GGACR/Faust/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
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. 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
Faust
File:GGXXACPR Faust Icon.png
GGXXACPR_Faust_Icon.png
1.0 0 4F Middleweight (x1.0) 16F (1~>7F invuln) 0.8125 53F 54F Crawl
Pogo Movement


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
6P 32 10 7 Mid 3 SR 2.64 8 3 26 -15 1~7F Above Knees 13 Launch 20 13
6H 80 21 7 High 5 SR 3.84 25 9 45 -35 43~57F Above Feet
58~60F Low Profile
18 19 18 15
5D 25 8 20 High 3 R 2.64 28 2 15 -3 1~13F, 42~44F Strike 13 Launch 14 13
2P 12 3 8 70% Low 1 SR 1.44 7 2 7 +1 9 10 10 11
2K 12×3 6,6,5 7 80% Mid, Low×2 2 SJR 2.64×3 7 3,3,6 5 +1 13~21F Low Profile 11 12 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 90% 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 10 7 90% High/Air 3 SJR 2.64 7 5 18 13 14 14 13
j.S 28 10 7 High/Air 3 SR 2.64 13 3 20 13 14 14 13
j.H 55 14 6 High/Air 4 SR 3.84 9 8 12 16 17 17 14
j.2K 35 20 6 All 5 SR 3.84 10 Until landing 6 after landing 18 19 18 15
j.D 40 10 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% 45 pixels R 4.0
Air Throw Air Throw 55 6 Forced 50% 88 pixels 4.0
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 F 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 19 18 15
41236K > 4 Withdraw F Total 56 +6
Pull > 236P Holler! 30 20 6 Mid 5 R -/3.60 9 4 0 +15 2~28F All 18 Launch 85 15
Pull > 236P > 236P Can't Hear You! Total 38
Pull > 236P > 236P > 236P Holler Again! 60 6 F 5 R 5.00/24.00 43 8 18 Down 15
Pull > 236P > 236P > 236P Fire Flaming Holler Again! 100 6 Forced 50% High/Air 5 R 5.00/24.00 37 6 18 18 120 + GBounce 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
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 66 Forward 40 10 7 Mid 3 R 1.00/3.60 4 3 16 -5 13 Launch 50 + GBounce 13
Pogo 44 Backward 40 10 7 Mid 3 R 0.50/3.60 4 3 16 -5 1~7F Strike 13 Launch 50 + GBounce 13
Pogo 9 Small Jump 0.25/- Total 18
Pogo P Rubber Neck 30 8 7 High 3 R 1.00/2.40 4 3 7 +4 13 14 14 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 Mid (100 pixels) 3 R 1.00/0.60×8 5 48 12 13 Launch 30×7, Down 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 Down 13
Pull > 236D Gettin' to the Good Part 40 15 12 High/Air 5 R 15 2 22 -6 1~8F, 38~39F Strike 18 Launch 18 + WStick 15


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 8.00 53 [51] 216
Hammer Hammer 44 0 6 Initial 90% All 5 -/1.20 13 [9] 43 [45] 18 19 18 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
Bomb Bomb 80 0 6 All 5 134 [132] 12 18 Launch Down 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
Coin Coin 10 0 12 All 3 -/1.20 13 [9] 169 [171] 13 14 14 7
Wash Pan Wash Pan 44 0 6 85% All 5 -/1.20 See notes Until Landing 18 19 18 15
Chikuwa Chikuwa Heals 15 -/1.20 53 [51] 216
Dumbbell Dumbbell 50 ?? ?? All 5 -/1.20 13 40 25 19 50 15


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! Outta Nowhere 60 20 6 50% High/Air 5 R 19 6 12 +1 18 Launch 40 + GBounce 15
j.236D FB Rerere no Choutsuki 40 14 10 80% All 4 R 14 Until landing 1 -10 16 17 17 14
214K > D FB From Behind 60 ?? ?? All 3 RF 0.50/0.72 9 1 30 -17 1~8F Strike 13 Launch 32 + WBounce 13
Pull > 236D > 236D This One's on the House 80 0 6 All 5 1+0 2 Total 1 -9 1~End Strike 18 Launch Down 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 51 1~6F Strike
236236S Shigekiteki Zetsumei Ken 30+alpha 15 6×2 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+12 4 20 -5


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Faust 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
- - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2PGGAC Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
+1
- - 2S 2H 5D, 2D Sp
6PGGAC Faust 6P.pngGuard:
Mid
Startup:
8
Recovery:
26
Advantage:
-15
- - - - - Sp
5KGGAC Faust 5K.pngGuard:
Mid
Startup:
7
Recovery:
11
Advantage:
-5
- - c.S, f.S 5H, 2H 5D, 2D Jump, Sp
2KGGAC Faust 2K.pngGuard:
Mid, Low×2
Startup:
7
Recovery:
5
Advantage:
+1
2P - - 5H 5D, 2D Jump (1st hit), Sp
c.SGGAC Faust cS.pngGuard:
Mid
Startup:
8
Recovery:
6
Advantage:
+2
5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGAC Faust fS.pngGuard:
Mid
Startup:
7
Recovery:
28
Advantage:
-20
- 2K - 5H 5D Sp
2SGGAC Faust 2S.pngGuard:
Mid
Startup:
9
Recovery:
12
Advantage:
-7
- 5K - 5H, 2H 5D, 2D Jump, Sp
5HGGAC Faust 5H.pngGuard:
Mid
Startup:
9
Recovery:
17
Advantage:
-2
- - - - 5D, 2D Sp
2HGGAC Faust 2H.pngGuard:
Mid
Startup:
14
Recovery:
21
Advantage:
-4
5P, 2P, 6P - - - 5D Sp
6HGGAC Faust 6H.pngGuard:
High
Startup:
25
Recovery:
45
Advantage:
-35
- - - - - Sp
5DGGAC Faust 5D.pngGuard:
High
Startup:
28
Recovery:
15
Advantage:
-3
- - - - - homing jump
2DGGAC Faust 2D.pngGuard:
Low
Startup:
13
Recovery:
23
Advantage:
-12
- 5K 2S - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Faust jP.pngGuard:
High/Air
Startup:
7
Recovery:
6
Advantage:
-
- j.K j.S j.H j.D Sp
j.KGGAC Faust jK.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
j.P - j.S - j.D Jump, Sp
j.2KGGAC Faust j2K.pngGuard:
All
Startup:
10
Recovery:
6 after landing
Advantage:
-
- - - - - Sp
j.SGGAC Faust jS.pngGuard:
High/Air
Startup:
13
Recovery:
20
Advantage:
-
j.P j.K - j.H - Sp
j.HGGAC Faust jH.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
- - - - - Sp
j.DGGAC Faust jD.pngGuard:
High/Air
Startup:
12
Recovery:
21+4 after landing
Advantage:
-
- - - - - 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

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