GGACR/Slayer/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Slayer
No edit summary
Line 135: Line 135:
  |damage=25 |tension=2.64 |gb+=10 |gb-=6 |level=3 |guard=All
  |damage=25 |tension=2.64 |gb+=10 |gb-=6 |level=3 |guard=All
  |cancel=R |startup=18 |active=6 |recovery=17 |frameAdv=-9
  |cancel=R |startup=18 |active=6 |recovery=17 |frameAdv=-9
|description=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=

Revision as of 06:56, 1 April 2019

System Data


Normals

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
16 HLF 5 4 4 +2 [+7 on hit] -
22 HLF 6 3 8 +1 [+7 on hit] -
30 HLF 7 4 10 0 [+7 on hit] -
30 HLF 13 2 8 +4 [+7 on hit] -
45 HLF 13 5 18 -4 -
45 HLF 18 6 14 -1 -
22 HA 21 5 1+3 after landing +5 -
- - - - 27 total + 3 after landing - -
40 HLF 21 6 13 +0 [+6 on hit] -
22 HF 24 3 20 -9 -
- - - - 34 total - -
25 All 18 6 17 -9 -
14 HLF 4 2 5 +3 [+7 on hit] -
18 L 6 2 11 -1 [+6 on hit] -
32 HLF 8 6 15 -7 -
42 L 13 2 22 -5 -
34 L 7 15 12 -8 -
10 HA 5 3 7 - -
22 HA 6 5 6 - -
22 HA 13 3 16 - -
16x4 HA 3 2(2)2(4)2(2)2 6 - -
36 HA 14 5 7 - -
40 HA 7 5 19+5 after landing - -

Throws

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
52 49 pixels - - - - -
60 88 pixels - - - - -

Specials

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
40 HLF 11 3 17 -1 -
40 HLF 14 6 16 -3 -
- - - - P: 23 Total
K: 27 Total
- -
- - - - 30 Total - -
- - - - 38 Total - -
- - - - 30 Total - -
- - - - 40 Total - -
80 HLF 3 3 33 -17 -
23, 27 HLF 6 4(9)7 16+5 after landing -14 -
36 HLF 5 2 15 -3 -
52 HF 18 6 9 +4 [+8 on hit] -
52 HF 14 6 12 +1 -
55 92 pixels 7 2 - - -
60 HLF 28 3 13 -2 -
26x3 All 5 2(2)x6 11 after landing - -

Force Breaks

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
80 HLF 10 6 35 -22 -
90 HLF 3 3 31 -3 -
- - - - Total 30 - -

Overdrives

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
140 all 7+1 10 31 + 21 after landing -43 -
88 HLF 5+2 18 36 + 7 after landing -42 -
100[160] HLF[All] 7+2 until landing [6] 20 after landing - -

Instant Kill

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
Fatal all 10+10 10 25 -16 -

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 6P - - - 5D j
2P 6P - - - 5D -
6P - - - - - -
5K 6P 6K - - 5D Homing Jump
2K* - - 2S 2H 5D, 2D -
6K - - - - - -
c.S - - f.S - 5D j, sp
f.S - - - - 5D j, sp
2S+ - 6K - 2H, 6H 5D, 2D j
5H - - - - 5D, 2D j, sp
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - -
Air Gatlings
P K S H D Cancel
j.P j.P j.k - - - -
j.K - j.2K - - - j, sp
j.2K - - - - - sp
j.S - j.2K - - - j, sp
j.H - j.2K - - - sp
j.D - j.2K - - - sp


  • 5D can be only canceled into Homing Jump on ground hit
  • 2K has a "late" gatling window of F11-14, and thus the gatlings may feel like links, rather than "true gatlings"
  • 2S has a "late" gatling window of F11-21, and thus the gatlings may feel like links, rather than "true gatlings"
  • Chart imported from AC Slayer, please note any +R changes as necessary
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation


To edit frame data, edit values in GGACR/Slayer/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.