GGACR/Faust/Frame Data: Difference between revisions

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==Glossary==
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
[[Using_Frame_Data|How do I read frame data?]]
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==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{#cargo_query:tables=ggacrCharacters
{{#cargo_query:tables=ggacrCharacters
|fields=name,icon,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
|fields=name,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
|format=table
}}
}}
<br style="clear:both;"/>


==Normals==
==Normals==

Revision as of 08:17, 6 February 2022

GGACR Faust Icon.png

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 10 6 7 Mid 2 SJR 2.64 5 4 6 +2 11 12 12 12
5K 26 10 7 85% Mid 3 SJR 2.64 7 8 11 -5 13 14 14 13
c.S 30 10 7 Mid 3 SJR 2.64 8 6 6 +2 13 14 14 13
f.S 42 10 7 Mid 3 SR 2.64 7 6 28 -20 13 14 14 13
5H 24×3 14×3 6×3 Mid 4 SR 3.84×3 9 2,2,2 17 -2 16 17 16 7×2, 14
5D 25 8 20 High 3 R 2.64 28 2 15 -3 1~13F, 42~44F Strike 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 8 3 26 -15 1~7F Above Knees 13 Launch 20 13
6H 80 21 6 High 5 SR 3.84 25 9 45 -35 43~57F Above Feet
58~60F Low Profile
18 19 18 15
2P 12 3 8 70% Low 1 SR 1.44 7 2 7 +1 9 10 10 11
2K 12×3 6, 5×2 7×3 80% Mid, Low×2 2 SJR, SR×2 2.64×3 7 3,3,6 5 +1 13~21F Low Profile 11 12×2, Crouch 13 12 12
2S 28 10 7 Mid 3 SJR 2.64 9 9 12 -7 1~3F Low Profile 13 14 14 13
2H 42 20 6 Mid 5 SR 3.84 14 2 21 -4 18 19 18 15
2D 38 8 7 Forced 80% Low 3 SJR 2.64 13 3 23 -12 13 14 14 13
j.P 13 3 8 High/Air 1 SR 1.44 7 6 6 9 10 10 11
j.K 20 8 7 90% High/Air 3 SJR 2.64 7 5 18 13 14 14 13
j.2K 35 20 6 All 5 SR 3.84 10 Until landing 6 after landing 18 19 18 15
j.S 28 8 7 High/Air 3 SR 2.64 13 3 20 13 14 14 13
j.H 55 11 6 90% High/Air 4 SR 3.84 9 8 12 16 17 16 14
j.D 40 8 7 High/Air 3 SR 3.84 12 11 21+4 after landing 13 14 24 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 60 6×2 Forced 50% 48 pixels R 4.00 Down
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 9 4 20 -10 1~16F All
17~28F Throw
25~32F Above Knees
13 Launch 28 + WBounce 14 + WBounce 13
Taunt Chouhatsu (Kao FLASH!) 0 8 FD 1 R 49 98 24 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
41236K Rerere no Tsuki 30 20 15 Mid 5 R 1.50/2.40 20 12 18 -11 18 30 15
41236K > 4 Withdraw F Total 55 +6
4 > 236P Holler! 30 20 6 Mid 5 R -/3.60 9 4 0 +15 18 Launch 85 15
236P > 236P Can't Hear You! Total 38 1~End All
236P > 236P > 236P Holler Again! 60 6 Mid 5 R 5.00/24.00 43 8 18 120 15
236P > 236P > 236P (Coin) Flaming Holler Again! 100 6 Forced 50% Mid 5 R 5.00/24.00 37 6 18 18 120 + GBounce 15
4 > 236D Gettin' to the Good Part 40 15 12 High 5 R 15 2 22 -6 1~8F, 38~39F Strike 18 Launch 80 + WStick 35 15
j.236P Love 1, 40 0 7×2 All 2, 3 F 2.00/1.20×2 21 Until bag lands,(14)3 Total 39+5 after landing 11 12, Launch 30 12, 13
j.236H Going my Way 18×4 20×4 8×4 All 5 R 1.50/2.40×4 7 32 22 +8 18 Launch 21 7
236P What Could This Be? 1.50/- 13~ Total 23
236S Souten Enshin Ranbu 40 10 10 Mid 3 R 2.50/6.00 9 4(4)4 7 +3(-21) 13 Launch 54 + Slide 39 13
Pogo 9 Small Jump 0.25/- Total 18
Pogo 44 Backward 40 10 7 Mid 3 R 0.50/3.60 4 3 16 -5 1~7F Strike 13 Launch 40 + GBounce 13
Pogo 66 Forward 40 10 7 Mid 3 R 1.00/3.60 4 3 16 -5 13 14 14 13
Pogo P Rubber Neck 30 8 7 High 3 R 1.00/2.40 4 3 7 +4 13 14 28 6
Pogo K Growing Flower 35 10 7 High 3 R 5.00/- 7 6 23 -15 1~6F Strike 13 14 14 13
Pogo S I'm a Flower. Get it? A Flower? 30 8 7 Forced 70% Low 3 R 1.00/4.80 16 2 9 +3 13 Launch 35 13
Pogo H Going My Way 16×4 20×4 6×4 All 5 RF 2.00/3.60×4 9 32 23+3 after landing -27 18 Launch 36 7
Pogo D What Could This Be? 1.50/- 9~ Total 17
214H Hack n' Slash 15×8 6×8 Air FD (100 pixels) 3 R 1.00/0.60×8 5 48 12 13 13×7, Launch 30×7, 60 0
214P From the Front 44 10 7 All 3 RF 0.50/3.60 51 1 30 -17 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13
214K From Behind 44 10 7 All 3 RF 0.50/3.60 51 1 30 -17 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13
214S From Above 38 8 7 High 3 RF 0.50/3.60 47 20 26+6 after landing 21~32F, 47~47F Strike
33~42F All
13 Launch 60 13

Items

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
Donut Donut Heals 30 53 [51] 216
Chocolate Chocolate gain 16.00 53 [51] 216
Chikuwa Chikuwa Heals 15 gain 12.00 53 [51] 216
Hammer Hammer 44 0 6 90% All 5 1.20 13 [9] 43 [45] 18 19 18 15
Dumbbell Dumbbell 50 0 6 90% All 5 1.20 13 40 25 Launch 50 15
Coin Coin 10 0 12 All 3 1.20 13 [9] 169 [171] 13 14 14 7
Bomb Bomb 80 0 6 All 5 134 [132] 12 18 Launch 120 15
Chibi Faust Chibi Faust 25 0 7 All 3 1.20 39 [35] 13 14 14 13
Chibi Robo-Ky Chibi Robo-Ky 25 0 7 All 3 1.20 39 [35] 13 14 14 13
Chibi Potemkin Chibi Potemkin 25×3 0 7×3 All 5 1.20×3 13 [9] 20 19 18 15
Wash Pan Wash Pan 44 0 6 85% All 5 1.20 See notes Until Landing 18 19 18 15
Meteors Meteors 36×6 20×6 10×6 All 5 1.20×6 196 [192] 18 19 18 15
Poison Poison 10 0 7 All 2 1.20 89 [86] 50 11 12 12 6
Data listed in [ ] is for the Pogo version of What Could This Be?
Item Percentage Frequency (out of 136)
Time Bomb 14.71% 20
Hammer 11.76% 16
Chibi Faust 11.76% 16
Poison Vial 11.76% 16
Chocolate 10.29% 14
Doughnut 10.29% 14
Meteor 5.88% 8
Chibi Robo-Ky 5.88% 8
Dumbbell 5.88% 8
Washpan 5.88% 8
Coin 2.94% 4
Chikuwa 2.21% 3
Chibi Potemkin 0.74% 1

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
214D BAM! Outt'a Nowhere 60 15 6 50% High/Air 5 R 19 6 12 +1 1~8F Below Chest 18 Launch 30 + GBounce 15
j.236D Rerere no Choutsuki 40 14 10 80% All 4 R 14 Until landing 1 -10 16 Launch 28 14
214K > D FB From Behind 60 10 7 70% All 3 RF 0.50/0.72 9 1 30 -17 1~8F Strike 13 Launch 32 + WBounce 13
4 > 236D > 236D This One's on the House 80 0 6 All 5 1+0 12 Total 10 -9 1~End Strike 18 Launch 120 15

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
236236P W-W-What Could This Be? 1+6~ Total 46 1~6F Strike
236236S Shigekiteki Zetsumei Ken 30+alpha 15 6 Low 5 RF 11+1 80 66 -46 1~15F All
16~17F Strike
18 Launch Down 15

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 This Week's Yamaban Fatal 20 All 5 5+12 4 20 -5 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Faust 5P.pngGuardMidStartup5Recovery6Advantage+2 - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2PGGAC Faust 2P.pngGuardLowStartup7Recovery7Advantage+1 - - 2S 2H 5D, 2D Sp
6PGGAC Faust 6P.pngGuardMidStartup8Recovery26Advantage-15 - - - - - Sp
5KGGAC Faust 5K.pngGuardMidStartup7Recovery11Advantage-5 - - c.S, f.S 5H, 2H 5D, 2D Jump, Sp
2KGGAC Faust 2K.pngGuardMid, Low×2Startup7Recovery5Advantage+1 2P - - 5H 5D, 2D Jump (1st hit), Sp
c.SGGAC Faust cS.pngGuardMidStartup8Recovery6Advantage+2 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGAC Faust fS.pngGuardMidStartup7Recovery28Advantage-20 - 2K - 5H 5D Sp
2SGGAC Faust 2S.pngGuardMidStartup9Recovery12Advantage-7 - 5K - 5H, 2H 5D, 2D Jump, Sp
5HGGAC Faust 5H.pngGuardMidStartup9Recovery17Advantage-2 - - - - 5D, 2D Sp
2HGGAC Faust 2H.pngGuardMidStartup14Recovery21Advantage-4 5P, 2P, 6P - - - 5D Sp
6HGGAC Faust 6H.pngGuardHighStartup25Recovery45Advantage-35 - - - - - Sp
5DGGAC Faust 5D.pngGuardHighStartup28Recovery15Advantage-3 - - - - - homing jump
2DGGAC Faust 2D.pngGuardLowStartup13Recovery23Advantage-12 - 5K 2S - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Faust jP.pngGuardHigh/AirStartup7Recovery6Advantage- - j.K j.S j.H j.D Sp
j.KGGAC Faust jK.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - j.S - j.D Jump, Sp
j.2KGGAC Faust j2K.pngGuardAllStartup10Recovery6 after landingAdvantage- - - - - - Sp
j.SGGAC Faust jS.pngGuardHigh/AirStartup13Recovery20Advantage- j.P j.K - j.H - Sp
j.HGGAC Faust jH.pngGuardHigh/AirStartup9Recovery12Advantage- - - - - - Sp
j.DGGAC Faust jD.pngGuardHigh/AirStartup12Recovery21+4 after landingAdvantage- - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
  • 2K cancels into 2P only on the last hit with delayed timing.
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/Faust/Data.
Systems Pages