GGACR/Justice/Frame Data

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Justice


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.
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. 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.
  • Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce adds flat 10 frames on top of move's untechable time.
    • Outside of airhit column untechable time will include ground bounce frames by default.
  • On CH moves with nonstandard untechable time have double the untech time unless stated otherwise.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Justice 1.03 5 3F Lightweight (x1.05) 24F (1~>19F invuln) 0.85 54F 45F No Airdash
No Run
Omega Shift

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 10×2 3×2 8×2 100%, 80% Mid, Low 1 CSJR 1.44×2 6 3,3 9 -2 9 10 10 11
5K 16 10 7 Mid 3 SJR 2.64 8 3 12 -1 13 14 14 13
c.S 26 10 7 Mid 3 SJR 2.64 6 8 11 -5 13 14 14 13
f.S 18×4 10×4 7×4 Mid 3 SJR 2.64×4 10 2,1,1,2 16 -4 13 14 14 6
5H 40 20 6 Mid 5 SR 3.84 12 6 24 -11 11~31F Above Chest 18 19 18 15
5D 28 15 20 High 5 R 3.84 29 10 12 -3 31~46F Above Knees 18 Launch 48 18 15
6P 20×2 8×2 7×2 90% High 3 SJR 2.64×2 10 2(6)6 12 -4 1~17F Upper Body
18~29F Above Knees
13 Crouch 15 14 13
6H 38×2 20×2 6×2 Mid 5 SR, SJR 3.84×2 17 2(6)2 26 -9 18 19, Launch 28 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 2 7 +1 9 10 10 11
2K 18 5 7 90% Low 2 SR 2.64 7 6 10 -5 11 12 12 6
2S 28 10 7 Mid 3 SJR 2.64 9 4 16 -6 13 14 14 13
2H 32×2 20×2 6×2 Mid 5 R 3.84×2 11 6,6 18 -5 18 Launch 35 15
2D 40 15 6 Low 5 SR 3.84 11 5 16 -2 18 Down 18 15
j.P 14 3 8 High/Air 1 SJR 1.44 4 4 9 9 10 10 11
j.K 18 5 7 High/Air 2 SJR 2.64 5 4 16 11 12 12 12
j.S 18×2 8×2 7×2 High/Air 3 SJR 2.64×2 8 2,2(2)6 3 13 14 24, 14 13
j.H 44 15 6 Forced 90% High/Air 5 SR 3.84 13 3 24 18 19 22 15
j.D 50 11 6 High/Air 4 SJR 3.84 11 2 18 16 17 16 14


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 55 6 Forced 50% 55 pixels 4.00 Down + GBounce
Air Throw Air Throw 60 6×2 Forced 50% 91 pixels R 6.88 Down + GBounce
DAA Dead Angle Attack 22 10 7 50% All 3 R 0.52 13 10 12 -4 1~22F Strike 13 Launch 28 + WBounce 14 + WBounce 13


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
236P Valkyrie Arc 60 6 Forced 50% 0.75/- 5 Total 38 5~23F Guard High
41236S S Michael Sword 40 20 6 Mid 5 R -/7.20 11 9 15 -5 18 Launch 42 15
41236H H Michael Sword 50 20 6 Mid 5 R -/7.20 20 9 23 -13 18 Launch 50 + WBounce 15
j.41236S Air S Michael Sword 30×2 20×2 6×2 All 5 RF -/7.20×2 10 3,6 26 18 Launch 60 15
j.41236H Air H Michael Sword 40×2 20×2 6×2 All 5 R -/7.20×2 21 3,6 25 18 Launch 50 + WBounce 15
623K S.B.T 24,32 20×2 6×2 80% Mid, All 5 RF -/7.20, 1.20 7 4,8 36 -10 1~3F, 10~18F Feet
4~9F Lower Body
18 Launch 25, 24 15, 0
22X N.B. (explosion) 8,20×3 10,6×3 7,9×3 All 3, 2×3 F -/1.20×4 7 1(4)4(1)4(1)4 Total 51 -13 13, 11×3 Launch 60 6, 0×3
22[X] N.B. (hold) 8,20×3 10,6×3 7,9×3 All 3, 2×3 F -/1.20×4 1(4)4(1)4(1)4 13, 11×3 14, Launch×3 60 6, 0×3


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
236D Saperia Trance 50 14 40 All 4 -/0.24 12 9 23 -4~ 6~11F Upper Body
12~20F All
16 Launch 55 + WBounce 7
j.236D Air Saperia Trance 50 14 40 All 4 -/0.24 11 4 14 8~14F All 16 Launch 55 + WBounce 7


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 Michael Blade 100 20 6 60% Mid 5 F 9+4 2 46 -14 1~15F All 18 Launch 50 15
632146S Imperial Ray 28×46 3×46 20×46 All 5 F 5+2 63 25 +8 5~7F Strike 18 19 18 15
46463214H Gamma Ray 20,30×52 20×53 6×53 All 5 RF, -×52 10+1 3(71)2×52 36 -5 10~11F Strike 18 Launch 120, 28×52 7, 0×52
46463214S Omega Shift 5+0 Total 5


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 X Laser Fatal 20 All 5 9+3 18 18 -17 10~10F All 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Justice 5P.pngGuard:
Mid, Low
Startup:
6
Recovery:
9
Advantage:
-2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Justice 2P.pngGuard:
Mid
Startup:
5
Recovery:
7
Advantage:
+1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Justice 6P.pngGuard:
High
Startup:
10
Recovery:
12
Advantage:
-4
- - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
5KGGAC Justice 5K.pngGuard:
Mid
Startup:
8
Recovery:
12
Advantage:
-1
6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Justice 2K.pngGuard:
Low
Startup:
7
Recovery:
10
Advantage:
-5
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Justice cS.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
-5
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Justice fS.pngGuard:
Mid
Startup:
10
Recovery:
16
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Justice 2S.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-6
- - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC Justice 5H.pngGuard:
Mid
Startup:
12
Recovery:
24
Advantage:
-11
- - - - 5D, 2D Special, Super
2HGGAC Justice 2H.pngGuard:
Mid
Startup:
11
Recovery:
18
Advantage:
-5
- - - - 5D, 2D -
6HGGAC Justice 6H.pngGuard:
Mid
Startup:
17
Recovery:
26
Advantage:
-9
- - - - - Jump (2nd hit), Special, Super
5DGGAC Justice 5D.pngGuard:
High
Startup:
29
Recovery:
12
Advantage:
-3
- - - - - Homing Jump
2DGGAC Justice 2D.pngGuard:
Low
Startup:
11
Recovery:
16
Advantage:
-2
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Justice jP.pngGuard:
High/Air
Startup:
4
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Justice jK.pngGuard:
High/Air
Startup:
5
Recovery:
16
Advantage:
-
j.P - j.S - j.D Jump, Special, Super
j.SGGAC Justice jS.pngGuard:
High/Air
Startup:
8
Recovery:
3
Advantage:
-
j.P - - j.H j.D Jump, Special, Super
j.HGGAC Justice jH.pngGuard:
High/Air
Startup:
13
Recovery:
24
Advantage:
-
- - - - - Special, Super
j.DGGAC Justice jD.pngGuard:
High/Air
Startup:
11
Recovery:
18
Advantage:
-
- - - - - Jump, Special, Super
  • 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

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