GGACR/Faust/Frame Data

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< GGACR‎ | Faust
Revision as of 06:38, 1 April 2019 by Shtkn (talk | contribs)

System Data


Normals

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
10 HLF 5 4 6 +2 -
26 HLF 7 8 11 -5 -
30 HLF 8 6 6 +2 -
42 HLF 7 6 28 -20 -
24x3 HLF 9 2,2,2 17 -2 -
32 HLF 8 3 26 -15 -
80 HF 25 9 45 -35 -
25 HF 28 2 15 -3 -
25 All 9 4 20 -10 -
12 LF 7 2 7 +1 -
12x3 HLF, LFx2 7 3,3,6 5 +1 -
28 HLF 9 9 12 -7 -
42 HLF 14 2 21 -4 -
38 LF 13 3 23 -12 -
13 HA 7 6 6 - -
20 HA 7 5 18 - -
28 HA 13 3 20 - -
55 HA 9 8 12 - -
35 All 10 until landing 6 after landing - -
40 HA 12 11 21 + 4 after landing - -

Throws

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
60 45 pixels - - - - -
55 88 pixels - - - - -

Specials

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
30 HLF 20 12 18 -11 -
- - - - Total: 56 +6 -
30 HLF 9 4 0 +15 -
- - - - Total: 38 - -
60 F 43 8 18 - - 100 F 37 6 18 - -
1,40 All 21 till bag lands (14)3 Total 39 + 5 after landing - -
18x4 All 7 32 22 +8 -
- - 13~ - total: 23 - -
40 HLF 9 4(4)4 7 -21 -
40 HLF 4 3 16 -5 -
40 HLF 4 3 16 -5 -
- - - - Total: 18 - -
30 HF 4 3 7 +4 -
35 HF 7 6 23 -15 -
30 LF 16 2 9 +3 -
16x4 All 9 32 23 + landing 3 -27 -
- - 13~ - total 17 - -
15x8 F (100 pixels) 5 48 12 - -
44 All 51 1 30 -17 - 44 All 51 1 30 -17 - 38 HF 47 20 26 + 6 after landing - -
0 F 49 98 24 - -
40 HA 15 2 22 -6 -

Items

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Heals 30 - 53 [51] 216 - - -
- - 53 [51] 216 - - -
44 All 13 [9] 43 [45] - - -
25 All 39 [35] - - - -
25 All 39 [35] - - - -
25x3 All 13 [9] - - - -
80 All 134 [132] 12 - - -
36x6 All 196 [192] - - - -
10 All 89 [86] 50 - - -
10 All 13 [9] 169 [171] - - -
44 All See notes Until Landing - - -
Heals 15 - 53 [51] 216 - - -
50 All 13 40 - - -
Data listed in [ ] is for the Pogo version of Nani ga deru kana?

Force Breaks

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
60 HA 19 6 12 +1 -
40 All 14 until landing 1 -10 -
60 All 9 1 30 -17 -
80 All 1+0 2 total 1 -9 -

Overdrives

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
- - 1+6 - Total 51 - -
30+alpha LF 11+1 80 66 -46 -

Instant Kill

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Fatal All 5+12 4 20 -5 -

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2P - - 2S 2H 5D, 2D Sp
6P - - - - - Sp
5K - - c.S, f.S 5H, 2H 5D, 2D Jump, Sp
2K - - - 2H 5D, 2D Jump (1st hit), Sp
c.S 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - 2K - 5H 5D Sp
2S - 5K - 5H, 2H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H 5P, 2P, 6P - - - 5D Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - 5K 2S - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.2K - - - - - Sp
j.S j.P j.K - j.H - Sp
j.H - - - - - Sp
j.D - - - - - 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/Faust/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.