GGACR/May/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | May
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|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=5P}}
! {{MiniMoveCard|game=GGACR|chara=May|input=5P}}
| <span style="color:green">5P</span>, <span style="color:green">2P</span>, <span style="color:green">6P</span> || <span style="color:green">5K</span>, <span style="color:green">2K</span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=2P}}
! {{MiniMoveCard|game=GGACR|chara=May|input=2P}}
| <span style="color:green">5P</span>, <span style="color:green">2P</span>, <span style="color:green">6P</span> || <span style="color:green">5K</span>, <span style="color:green">2K</span> || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=6P}}
! {{MiniMoveCard|game=GGACR|chara=May|input=6P}}
| - || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp
| - || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=5K}}
! {{MiniMoveCard|game=GGACR|chara=May|input=5K}}
| 6P || 3K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 6P || 3K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=2K}}
! {{MiniMoveCard|game=GGACR|chara=May|input=2K}}
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=3K}}
! {{MiniMoveCard|game=GGACR|chara=May|input=3K}}
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|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=c.S}}
! {{MiniMoveCard|game=GGACR|chara=May|input=c.S}}
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=f.S}}
! {{MiniMoveCard|game=GGACR|chara=May|input=f.S}}
| - || 3K || 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| - || 3K || 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=2S}}
! {{MiniMoveCard|game=GGACR|chara=May|input=2S}}
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || - || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=5H}}
! {{MiniMoveCard|game=GGACR|chara=May|input=5H}}
| - || - || - || - || 5D, 2D || Sp
| - || - || - || - || 5D, 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=2H}}
! {{MiniMoveCard|game=GGACR|chara=May|input=2H}}
| - || - || - || - || 2D || Sp
| - || - || - || - || 2D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=6H Lv1|label=6H}}
! {{MiniMoveCard|game=GGACR|chara=May|input=6H Lv1|label=6H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=5D}}
! {{MiniMoveCard|game=GGACR|chara=May|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=5[D]}}
! {{MiniMoveCard|game=GGACR|chara=May|input=5[D]}}
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|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=2D}}
! {{MiniMoveCard|game=GGACR|chara=May|input=2D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}
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|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.P}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Sp
| j.P || j.K || j.S || j.H || j.D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.K}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.K}}
| j.P || - || j.S || j.H || j.D || Sp
| j.P || - || j.S || j.H || j.D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.S}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.S}}
| - || j.K || - || j.H || j.D || Jump, Sp
| - || j.K || - || j.H || j.D || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.H}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.H}}
| - || - || - || - || j.D || Sp
| - || - || - || - || j.D || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.2H}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.2H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! {{MiniMoveCard|game=GGACR|chara=May|input=j.D}}
! {{MiniMoveCard|game=GGACR|chara=May|input=j.D}}
| - || - || - || - || - || Jump, Sp
| - || - || - || - || - || Jump, Special, Super
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
:'''Default''' = Available on hit or block
:<span style="color:green">'''Green''' = Available on whiff</span>
:<span style="color:green">'''Green<sup>[+]</sup>''' = Available on hit, block, or whiff</span>
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)


==Navigation==
==Navigation==

Revision as of 03:20, 26 April 2022

 May

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 3 8 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
5K 20 6 7 Mid 2 SJR 2.64 9 6 9 -3 4~17F High profile
4~14F Throw
11 12 12 11
c.S 30 14 6 Mid 4 SJR 3.84 7 3 15 -1 16 17 16 14
f.S 33 14 6 Mid 4 SJR 2.64 12 3 20 -6 16 17 16 14
5H 50 20 6 Mid 5 SR 3.84 13 4 8 +7 18 Launch 18 15
5D 22 11 20 High 4 R 3.84 28 3 18 -4 16 Launch 48 16 14
5[D] 38 11 18 Low 4 R 3.84 35 4 25 -12 16 Launch 40 14
6P 44 14 6 90% Mid 4 SR 3.84 16 6 18 -7 1~18F Above Knees 16 Launch 28 14
6[P] 44 14 6 90% Mid 4 SR 3.84 17~47 6 18 -7~+11 1~11F Above Knees 16~34 Launch 28 14
6H Lv1 70 20 6 Mid 5 SR 3.84 15 6 34 -21 18 19 18 15
6H Lv2 70 20 6 Mid 5 SR 3.84 22~27 6 31 -18 18 19 18 15
6H Lv3 90 15 6 High 5 SR 3.84 26 6 21 -8 18 19 18 15
2P 10 3 8 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
2K 14 3 8 80% Low 1 SR 1.44 7 4 9 -3 7~10F Low Profile 9 10 10 11
3K 24 5 7 Low 2 RF 2.64 8 21 20 -29 5~7F, 29~40F Low Profile
8~28F Above Feet
11 Down 12 11
2S 26 10 7 Mid 3 SR 2.64 9 3 15 -4 13 14 14 13
2H 44 15 6 Low 5 SR 3.84 14 3 16 0 18 Stagger 31 18 15
2D 30 11 6 Low 4 SR 3.84 7 10 8 -1 16 Down 16 14
j.P 14 3 8 High/Air 1 CSR 1.44 5 6 6 9 10 10 11
j.K 24 5 7 High/Air 2 SR 2.64 6 6 8 11 12 12 11
j.S 30 8 7 High/Air 3 SJR 2.64 13 4 5 13 14 14 13
j.H 40 8 7 High/Air 3 SR 2.64 12 10 15 13 14 28 13
j.2H 41 11 7 High/Air 3 SR 2.64 13 Until landing 0 16 14 14 13
j.D 38 11 6 High/Air 4 SJR 3.84 10 12 24+5 after landing 7~21F Upper Body 16 Launch 21 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% 43 pixels 4.00 Down
Air Throw Air Throw 60 6 Forced 50% 96 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 16 6 18 -10 1~21F All
22~37F Throw
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
[4]6S S Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/2.40 7 10 8+3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
13 14 48 + Slide 21 13
[4]6H H Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/3.60 8 20 7+3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
13 14 48 + Slide 21 13
[2]8S S Mr. Dolphin Vertical 50 10→8 14 Mid→ High/Air 3 F 1.00/2.40 8 20 3 after landing -15 1~3F Throw 13 Launch 35 13
[2]8H H Mr. Dolphin Vertical 50 10→8 14 Mid→ High/Air 3 F 1.00/3.60 8 27 3 after landing -13 1~3F Throw 13 Launch 40 13
623S S Restive Rolling 30 6 7 Mid 3 RF 1.50/4.20 13 40 22+15 after landing -65 11 Launch 35 13
623H H Restive Rolling 30 6 7 Mid 3 RF 1.50/4.20 13 40 24+15 after landing -67 11 Launch 40 13
j.623S Air S Restive Rolling 30 5 7 High/Air 3 RF 1.50/3.60 10 40 Until landing+15 11 Launch 30 13
j.623H Air H Restive Rolling 30 5 6 High/Air 4 RF 1.50/3.60 16 40 Until landing+15 -4 11 17 35 14
623H > H Hard to Port 18 6 7 All 2 R 0.60/3.48 5 24 Until landing+15 11 Down 32 11
41236[X] Applause for the Victim (Strike) 20 10 7 90% Mid 3 RF 2.50/- 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
13 Launch 16 13
41236]X[ Applause for the Victim (Dolphin) 22×1/2/3/6 0 7×1/2/3/6 All 3 1.20×1/2/3/6 49 3 13 14 14 13
63214K Overhead Kiss 40 6, 1 Forced 65% 90 pixels RF -/6.00 24 1 38 18~21F Strike
22~25F All
Launch 80 + WBounce
※1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. FRC window is 10~12F after hitting or being blocked. Minimum charge time of 30F

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 Jackhound 38 15 6 Forced 80% High 5 R 24 10 35 -26 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet
18 Launch 50 + GBounce 15
[4]6S > 56D S Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 17 Until landing+11 +13 13 14 30 13
[4]6H > 56D H Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 20 Until landing+14 +10 13 14 30 13
[2]8S > 58D Go, Mr. Dolphin! Vertical 22 10 7 All 3 1 Total 16 13 14 30 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
63214H Ultimate Whiner 25, 17×8 20 6, 3×8 Mid 5 R 7+2 3 26 -10 1~10F All
11~13F Throw
18 19×8, Launch 120, 18, 50×7 15, 0×7, 15
236236S Great Yamada Attack 110 20 16 Mid 5 9+0 Total 74 5~22F Strike 18 Launch 90 + WBounce 15
63214S Super Screaming Ultimate Spinning Whirlwind 24×10 6×10 5×10 Mid 5 R 1+14 {2(12)}×9,2 15 +2 1~7F Strike
8~Until Recovery: Armor
18 Launch 120 + WBounce 7
63214S > P Deluxe Goshogawara Bomber 48 20 6 Mid 5 11 10 14 +20 28 Launch 60 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
4123641236H May and the Jolly Crew Fatal 70 pixels 7+9 2 6 1~18F All

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC May 5P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC May 2P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC May 6P.pngGuardMidStartup16Recovery18Advantage-7 - - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC May 5K.pngGuardMidStartup9Recovery9Advantage-3 6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC May 2K.pngGuardLowStartup7Recovery9Advantage-3 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
3KGGAC May 3K.pngGuardLowStartup8Recovery20Advantage-29 - - - - - -
c.SGGAC May cS.pngGuardMidStartup7Recovery15Advantage-1 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC May fS.pngGuardMidStartup12Recovery20Advantage-6 - 3K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC May 2S.pngGuardMidStartup9Recovery15Advantage-4 - - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC May 5H.pngGuardMidStartup13Recovery8Advantage+7 - - - - 5D, 2D Special, Super
2HGGAC May 2H.pngGuardLowStartup14Recovery16Advantage0 - - - - 2D Special, Super
6HGGAC May 6H.pngGuardMidStartup15Recovery34Advantage-21 - - - - - Special, Super
5DGGAC May 5D.pngGuardHighStartup28Recovery18Advantage-4 - - - - - Homing Jump
5[D]GGAC May Dhold.pngGuardLowStartup35Recovery25Advantage-12 - - - - - -
2DGGAC May 2D.pngGuardLowStartup7Recovery8Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC May jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC May jK.pngGuardHigh/AirStartup6Recovery8Advantage- j.P - j.S j.H j.D Special, Super
j.SGGAC May jS.pngGuardHigh/AirStartup13Recovery5Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGAC May jH.pngGuardHigh/AirStartup12Recovery15Advantage- - - - - j.D Special, Super
j.2HGGAC May j2H.pngGuardHigh/AirStartup13Recovery0Advantage- - - - - - Special, Super
j.DGGAC May jD.pngGuardHigh/AirStartup10Recovery24+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
Default = Available on hit or block
Green[+] = Available on hit, block, or whiff

Navigation

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