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| j | | j |
Revision as of 22:08, 29 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
System Data
Normals
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 | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
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f.S | ||||||||||
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5H | ||||||||||
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6P | ||||||||||
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6K | ||||||||||
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6[K] | ||||||||||
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6H | ||||||||||
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5D | ||||||||||
5[D] | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2H | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
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j.K | ||||||||||
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j.2K | ||||||||||
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j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
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 | ||||
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Throw | ||||||||||
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Air Throw | ||||||||||
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DAA | ||||||||||
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Specials
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 | ||||
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P Mappa Hunch 236P | ||||||||||
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K Mappa Hunch 236K | ||||||||||
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Mappa Hunch Feint 236[P/K] | ||||||||||
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P Dandy Step 214P | ||||||||||
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K Dandy Step 214K | ||||||||||
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S Dandy Step 214S | ||||||||||
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H Dandy Step 214H | ||||||||||
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Pilebunker Dandy > P | ||||||||||
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Crosswise Heel Dandy > K | ||||||||||
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Under Pressure Dandy > S | ||||||||||
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It's Late Dandy > H | ||||||||||
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It's Late Under Pressure > H | ||||||||||
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Bloodsucking Universe 236H | ||||||||||
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Undertow 632146P | ||||||||||
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Footloose Journey j.214K | ||||||||||
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Force Breaks
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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5P | 6P | - | - | - | 5D | j |
2P | 6P | - | - | - | 5D | - |
6P | - | - | - | - | - | - |
5K | 6P | 6K | - | - | 5D | j, sp |
2K* | - | - | 2S | 2H | 5D, 2D | - |
6K | - | - | - | - | - | - |
c.S | - | - | f.S | - | 5D | j, sp |
f.S | - | - | - | - | 5D | j, sp |
2S+ | - | 6K | - | 2H | 5D, 2D | j |
5H | - | - | - | - | 5D, 2D | j, sp |
2H | - | - | - | - | - | - |
6H | - | - | - | - | - | j, sp |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | - |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
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- May [★]
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- Order-Sol [★]
- Potemkin [★]
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- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
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Damage/Combo System •
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