GGACR/Robo-Ky/Frame Data: Difference between revisions

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< GGACR‎ | Robo-Ky
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{{FrameDataNoHeader-GGACR
|version=6H lvl 1
|damage=12
|tension=1.44
|gb+=0
|gb-=8
|level=1
|guard=HLF
|cancel=F
|startup=13
|active=12
|recovery=12
|frameAdv=-6
|description=
{{ColumnList |text=
*Staggers on ground CH (max: 35F)
*CH state from frames 1-32
*Hit stop 5
*Is a projectile
*FRC timing XXXX
*Projectile disappears immmediately if Robo-Ky gets hit
*Lowers heat by 2.7 C on frame 7, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C)
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=6H lvl 2
|damage=30
|tension=2.64
|gb+=0
|gb-=7
|level=2
|guard=any
|cancel=F
|startup=16
|active=14
|recovery=7
|frameAdv=+3
|description=
{{ColumnList |text=
*Staggers on ground CH (max: 54F)
*CH state from frames 1-32
*FRC timing: 13-14
*Is a projectile
*Projectile disappears immmediately if Robo-Ky gets hit
*Lowers heat by 2.7 C on frame 10, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C)
}}
}}
|}
|}



Revision as of 20:06, 4 August 2013

System Data

Defense Modifier: x 0.89
Guts Rating: 0
Stun Resistance: 80
Prejump:
Backdash Time:
Backdash Invincibility:
Wakeup (Face Up/Down): /

Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Throws

Specials

Force Breaks

Overdrives

Instant Kill

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2P - 2K c.S, f.S 5H, 2H, 6H 5D, 2D Sp
6P 6P1 - - - - -
5K 5P2, 2P2 5K c.S, f.S 5H, 2H< 6H 5D, 2D Jump, Sp
2K - - 2S 2H, 6H 2D -
c.S 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H2 2D -
5H - - - - - -
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - -
1: Cancels up to twice (Three shots maximum)
2: Delayed Gatlings
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - 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)