |||
j.236H | Air Roger Rush | 36×3 | 0 | 8×3 | All | 4 | 2.00/1.20×3 | 23 | See notes | Total 42 | 16 | Stagger 35 | 16 | 14 | |||||
214H | Jagged Roger | 20×3 | 0 | 7×3 | All | 3 | F | 2.00/1.20×3 | 38 | 105 | Total 32 | +36 | 13 | 14 | 14 | 6 | |||
j.214H | Air Jagged Roger | 20×3 | 0 | 7×3 | All | 3 | 2.00/1.20×3 | 29 | 105 | Total 37 | +29 | 13 | 14 | 14 | 6 | ||||
623H | Roger Hug | 30 | 0 | 7 | All | 3 | 2.00/4.80 | 34 | 27 | Total 40 | +20 | 13 | 14 | 14 | 13 | ||||
421H | Roger Get (Low Altitude) | 20 | 0 | 7 | Forced 75% | All | 3 | F | 2.00/1.20 | 19 | Until landing | Total 30 | 13 | 14 | 14 | 13 | |||
421H High | Roger Get (High Altitude) | 20×2 | 0 | 7×2 | Forced 75% | All, Low | 3 | F | 2.00/1.20×2 | 18 | Until landing, (11)42 | Total 30 | 13 | Stagger 45, Down | 14 | 13 | |||
j.421H | Air Roger Get (Low Altitude) | 20 | 0 | 7 | Forced 75% | All | 3 | F | 2.00/1.20 | 19 | Until landing | Total 34 | 13 | 14 | 14 | 13 | |||
j.421H High | Air Roger Get (High Altitude) | 20×2 | 0 | 7×2 | Forced 75% | All, Low | 3 | F | 2.00/1.20×2 | 18 | Until landing, (11)42 | Total 34 | 13 | Stagger 45, Down | 14 | 13 | |||
214K | Rolling Movement |
- ※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
- ※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
- ※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack
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 Roger Rush | 20×2, 50 | 10×2,20 | 8×2,15 | All | 3×2, 5 | F | -/0×2, 0.24 | 16 | 10(10)10(18)16 | Total 36 | +87 | 13×2, 18 | Stagger 35, Launch×2 | 40×2, 60 + WStick 31 | 13×2, 15 | |||
j.236D | FB Air Roger Rush | 20×2, 50 | 10×2,20 | 8×2,15 | All | 3×2, 5 | 0.40/0×2, 0.24 | 23 | 10(10)10(18)16 | Total 33 | 13×2, 18 | Stagger 35, Launch×2 | 40×2, 60 + WStick 31 | 13×2, 15 | |||||
214D | FB Jagged Roger | 20×5 | 10×5 | 7×5 | All | 3 | F | 38 | 85 | Total 39 | +54 | 13 | 14 | 14 | 6 | ||||
j.214D | FB Air Jagged Roger | 20×5 | 10×5 | 7×5 | All | 3 | 0.40/- | 29 | 85 | Total 37 | +47 | 13 | 14 | 14 | 6 |
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 | |
632146S | Loop the Loop | 20×7, 60 | 20, 6×6, 15 | 6, 7×6, 6 | Mid×7, High | 5, 2×6, 5 | RF | 5+1 | 3(6)3(3)3,6,3,6,3,9(12)20 | 16 | -24 | 5~7F Strike | 18, 11×6, 18 | 19, 12×5, Stagger 75, Launch | 60×7, 60 + GBounce | 15, 6×6, 15 | |||
4123641236S | Maintenance Disaster | 24×18 | 3×18 | 8×18 | Mid | 1 | 4+0 | 48 | Total 44 | 1~4F All | 9 | Launch | 30 | 11 | |||||
632146H | Me and My Killing Machine | 25×12 | 10×12 | 7×12 | All | 3 | 1+23 | 117 | Total 32 | 1~14F All 15~21F Strike | 13 | Launch | 60 | 6 | |||||
412364H | Me and My Killing Machine (Delay) | 25×6 | 10×6 | 7×6 | All | 3 | 1+13 | 129 | Total 24 | 1~1F All | 13 | Launch | 60 | 6 |
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 | Shoot the Moon | Fatal | 14 | All | 4 | 7+6 | 12 | 91 | -86 | 1~7F Strike | 16 | 14 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
To edit frame data, edit values in GGACR/Bridget/Data.