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

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< GGACR‎ | Robo-Ky
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6P (1)|label=6P}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6P (1)|label=6P}}
| <span style="color:green">6P three times<sup>[+]</sup></span> || - || - || - || - || -
| <span style="color:green">6P<sup>[+]</sup></span> || - || - || - || - || -
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5K}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5K}}
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2S}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2S}}
| - || - || - || 5H<sup>2</sup>, 2H || 2D || -
| - || - || - || 5H, 2H || 2D || -
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5H}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5H}}
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5D}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
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! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2D}}
! {{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2D}}
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*5D can be only canceled into Homing Jump on ground hit  
*5D can be only canceled into Homing Jump on ground hit
*6P is cancellable into self up to 2 times
*5K > 5P and 5K > 2P are delayed gatlings
*5K > 5P and 5K > 2P are delayed gatlings
*2S > 5H is a delay gatling
:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on hit, block, or whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on hit, block, or whiff</span>

Revision as of 13:09, 19 May 2022

 Robo-Ky

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 25 14 7 Mid 3 SR 6 4 3 +7 13 14 14 13
5K 16 3 8 85% Low 1 CSJR 5 7 7 -4 9 10 10 11
c.S 30 14 6 Mid 4 SJR 9 2 18 -3 16 17 16 14
f.S 38 14 6 Mid 4 SR 10 5 20 -8 16 17 16 14
5H 41 28 6 Mid 5 RF 5 7 29 -17 18 19 24 15
5D 15 8 20 High 3 R 24 4 22 -12 13 Launch 48 18 13
6P (1) 30 20 6 90% Mid 5 11 2 36 -4 1~3F Upper Body
4~18F Above Knees
18 Launch 80 15
6P (2-3) 20 20 6 90% Mid 5 5 2 36 -4 4~6F Above Knees 18 Launch 28 18 15
6H Lv1 12 0 8 All 1 F 1.44 13 12 12 -9 9 10 10 5
6H Lv2 30 0 7 All 2 F 2.64 16 14 7 +3 11 12 12 12
6H Lv3 50 0 7 All 3 F 2.64 19 11 17 -1 13 14 14 13
2P 18 6 7 85% Mid 2 SR 6 4 5 +3 11 12 12 12
2K 12 5 7 Low 2 R 7 11 9 -8 7~22F Low Profile 11 12 12 12
2S 34 8 7 Low 3 R 10 3 20 -9 13 Down 14 6
2S Heat 37, 20 8, 10 7×2 Low 3 R 10 3,3 17 +1 13 Launch Down, 34 6, 13
2H 50 0 6 Mid 4 F 14 Total 51 -7 16 Launch 28 16 14
2H Heat 50 0 6 Mid→ All 4 F 14 Total 51 -7 16 Launch 28 16 14
2D 38 106 Total 24
j.P 20 5 7 High/Air 2 SJR 7 8 4 11 12 12 12
j.K 22 5 7 High/Air 2 SJR 7 12 16 11 12 12 12
j.S 30 8 7 High/Air 3 SJR 9 2 23 -7 13 14 14 13
j.H 28 11 6 High/Air 4 SR 8 3 41 -7 16 17 20 14
j.D 10×12 8×12 1×12 High/Air 2 SR 8 2×12 12+8 after landing 11 12 18 6

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 6×2 Forced 50% 45 pixels RF 4.00 Down + GBounce
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% Mid 3 R 4 7 29 -22 1~10F All 13 28 + WBounce 14 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
Overheat Overheat Explosion 35 to self 7 to self Unblockable 3 1 Until it hits Launch 60
Knockdown > PK Delayed Wakeup Total 58 1~End All
236S Lv1 Don't get Coc-KY! Lv 1 10×3 0 7×3 All 2 24 4×3 Total 57 +22 11 12 12 12
236S Lv2 Don't get Coc-KY! Lv 2 14×4 0 7×4 All 2 24 4×4 Total 57 +38 11 12 12 12
236S Lv3 Don't get Coc-KY! Lv 3 18×5 0 7×5 All 2 24 4×5 Total 57 +54 11 12 12 12
214S Lv1 Fun-KY Lv 1 30 6 7 Mid 3 R 21 12 7+4 after landing +2 7~39F Feet 13 14 18 13
214S Lv2 Fun-KY Lv 2 40 6 6 Mid 5 R 13 19 7+6 after landing +5 7~38F Feet 18 19 18 15
214S Lv3 Fun-KY Lv 3 50 6 6 Mid 5 R 11 24 7+3 after landing +8 7~41F Feet 18 Launch 20 15
623H Lv1 Hun-KY Homerun Lv 1 30 10 7 Mid 3 RF 9 3 38+8 after landing -35 1~8F Throw 13 Launch 20 13
623H Lv2 Hun-KY Homerun Lv 2 30, 50 6, 14 7, 6 Mid 2, 4 RF 3 2(4)3 35+8 after landing -29 1~7F All 11, 16 Launch 30, 40 6, 14
623H Lv3 Hun-KY Homerun Lv 3 16, 50 20×2 6×2 Mid 5×2 RF 3 4(6)4 29+8 after landing -22 1~17F All 18 Launch 30 6, 15
j.623H Lv1 Hun-KY Homerun Lv 1 30 10 7 All 3 RF 9 3 Until landing+8 -35 1~8F Throw 13 Launch 20 13
j.623H Lv2 Hun-KY Homerun Lv 2 30, 50 5, 14 7, 6 90%, 100% High/Air, All 3 RF 3 2(4)3 Until landing+8 -29 1~7F All 13 Launch 30, 40 6, 13
j.623H Lv3 Hun-KY Homerun Lv 3 40, 50 15, 20 6×2 90%, 100% High/Air, All 5×2 RF 3 4(6)4 Until landing+8 -22 1~17F All 18 Launch 30, 40 6, 15
j.236S Lv1 Jun-KY Bargain Lv 1 20 0 7 All 2 11 Total 47+14 after landing 11 12 12 12
j.236S Lv2 Jun-KY Bargain Lv 2 60 0 7 All 3 7 Total 31+14 after landing 13 14 25 13
j.236S Lv3 Jun-KY Bargain Lv 3 75 0 6 All 5 9 Total 39+14 after landing 18 19 18 15
66X Spi-KY 50 20 6 Mid 5 RF -/See notes 13 9 19 0 5~8F Upper Body
9~18F All
18 Launch 60 15
63214K S-KY-line 2×N, 50 6, 7 Forced 70% 70 pixels -/See notes 7 1 37 1~7F Throw Down

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.214D Today's S-KY's Beautiful Total 67

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
236236S What's Useless Will Always Be So 6×N 3×N 1×N Mid 4 R 2+2 2×N 9 +6 16 17 60 7
236236S > 236S Headbutt 70 [95] 20 6 Mid 5 R 7 [3] 3 27 [20] -11 [-4] 18 Launch 60 [+ WBounce] 15
623H Whac-KY Blow 30, 110 6×2 Mid 5 R 13+0 12(15)20 26+10 landing 1~9F All
10~69F Strike
18 Launch 120 + WBounce 15
236236P Ris-KY Lovers 10+12
236236P Explosion Ris-KY Lovers (Self Destruct) 12×27 6×27 3×27 Mid 2 1 3×27 Total 134 +118 11 Launch 60 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 13 Luck-KY Fatal 20 All 5 9+9 4 26 -11

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC RoboKy 5P.pngGuardMidStartup6Recovery3Advantage+7 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2PGGAC RoboKy 2P.pngGuardMidStartup6Recovery5Advantage+3 - 2K c.S, f.S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC RoboKy 6P.pngGuardMidStartup11Recovery36Advantage-4 6P[+] - - - - -
5KGGAC RoboKy 5K.pngGuardLowStartup5Recovery7Advantage-4 5P[+], 2P[+] 5K[+] c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC RoboKy 2K.pngGuardLowStartup7Recovery9Advantage-8 - - 2S 2H, 6H 2D -
c.SGGAC RoboKy cS.pngGuardMidStartup9Recovery18Advantage-3 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC RoboKy fS.pngGuardMidStartup10Recovery20Advantage-8 - - - 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC RoboKy 2S.pngGuardLowStartup10Recovery20Advantage-9 - - - 5H, 2H 2D -
5HGGAC RoboKy 5H.pngGuardMidStartup5Recovery29Advantage-17 - - - - - -
2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7 - - - - - -
6HGGAC RoboKy 6H-1.pngGuardAllStartup13Recovery12Advantage-9 - - - - - -
5DGGAC RoboKy 5D.pngGuardHighStartup24Recovery22Advantage-12 - - - - - Homing Jump
2DGGAC RoboKy 2D.pngGuardStartup38RecoveryTotal 24Advantage- - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC RoboKy jP.pngGuardHigh/AirStartup7Recovery4Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC RoboKy jK.pngGuardHigh/AirStartup7Recovery16Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC RoboKy jS.pngGuardHigh/AirStartup9Recovery23Advantage-7 j.P - - j.H - Jump, Special, Super
j.HGGAC RoboKy jH.pngGuardHigh/AirStartup8Recovery41Advantage-7 - - - - - Special, Super
j.DGGAC RoboKy jD.pngGuardHigh/AirStartup8Recovery12+8 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • 6P is cancellable into self up to 2 times
  • 5K > 5P and 5K > 2P are delayed gatlings
  • 2S > 5H is a delay gatling
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Robo-Ky
To edit frame data, edit values in GGACR/Robo-Ky/Data.
Systems Pages