GGACR/Justice/Frame Data

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Revision as of 19:38, 25 June 2022 by Shtkn (talk | contribs)
 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. 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 10×2 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 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 4(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+3 after landing 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
D+X Blue Burst 0 6 20 25% All 2 19 6 27 -15 1~37F Strike 11 Launch 20 6
D+X gold Gold Burst 0 10 20 25% All 3 19 6 26 -5 1~1F After Landing Strike 13 Launch 20 13
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 -8 1~5F All
6~22F 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+10 after landing 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+10 after landing 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
22X N.B. 8, 20×3 10, 6×3 7, 9×3 All 3, 2×3 F -/1.20×4 7 Until detonation(3)8 Total 51 -13 13, 11×3 Launch 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 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.pngGuardMid, LowStartup6Recovery9Advantage-2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Justice 2P.pngGuardMidStartup5Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Justice 6P.pngGuardHighStartup10Recovery12Advantage-4 - - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
5KGGAC Justice 5K.pngGuardMidStartup8Recovery12Advantage-1 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Justice 2K.pngGuardLowStartup7Recovery10Advantage-5 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Justice cS.pngGuardMidStartup6Recovery11Advantage-5 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Justice fS.pngGuardMidStartup10Recovery16Advantage-4 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Justice 2S.pngGuardMidStartup9Recovery16Advantage-6 - - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC Justice 5H.pngGuardMidStartup12Recovery24Advantage-11 - - - - 5D, 2D Special, Super
2HGGAC Justice 2H.pngGuardMidStartup11Recovery18Advantage-5 - - - - 5D, 2D -
6HGGACR Justice 6H-2.pngGuardMidStartup17Recovery26Advantage-9 - - - - - Jump (2nd hit), Special, Super
5DGGAC Justice 5D.pngGuardHighStartup29Recovery12Advantage-3 - - - - - Homing Jump
2DGGAC Justice 2D.pngGuardLowStartup11Recovery16Advantage-2 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Justice jP.pngGuardHigh/AirStartup4Recovery9Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Justice jK.pngGuardHigh/AirStartup5Recovery16Advantage- j.P - j.S - j.D Jump, Special, Super
j.SGGAC Justice jS.pngGuardHigh/AirStartup8Recovery3Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGAC Justice jH.pngGuardHigh/AirStartup13Recovery24Advantage- - - - - - Special, Super
j.DGGAC Justice jD.pngGuardHigh/AirStartup11Recovery18+3 after landingAdvantage- - - - - - 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


To edit frame data, edit values in GGACR/Justice/Data.
Systems Pages