m (→Gatling Table) |
m (→Overdrives: It has been tested that Dot has forced prorate instead of initial prorate) |
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Line 571: | Line 571: | ||
*Wall sticks opponent on hit (untechable for 50F, sticks for 32F) (on CH untechable for 112F, sticks for 60F) | *Wall sticks opponent on hit (untechable for 50F, sticks for 32F) (on CH untechable for 112F, sticks for 60F) | ||
*Slayer is in CH state until landing | *Slayer is in CH state until landing | ||
* | *Forced prorate 75% | ||
*Dizzy modifier x0 | *Dizzy modifier x0 | ||
*Opponent cannot input any commands from super flash until after the 1st active frame | *Opponent cannot input any commands from super flash until after the 1st active frame |
Revision as of 21:02, 11 August 2021
System Data
Normals
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Inv.Invincibility | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - Chain cancellable (into itself) S - Special/Overdrive cancellable J - Jump cancellable R - Roman cancellable F - Force Roman cancellable |
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. |
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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]
[[File:GGAC_Slayer_6[K].png|200x200px]]
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6H
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5D
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5[D]
[[File:GGAC_Slayer_5[D].png|200x200px]]
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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
Specials
Name | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Inv.Invincibility | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - Chain cancellable (into itself) S - Special/Overdrive cancellable J - Jump cancellable R - Roman cancellable F - Force Roman cancellable |
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. |
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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 | - | 6K | - | - | 5D | j, sp |
2S* | - | 6K | - | 2H | 5D, 2D | j, sp |
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.
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Click [★] for character's full frame data
• Starter Guide •
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Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •