GGACR/Bridget/Frame Data

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< GGACR‎ | Bridget
Revision as of 00:56, 17 January 2022 by Shtkn (talk | contribs)

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 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 Set, Yoyo Callback, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Idou, 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
※4: These moves do not raise the Guard Balance (Bar) at all on block.

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

Ground Gatlings
P K S Yoyo D Cancel
5PGGAC Bridget 5P.pngGuardMidStartup6Recovery9Advantage-1 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2PGGAC Bridget 2P.pngGuardMidStartup7Recovery3Advantage+3 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6PGGAC Bridget 6P.pngGuardMidStartup11Recovery14Advantage-6 - 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
3PGGAC Bridget 3P.pngGuardAllStartup8Recovery7Advantage-5 - - - Ok - Sp
5KGGAC Bridget 5K.pngGuardMidStartup6Recovery11Advantage-2 6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2KGGAC Bridget 2K.pngGuardLowStartup5Recovery6Advantage+1 2P, 6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6KGGAC Bridget 6K.pngGuardHighStartup23Recovery15Advantage-4 - - - - - Sp
c.SGGAC Bridget cS.pngGuardMidStartup7Recovery12Advantage+3 6P - f.S, 2S Ok 5D, 2D Jump, Sp
f.SGGAC Bridget fS.pngGuardMidStartup7Recovery18Advantage-10 - - 2S, 6S Ok 5D, 2D Sp
2SGGAC Bridget 2S.pngGuardMidStartup10Recovery12Advantage-10 - 2K 6S Ok 5D, 2D Jump, Sp
6SGGAC Bridget 6S.pngGuardMidStartup10Recovery29Advantage-18 - - - Ok - Jump, Sp
5DGGAC Bridget 5D.pngGuardHighStartup30Recovery24Advantage-16 - - - Ok - homing jump
2DGGAC Bridget 2D.pngGuardLowStartup7Recovery20Advantage-7 - - - - - Sp
Air Gatlings
P K S Yoyo D Cancel
j.PGGAC Bridget jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S, j.2S Ok j.D Sp
j.KGGAC Bridget jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S Ok j.D Jump, Sp
j.SGGAC Bridget jS.pngGuardHigh/AirStartup10Recovery19Advantage- - j.K j.2S Ok j.D Sp
j.2SGGAC Bridget j2S.pngGuardHigh/AirStartup10Recovery25Advantage- - - - Ok - Jump, Sp
j.DGGAC Bridget jD.pngGuardHigh/AirStartup15Recovery16+4 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/Bridget/Data.
Systems Pages