GGACR/Eddie/Frame Data

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 Eddie


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.

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 9 3 8 90% Mid 1 CSJR 1.44 6 4 7 -1 9 10 10 11
5K 12 3 8 70% Low 1 SJR 1.44 8 3 9 -2 9 10 10 11
c.S 30 10 7 Mid 3 SJR 2.64 9 5 9 0 13 14 14 13
f.S 20×3 10×3 7×3 Mid 3 SR 2.64×3 6 3,5,3 20 -9 13 14 14 6
5H 25×3 10×3 6×3 Mid 5 SR 3.84×3 13 2,6,3 15 +1 18 19 18 7
5D 18 8 20 High 3 R 2.64 26 3 24 -13 1~End Feet 13 Launch 48 14 13
6P 22×2 10×2 7×2 90% Mid 3 SJR 2.64×2 13 4,4 12 -2 1~16F Upper Body 13 14 14 13
6K 30 8 7 75% High 3 SR 2.64 18 5 18 -9 13 Crouch 15 14 13
6H 50 20 6 Mid 5 SR 5.76 13 15 20 -16 18 Launch 28 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 8 -2 9 10 10 11
2K 18 10 7 90% Mid 3 SR 2.64 7 2 12 0 13 14 14 13
2S 24 10 7 Mid 3 SR 2.64 9 4 16 -6 13 14 14 13
2H 50 20 6 Mid 5 SR 3.84 11 6 19 -6 18 Launch 26 15
2D 20 8 7 Low 3 SJR 2.64 9 6 15 -7 13 Down 14 13
j.P 13 3 8 90% High/Air 1 CSR 1.44 5 4 16 9 10 10 11
j.K 18 8 7 90% High/Air 3 SJR 2.64 6 6 8 13 14 14 13
j.S 22 8 7 80% High/Air 3 SR 2.64 7 12 12 13 14 14 13
j.H 33 8 7 High/Air 3 SR 2.64 11 6 12 13 14 14 13
j.D 40 8 7 High/Air 3 SR 2.64 11 4 19+5 after landing 13 Launch 30 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 Forced 50% 49 pixels 4.00 Down
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 13 9 18 -13 1~21F All
22~36F Throw
13 Launch 20 13
j.8 Flight Total 91

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
22S S Invite Hell 40 0 7 Low/Air 3 2.00/1.20 18 48 Total 42 +2 13 Down 14 13
22H H Invite Hell 40 0 7 Low/Air 3 F 2.00/1.20 18 36 Total 42 +2 13 Down 14 13
214[K] Break the Law Total 26~167 5~6F Upper Body
7~9F Above Knees
1~9F Throw
214[K] > 41236S Followup Shadow Gallery 40 11 6 High/Air 4 R -/6.00 10 for BtL+20 3 22+5 Landing -13 1~2F Low Profile
3~8F Above Feet
16 Launch 60 + Slide 30 14
j.41236S Shadow Gallery 40, 25 14×2 6×2 Mid 4 RF 2.00/6.00×2 7 after appearing 6(12)3 24+7 after landing -17 After reappear: 1~12F Above Feet 16 Launch, Down 60, 20 14
236P/K/S/H Summon Shadow Summon Total 38
236P/K/S/H Unsummon Shadow Unsummon Total 29
]P[ Small Attack 20 0 7 All 2 10 3 12 Shadow: 1~9F 11 12 12 6
]K[ Traversing Attack 24×2 0 7, 6 All 3, 4 -/1.20 13 1(14)3 31 Shadow: 31~50F 13, 16 14, 17 19, 23 6, 7
]S[ Anti-Air Attack 40 0 9 All 3 11 8 23 Shadow: 26~32F 13 Launch 30 + WBounce 13
]H[ Shadow Hole 20 0 7 Forced 80% All 2 -/1.20 30 214 23 Shadow: 12~End 11 175 Stand 6
]D[ Overhead Attack 24 0 6 80% High/Air 5 -/1.20 28 28 Total 37 Shadow: 1~3F, 28~36F 18 19 18 7
214P Traversing Total 18 1~16F All
Shadow: 1~15F
]P[ Vice Small Attack Vice 20 3 7 All 2 -/1.20 7 2 16 11 12 12 6
]K[ Vice Traversing Attack Vice 16×4 6×4 8×4 All 3 -/1.20×4 14 29 25 13 14 14 6
]S[ Vice Anti-Air Attack Vice 40 10 10 Mid 4 -/1.20 9 12 31 16 Launch 28 16 14
]H[ Vice Drill Special Vice 34×3 8×2, 10 10×3 Low/Air×2, All 3 147 36 Total 139 Shadow: 13~End 13 Launch 29 13
]D[ Vice Overhead Attack Vice 25 3 12 70% High/Air 2 -/1.20 19 16 22 11 12 40 6
214S Drunkard Shade 30 10 7 Mid 3 RF 1.50/9.00 9 10 10 -6 1~18F Throw
3~18F Reflect
13 14 14 13
623S Damned Fang 77 6 Forced 50% 70 pixels F -/10.50 6 1 18 Down
※1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). Drills disappear immediately if Eddie gets hit.
※2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.

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
22D Drill Special 34×3 0 10×3 Low/Air, All×2 3 F 20 36 Total 62 +8 13 Launch 29 13
236D Exhaustion Total 48

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 Amorphous 82×2 10×2 7×2 Mid 3 8+8 6,3 28 -17 1~17F All
18~29F Throw
13 Launch 28 14, 25 0
j.236236S Executor-X 50, 100 10 3, 7 All 3 R 4+7 Until other side of screen 37 after appearing 3~17F Strike
Recovery: 1~10F Above Knees
Recovery: 11~22F Upper Body
13 Launch 90, Down 0

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 Black in Mind Fatal 20 Mid 5 9+4 16 16 -13 9~28F Strike 18 0

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Eddie 5P.pngGuardMidStartup6Recovery7Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2PGGAC Eddie 2P.pngGuardMidStartup5Recovery8Advantage-2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Eddie 6P.pngGuardMidStartup13Recovery12Advantage-2 - - c.S, f.S, 2S 5H, 2H - Jump, Special, Super
5KGGAC Eddie 5K.pngGuardLowStartup8Recovery9Advantage-2 - - c.S, f.S, 2S 5H, 2H 5D Jump, Special, Super
2KGGACR Eddie 2K.pngGuardMidStartup7Recovery12Advantage0 - - f.S 2H, 6H - Special, Super
6KGGAC Eddie 6K.pngGuardHighStartup18Recovery18Advantage-9 - - - 6H - Special, Super
c.SGGAC Eddie cS.pngGuardMidStartup9Recovery9Advantage0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Eddie fS.pngGuardMidStartup6Recovery20Advantage-9 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Eddie 2S.pngGuardMidStartup9Recovery16Advantage-6 - - - 5H, 2H 5D Special, Super
5HGGAC Eddie 5H.pngGuardMidStartup13Recovery15Advantage+1 - - - - 5D Special, Super
2HGGAC Eddie 2H.pngGuardMidStartup11Recovery19Advantage-6 - - - - 2D Special, Super
6HGGAC Eddie 6H.pngGuardMidStartup13Recovery20Advantage-16 - - - - - Special, Super
5DGGAC Eddie 5D.pngGuardHighStartup26Recovery24Advantage-13 - - - - - Homing Jump
2DGGAC Eddie 2D.pngGuardLowStartup9Recovery15Advantage-7 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Eddie jP.pngGuardHigh/AirStartup5Recovery16Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Eddie jK.pngGuardHigh/AirStartup6Recovery8Advantage- j.P - j.S j.H - Jump, Special, Super
j.SGGAC Eddie jS.pngGuardHigh/AirStartup7Recovery12Advantage- - - - j.H - Special, Super
j.HGGAC Eddie jH.pngGuardHigh/AirStartup11Recovery12Advantage- - - - - j.D Special, Super
j.DGGAC Eddie jD.pngGuardHigh/AirStartup11Recovery19+5 after landingAdvantage- - - - - - Special, Super
  • 5P > 5P is a delayed gatling
  • 2P > 2P and 2P > 5P are delayed gatlings
  • 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

Navigation

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