GGACR/Slayer/Frame Data

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< GGACR‎ | Slayer
Revision as of 08:24, 6 February 2022 by Shtkn (talk | contribs)


GGACR Slayer Icon.png

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 16 3 7 Mid 1 CJR 1.44 5 4 4 +2 9 14 15 11
5K 22 6 6 Mid 2 SJR 2.64 6 3 8 +1 11 17 17 12
c.S 30 10 6 Mid 3 SJR 2.64 7 4 10 0 13 20 17 13
f.S 30 10 6 Mid 3 SJR 2.64 13 2 8 +4 13 16 14 13
5H 45 20 6 Mid 5 SJR 3.84 13 5 18 -4 18 19 30 + Slide 30 15
5D 22 8 20 High 3 R 2.64 24 3 20 -9 13 Launch 48 14 13
5[D] Total 34
6P 45 20 6 90% Mid 5 RF 3.84 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
18 Launch 26 + WBounce 15
6K 22 8 7 90% High/Air 3 R 2.64 21 5 1+3 after landing +5 8~21F Lower Body 13 14 14 13
6[K] Total 24+3 after landing 8~24F Feet
6H 40 20 6 Mid 5 SJRF 3.84 21 6 13 +0 18 24 26 + GBounce 15
2P 14 3 7 Mid 1 CR 1.44 4 2 5 +3 9 13 16 11
2K 18 5 7 90% Low 2 R 2.64 6 2 11 -1 3~4F, 12~15F Feet 11 18 12 12
2S 32 10 6 Mid 3 SJR 2.64 8 6 15 -7 5~9F Upper Body 13 14 14 13
2H 42 15 15 Forced 80% Low 5 R 3.84 13 2 22 -5 5~14F Below Knees 18 Stagger 49 41 0
2D 34 15 6 Low 5 R 3.84 7 15 12 -8 18 Down 26 15
j.P 10 3 8 High/Air 1 CR 1.44 5 3 7 9 10 14 11
j.K 22 8 7 High/Air 3 SJR 2.64 6 5 6 13 14 19 13
j.2K 22 8 15 High/Air 3 R 3.60 13 3 16 13 Launch 33 13
j.S 16×4 8×4 6×4 High/Air 3 SJR 2.64×4 3 2(2)2(4)2(2)2 6 13 14 19 6
j.H 36 8 6 80% High/Air 3 SR 2.64 14 5 7 13 14 23 13
j.D 40 8 6 High/Air 3 SJR 2.64 7 5 19+5 after landing 13 14 20 13

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 52 6, 7 49 pixels 4.00 Down
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 18 6 17 -9 1~23F All
24~36F Throw
13 Launch Down 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
236P P Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 11 3 17 -1 18 19 25 15
236K K Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 14 6 16 -3 18 19 27 15
236[P] P Mappa Hunch Feint 2.00/- Total 23
236[K] K Mappa Hunch Feint 2.00/- Total 27
214P P Dandy Step F 2.50/- Total 30 1~3F Strike
214K K Dandy Step F 2.50/- Total 38 1~6F Strike
214S S Dandy Step 2.50/- Total 30 6~13F Above Knees
14~17F Upper Body
214H H Dandy Step 2.50/- Total 40 15~22F Above Knees
23~27F Upper Body
Dandy > P Pilebunker 80 20 10 Forced 80% Mid 5 R 3.00/7.20 3 3 33 -17 18 Launch 50 + Slide 26 15
Dandy > K Crosswise Heel 23, 27 10×2 7,10 100%, Forced 85% Mid 3 R 3.00/4.80×2 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body
13 Launch 32, 42 6, 13
Dandy > S Under Pressure 36 10 7 Mid 3 R 2.50/7.20 5 2 15 -3 13 14 24 13
Dandy > H It's Late 52 15 6 High 5 R 2.50/7.20 18 6 9 +4 5~17F Throw 18 22 34 15
Dandy > S > H It's Late 52 15 6 High 5 R 2.50/7.20 14 6 12 +1 1~13F Throw 18 19 30 15
236H Bloodsucking Universe 55 6 Forced 60% 92 pixels F -/6.00 7 2 29 Stagger 33
632146P Undertow 60 10 7 50% Mid 3 RF 2.00/7.20 28 3 13 -2 5~28F Armor 13 Launch 26 + GBounce 13
j.214K Footloose Journey 26×3 14×3 6×3 All 4 R 2.00/3.60×3 5 2(2)×6 Until landing+11 16 Launch 24 7

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
236D Big Bang Upper 80 20 18 Mid 5 R 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
18 Launch 66 15
214D FB Dandy Step Total 30 1~12F Strike
13~17F Low Profile
Dandy > D FB Pilebunker 90 20 6 Mid 5 R 3 3 31 -3 30 Launch 80 + WStick 27

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
632146S Dead on Time 140 20 6 Forced 75% All 5 RF 7+1 10 31+21 after landing -43 7~9F Strike 18 Launch 50 + WStick 32 15
236236H Eternal Wings 88 20 6 Mid 5 R 5+2 18 36+7 after landing -42 1~24F Strike 18 Launch 120 15
j.214214S Up and Close Dandy 100 [160] 20 [20] 6 [6] Mid [All] 5 R[-] 7+2 Until landing [6] 20 after landing 1~10F Strike 18 Stagger 46 [19] 100 [18] 7 [15]

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 All Dead Fatal 20 All 5 10+10 10 25 -16 10~17F strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Slayer 5P.pngGuardMidStartup5Recovery4Advantage+2 6P - - - 5D jump
2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 6P - - - 5D -
6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 - - - - - -
5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 6P 6K - - 5D jump, sp
2K*GGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 - - 2S 2H 5D, 2D -
6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 - - - - - -
c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 - - f.S - 5D jump, sp
f.SGGAC Slayer fS.pngGuardMidStartup13Recovery8Advantage+4 - 6K - - 5D jump, sp
2S*GGAC Slayer 2S.pngGuardMidStartup8Recovery15Advantage-7 - 6K - 2H 5D, 2D jump, sp
5HGGAC Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 - - - - 5D, 2D jump, sp
2HGGAC Slayer 2H.pngGuardLowStartup13Recovery22Advantage-5 - - - - - -
6HGGAC Slayer 6H.pngGuardMidStartup21Recovery13Advantage+0 - - - - - jump, sp
5DGGAC Slayer 5D.pngGuardHighStartup24Recovery20Advantage-9 - - - - - homing jump
2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC Slayer jP.pngGuardHigh/AirStartup5Recovery7Advantage- j.P j.K - - - -
j.KGGAC Slayer jK.pngGuardHigh/AirStartup6Recovery6Advantage- - j.2K - - - jump, sp
j.2KGGAC Slayer j2K.pngGuardHigh/AirStartup13Recovery16Advantage- - - - - - sp
j.SGGAC Slayer jS.pngGuardHigh/AirStartup3Recovery6Advantage- - j.2K - - - jump, sp
j.HGGAC Slayer jH.pngGuardHigh/AirStartup14Recovery7Advantage- - j.2K - - - sp
j.DGGAC Slayer jD.pngGuardHigh/AirStartup7Recovery19+5 after landingAdvantage- - 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.
Systems Pages