GGACR/I-No/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
I-No
File:GGXXACPR INo Icon.png
GGXXACPR_INo_Icon.png
1.06 1 3F Lightweight (x1.05) 16F (1~>11F invuln) 1 53F 50F Ground Hover Dash
2 Air Dashes


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 12 3 8 Mid 1 CSJR 1.44 4 4 6 0 9 10 10 11
5K 20 6 7 Mid 2 SJR 2.64 7 7 12 -7 11 12 12 12
c.S 34 10 7 Mid 3 SJR 2.64 6 5 9 0 13 14 14 13
f.S 32 14 6 Forced 60% All 4 3.84 19 11 Total 34 +5 16 Launch 30 0
5H 37 20 6 Mid 5 SJR 3.84 13 4 18 -3 11~18F Feet 18 19 18 15
6P 28 10 7 Forced 90% Mid 3 SR 2.64 9 3 21 -10 1~4F Upper Body
5~11F Above Knees
13 Down 14 13
6H 20, 52 ?? ?? Mid 4, 5 R ?? 7 1(7)8 17 -6 16 17, Launch 16, 28 14
5D 15 8 20 High 3 R 2.64 29 12 7 -5 13 Launch 14 13
2P 10 3 8 80% Mid 1 CSR 1.44 5 2 6 +2 9 10 10 11
2K 15 3 8 75% Low 1 SR 1.44 5 2 8 0 5~8F Low Profile 9 10 10 11
2S 28 8 7 Low 3 SR 2.64 9 2 17 -5 13 14 14 13
2H 35 20 6 Mid 5 SR 3.84 11 2 11 +6 11~15F Low Profile 18 19 18 15
2D 26 8 7 Low 3 SR 2.64 11 3 18 -7 13 14 14 13
j.P 18 3 8 High/Air 1 SR 1.44 5 5 12 9 10 10 11
j.K 13 6 7 90% High/Air 2 SR 2.64 5 12 27 11 12 12 12
j.S 23 10 7 High/Air 3 SJR 2.64 8 6 23 13 14 14 13
j.H 32 10 7 High/Air 3 SR 2.64 12 6 61 13 14 21 13
j.D 40 10 7 80% High/Air 3 SJR 2.64 16 5 20+8 after landing 13 Launch 18 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 6,7 Forced 40% 45 pixels F 4.00
Air Throw Air Throw 60 6 Forced 50% 80 pixels 4.00
Respect Respect 2 3 8 All 1 R 174 3 32 -25 9 10 10 11
66 Hover Dash 9
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 11 3 25 -14 1~13F All
14~33F Throw
13 Launch 28 + WBounce 14 + WBounce 13
Respect Respect 2 3 8 All 1 R 174 3 32 -25 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
41236S S Stroke the Big Tree 40 15 6 80% Low 5 R 2.00/7.20 20 2 17 0 3~19F Low Profile
6~15F Throw
18 Stagger 38 28 15
41236H H Stroke the Big Tree 40 15 6 90% Low 5 JRF 2.00/7.20 28 2 16 +1 5~27F Low Profile
11~23F Throw
18 Launch 28
214P Antidepressant Scale 12×1~5 0 8,7×0~4 All 1,2×0~4 F 2.50/1.20×1~5 19 Total: 50 -11 9 10 10 11, 6×1~4
j.214P Air Antidepressant Scale 12×1~5 0 8,7×0~4 All 1,2×0~4 F 2.50/1.20×1~5 13 6 after landing 9 10 10 11, 6×1~4
j.236P P Sultry Performance 30 10 7 High/Air 3 R 2.00/4.80 13 until landing 16 after lnding +1 13 14 30 13
j.236K K Sultry Performance 35 10 7 High/Air 3 R 2.00/4.80 13 until landing 12 after lnding +1 13 Down 30 13
j.236S S Sultry Performance 40 10 7 80% High/Air 3 R 2.00/4.80 13 until landing 14 after lnding -1 13 Launch 28 13
j.236H H Sultry Performance 25×3 10×3 7×3 All 3 RF 2.00/4.80×3 10 32 10 after landing 13 Launch 32 6
632146K K Chemical Love 45 0 6 All 5 F 2.50/1.20 11 11 12+8 after landing +3 18 Launch 20 15
j.632146K Air K Chemical Love 45 0 6 All 5 F 2.50/1.20 11 11 8 after landing 18 Launch 20 15
632146S S Chemical Love 45 0 7 All 3 F 2.50/1.20 11 11 32+13 after landing -8 13 Launch 30 13
j.632146S Air S Chemical Love 45 0 7 All 3 F 2.50/1.20 11 11 Landing+13 13 Launch 30 13
※1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
※2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
※3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.

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.236D FB Sultry Performance 20×5 14×5 3×5 Forced 80% All 4 R 9 17 23 6~9F Strike 16 Launch 60 7
j.236D > X Stop 1
214D FB Antidepressant Scale 12×6~14 ?? ?? All 1,2×6~14 F ?? 15 Total 42 +10 9 10 10 11, 6×1~13
j.214D FB Air Antidepressant Scale 12×6~14 ?? ?? All 1,2×6~14 F ?? 13 6 after landing +9 9 10 10 11, 6×1~13


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
j.2363214S Ultimate Fortissimo 50×3 14×3 6×3 All 4 7+0 9 until landing +27 1~9F Strike 16 Launch 28 16 14
632146H Longing Desperation 46×3 10×3 7×3 All 3 7+2 20 10 +1 1~13F Strike 13 Launch Down 6


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 Last Will and Testament Fatal 3 All 7+8 3 32 -25 4~17F Strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Ino 5P.png
Guard:
Mid
Startup:
4
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Ino 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P
GGAC Ino 6P.png
Guard:
Mid
Startup:
9
Recovery:
21
Advantage:
-10
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K
GGAC Ino 5K.png
Guard:
Mid
Startup:
7
Recovery:
12
Advantage:
-7
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Ino 2K.png
Guard:
Low
Startup:
5
Recovery:
8
Advantage:
0
6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S
GGAC Ino cS.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
0
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Ino fS.png
Guard:
All
Startup:
19
Recovery:
Total 34
Advantage:
+5
- - - - - -
2S
GGAC Ino 2S.png
Guard:
Low
Startup:
9
Recovery:
17
Advantage:
-5
- - - 5H, 2H 5D, 2D Sp
5H
GGAC Ino 5H.png
Guard:
Mid
Startup:
13
Recovery:
18
Advantage:
-3
- - - 2H 5D, 2D Jump, Sp
2H
GGAC Ino 2H.png
Guard:
Mid
Startup:
11
Recovery:
11
Advantage:
+6
- - - - 5D, 2D Sp
6H
GGAC Ino 6H.png
Guard:
Mid
Startup:
7
Recovery:
17
Advantage:
-6
- 5K - - - -
5D
GGAC Ino 5D.png
Guard:
High
Startup:
29
Recovery:
7
Advantage:
-5
- - - - - homing jump
2D
GGAC Ino 2D.png
Guard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Ino jP.png
Guard:
High/Air
Startup:
5
Recovery:
12
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Ino jK.png
Guard:
High/Air
Startup:
5
Recovery:
27
Advantage:
-
j.P - j.S - j.D Sp
j.S
GGAC Ino jS.png
Guard:
High/Air
Startup:
8
Recovery:
23
Advantage:
-
- j.K - j.H j.D Jump, Sp
j.H
GGAC Ino jH.png
Guard:
High/Air
Startup:
12
Recovery:
61
Advantage:
-
- - - - j.D Sp
j.D
GGAC Ino jD.png
Guard:
High/Air
Startup:
16
Recovery:
20+8 after landing
Advantage:
-
- - - - - Jump, 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/I-No/Data.