GGACR/Dizzy/Frame Data

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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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
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. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Dizzy
File:GGXXACPR Dizzy Icon.png
GGXXACPR_Dizzy_Icon.png
1.15 1 3F Lightweight (x1.05) 16F (1~>9F invuln) 0.875 53F 49F


Normals

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 3 8 Mid 1 CSJR 1.44 5 2 12 -4 9 10 10 11
5K 16 10 7 Mid 3 SJR 2.64 7 4 14 -4 13 14 14 13
c.S 24 10 7 Mid 3 SJR 2.64 5 2 11 +1 13 14 14 13
f.S 20×5 10×5 7×5 Mid 3 SR 2.64×5 8 2×4,6 12 -4 13 14×3, Stagger 35, 14 14 6
5H 40 14 6 Mid 4 SR 3.84 12 6 15 -4 16 17 16 14
6P 26 10 7 90% Mid 3 SR 2.64 11 4 19 -9 1~14F Upper Body 13 Launch 28 + WBounce 14 + WBounce 13
6H 38×2 20×2 6×2 Mid 5 SRF,SJRF 3.84×2 18 9,3 21 -5 18 19, Launch 28 15
5D 20 11 20 High 4 R 2.64 29 14 15 -12 16 17 16 14
2P 8 3 8 70% Mid 1 CSR 1.44 6 3 9 -2 9 10 10 11
2K 18 5 7 80% Low 2 SR 2.64 6 4 9 -1 11 12 12 12
2S 28 10 7 Mid 3 SJR 2.64 7 3 22 -11 13 14 14 13
2H 40 20 6 Mid 5 SRF 3.84 8 4 38 -23 18 Launch 18 15
2D 38 11 6 Low 5 SJR 3.84 12 3 33 -15 9~26F, 36~39F Low Profile
27~35F Above Feet
18 Launch 18 15
j.P 12 3 8 90% High/Air 1 CSJR 1.44 6 2 10 9 10 10 11
j.K 16 6 7 High/Air 2 SJR 2.64 4 12 12 11 12 12 12
j.S 28 10 7 High/Air 3 SJR 2.64 9 4 16 13 14 14 13
j.H 42 20 6 High/Air 5 SR 3.84 11 4 28 18 19 18 15
j.D 30,40 14×2 6×2 High/Air 4 SR 3.84×2 10 9,3 15+5 after landing 16 Launch 22, 26 14
j.2S 30 10 7 90% High/Air 3 SR 2.64 7 9 8 1~23F Throw 13 14 14 13


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 50 6×2 Forced 50% 49 pixels 4.00 total 95
Air Throw Air Throw 60 6×2 Forced 50% 88 pixels 9.40
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 11 2 23 -11 1~12F All
13~32F Throw and Upper Body
13 Launch 28 + WBounce 14 + WBounce 13
Respect A Respect A 0 8 Unblockable 1 67 36 18 -44 9 10 10 11
Respect B Respect B 0 8 Unblockable 1 45 25 18 -33 9 10 10 11
Respect C Respect C 0 8 Unblockable 1 57 37 18 -45 9 10 10 11


Specials

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
236K K I Use This to Fish 20×3 0 8×3 All 1 F 2.00/1.20×3 32 62 total 51 +11 9 10 10 11
236S S It Started as Just Light 20×3 0 8×3 All 1 F 2.00/1.20×3 32 49 total 54 +8 9 10 10 5
236H H I Use This to Fish 55 0 8 Forced 85% All 3 F 2.50/1.20 14 8 42 -23 13 Launch 40 13
236D D I Use This to Fish 55 6 Forced 85% All 3 F 2.50/1.20 14 8 53 -34 13 Launch 40 13
421S I Use This to Get Fruit 22,55 0 7×2 All 3,2 2.50/1.20 22 18(15) total 37 13, 11 Launch, 12 30, 12 13, 12
214P P My Talking Buddies 21×2 0 8×2 All 1 -/1.20×2 60(25) 3(32)3 total 36 9 10 10 11
214K K My Talking Buddies 20×3 0 ?? All 1 ?? 60(27) 15 total 36 9 10 10 11
214S S My Talking Buddies 38 0 7 All 2 1.00/1.20 77(44) 35 total 41 11 12 40 + WStick 27 12
214H H My Talking Buddies 38 0 7 All 2 1.00/1.20 77(44) 35 total 36 11 12 40 + WStick 27 12
214D D My Talking Buddies 60 ?? ?? All 5 ?? 72-77(44) 3 total 36 19 19 18 15
j.214P Please Leave Me Alone 1.50 176 total 36
j.214P Pop Please Leave Me Alone (Pop) 45 0 6 All 4 -/1.20 13 4 16 Launch 36 14
※1 Doesn't raise Guard Gauge
※2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

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
j.214D FB Please Leave Me Alone 199 total 25
j.214D Pop Please Leave Me Alone (Pop) 45 0 6 All 4 -/1.20 13 6 16 Launch 36 14
421D FB I Use This to Get Fruit 30×3 ?? ?? All 3 F 31 Total 47 13 Launch 14 13
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

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 Imperial Ray 40xN 10xN 9xN All 3 F 7+0 {6(4)}×N total 41 5~7F Strike 13 Launch Down
632146P Necro Unleashed 0,40×6 0 8,7×6 Throw 1,3×6 9+4 20 14 1~9F All
10~14F Strike
Launch Down 11
64641236H Gamma Ray 13×3, 12×32 5×37 6×5, 4×32 200% All 5 F 16+7 6(24)6(51)46 -31 18 Launch Down×3, 18×32 7×3, 15×32


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
[2]8462PH I Can't... Contain My Strength Fatal ?? All 5 103+3 10 85 -76


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Dizzy 5P.png
Guard:
Mid
Startup:
5
Recovery:
12
Advantage:
-4
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Dizzy 2P.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC Dizzy 6P.png
Guard:
Mid
Startup:
11
Recovery:
19
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K
GGAC Dizzy 5K.png
Guard:
Mid
Startup:
7
Recovery:
14
Advantage:
-4
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Dizzy 2K.png
Guard:
Low
Startup:
6
Recovery:
9
Advantage:
-1
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.S
GGAC Dizzy cS.png
Guard:
Mid
Startup:
5
Recovery:
11
Advantage:
+1
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Dizzy fS.png
Guard:
Mid
Startup:
8
Recovery:
12
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Sp
2S
GGAC Dizzy 2S.png
Guard:
Mid
Startup:
7
Recovery:
22
Advantage:
-11
- - - 5H, 2H 5D, 2D Jump, Sp
5H
GGAC Dizzy 5H.png
Guard:
Mid
Startup:
12
Recovery:
15
Advantage:
-4
- - - 2H 5D, 2D Sp
2H
GGAC Dizzy 2H.png
Guard:
Mid
Startup:
8
Recovery:
38
Advantage:
-23
- - - - 5D Sp
6H
GGAC Dizzy 6H.png
Guard:
Mid
Startup:
18
Recovery:
21
Advantage:
-5
- - - - - Jump, Sp
5D
GGAC Dizzy 5D.png
Guard:
High
Startup:
29
Recovery:
15
Advantage:
-12
- - - - - homing jump
2D
GGAC Dizzy 2D.png
Guard:
Low
Startup:
12
Recovery:
33
Advantage:
-15
- - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Dizzy jP.png
Guard:
High/Air
Startup:
6
Recovery:
10
Advantage:
-
j.P j.K j.S, j.2S j.H - Jump, Sp
j.K
GGAC Dizzy jK.png
Guard:
High/Air
Startup:
4
Recovery:
12
Advantage:
-
j.P - j.S, j.2S - - Jump, Sp
j.S
GGAC Dizzy jS.png
Guard:
High/Air
Startup:
9
Recovery:
16
Advantage:
-
j.P - - j.H j.D Jump, Sp
j.2S
GGAC Dizzy j2S.png
Guard:
High/Air
Startup:
7
Recovery:
8
Advantage:
-
j.P - - j.H j.D Sp
j.H
GGAC Dizzy jH.png
Guard:
High/Air
Startup:
11
Recovery:
28
Advantage:
-
- - - - - Sp
j.D
GGAC Dizzy jD.png
Guard:
High/Air
Startup:
10
Recovery:
15+5 after landing
Advantage:
-
- - - - - 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

Ambox notice.png To edit frame data, edit values in GGACR/Dizzy/Data.