GGACR/Dizzy/Frame Data

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< GGACR‎ | Dizzy


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

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.15 1 0.875 1/6F 1.05 50 24F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.4 11.0 0.24 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 23.0 1.1 43F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 30.0 1.1 56F 8.0 8.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
2 6F 16F 19.5 6F 12F 14.0 30

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
130 49 88

Normal Moves

input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 1 -4 5 2 12 CSJR N/A 9 10 10 11 10 1.44 3 8
5K Mid 3 -4 7 4 14 SJR N/A 13 14 14 13 16 2.64 10 7
c.S Mid 3 +1 5 2 11 SJR N/A 13 14 14 13 24 2.64 10 7
f.S Mid 3 -4 8 2×4,6 12 SR N/A 13 14×3, Stagger 35, 14 14 6 20×5 2.64×5 10×5 7×5
5H Mid 4 -4 12 6 15 SR N/A 16 17 16 14 40 3.84 14 6
5D High 4 -12 29 14 15 R N/A 16 Launch 48 16 14 20 2.64 11 20
6P Mid 3 -9 11 4 19 SR 1~14F Upper Body 90% N/A 13 Launch 28 + WBounce 14 + WBounce 13 26 2.64 10 7
6H Mid 5 -5 18 9,3 21 SRF, SJRF 18~20F, 27~29F 18 19, Launch 28 18 15 38×2 3.84×2 20×2 6×2
2P Mid 1 -2 6 3 9 CSR 70% N/A 9 10 10 11 8 1.44 3 8
2K Low 2 -1 6 4 9 SR 80% N/A 11 12 12 12 18 2.64 5 7
2S Mid 3 -11 7 3 22 SJR N/A 13 14 14 13 28 2.64 10 7
2H Mid 5 -23 8 4 38 SRF 8~10F 18 Down 18 15 40 3.84 20 6
2D Low 4 -19 12 3 33 SJR 9~26F, 36~39F Low Profile
27~35F Above Feet
N/A 16 Down 16 13 38 3.84 11 6
j.P High/Air 1 6 2 10 CSJR 90% N/A 9 10 10 11 12 1.44 3 8
j.K High/Air 2 4 12 12 SJR N/A 11 12 12 12 16 2.64 5 7
j.S High/Air 3 9 4 16 SJR N/A 13 14 14 13 28 2.64 8 7
j.2S High/Air 3 7 9 8 SR 1~23F Throw 90% N/A 13 14 14 13 30 2.64 8 7
j.H High/Air 5 11 4 28 SR N/A 18 19 18 15 42 3.84 15 6
j.D High/Air 4 10 9,3 15+5 after landing SR N/A 16 Launch 22, 26 14 30, 40 3.84×2 11×2 6×2

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
Ground Throw 49 pixels Forced 50% Down 50 4.00 6×2
Air Throw 88 pixels Forced 50% 60 + WBounce 60 9.40 6×2
Dead Angle Attack All 3 -11 11 2 23 R 1~12F All
13~32F Throw and Upper Body
50% 13 Launch 28 + WBounce 14 + WBounce 13 25 0.52 10 7
Taunt A Air FD 1 -44 67 36 18 R 9 10 10 11 0 2.64 8
Taunt B Air FD 1 -33 45 25 18 R 9 10 10 11 0 2.64 8
Taunt C Air FD 1 -45 57 37 18 R 9 10 10 11 0 2.64 8

Special Moves

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
236H H I Use This to Fish All 3 -23 14 8 42 F Forced 85% 31~32F 13 Launch 40 13 55 2.50/1.20 0 8
236D D I Use This to Fish All 3 -34 14 8 53 F Forced 85% 31~32F 13 Launch 40 13 55 2.50/1.20 0 8
214P P My Talking Buddies All 1 58~68 (26~35) 3(32)3 12 [Total 36] N/A 9 10 10 11 21×2 -/1.20×2 0 8×2
214K K My Talking Buddies All 1 58~60 (27) 15 0 [Total 36] N/A 9 10 10 11 20×3 1.00/1.20×3 0 8×3
214S S My Talking Buddies All 2 77 (44) 35 19 [Total 41] N/A 11 12 40 + WStick 27 12 38 1.00/1.20 0 7
214H H My Talking Buddies All 2 77 (44) 35 19 [Total 36] N/A 11 12 40 + WStick 27 12 38 1.00/1.20 0 7
214D D My Talking Buddies All 5 72~77 (40~44) 3 24 [Total 36] N/A 19 Stagger 45 18 15 60 1.00/1.20 10 6
421S I Use This to Get Fruit All 3, 2 22 18(15) Total 37 N/A 13, 11 Launch, 12 30, 12 13, 12 22, 55 2.50/1.20 0 7×2
236K K It Started Out as Just Light All 1 +11 32 62 Total 51 F 27~29F 9 10 10 5 20×3 2.00/1.20×3 0 8×3
236S S It Started Out as Just Light All 1 +8 32 49 Total 54 F 27~29F 9 10 10 5 20×3 2.00/1.20×3 0 8×3
j.214P Please Leave Me Alone 9 176 Total 22 N/A 1.50/-
j.214P Pop Please Leave Me Alone (Pop) All 4 13 4 N/A 16 Launch 36 14 45 -/1.20 0 6
※1 Dizzy is in CH state until the move ends; Fish appears on 34F; Data in () is when done as followup; Data in [] is for Dizzy; Fish disappears if it gets hit; After the fish is gone, it will be unavailable for 105F ; The follow-up move must be inputted during Dizzy's recovery frames; P, K, and D will have 12F of hitstop for Fish itself

Force Breaks

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
j.214D FB Please Leave Me Alone 9 199 Total 25 N/A
j.214D Pop FB Please Leave Me Alone (Pop) All 4 13 6 N/A 16 Launch 36 14 45 -/0.24 0 6
421D FB I Use This to Get Fruit All 3 31 Total 47 F 15~16F 13 Launch 14 13 30×3 -/0.24×3 10×3 10×3

Overdrives

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
632146S Imperial Ray All 3 7+0 {6(4)}×N Total 41 F 5~6F Strike 43~44F during superflash 13 Launch 90 0 40×N 10×N 9×N
632146P Necro Unleashed Throw 1, 3×6 9+4 20 14 1~9F All
10~14F Strike
N/A Launch Down 11 0, 40×6 8, 7×6
64641236H Gamma Ray All 5 -31 16+7 6(24)6(51)46 F 200% 53~58F 18 Launch 120×5, 18×32 7×5, 15×32 13×5, 12×32 20×39 6×5, 4×32

Instant Kill

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
[2]8462PH I Can't... Contain My Strength All 5 -76 103+3 10 85 18 15 Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Dizzy 6P.pngGuardMidStartup11Recovery19Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGAC Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Dizzy 2K.pngGuardLowStartup6Recovery9Advantage-1 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
c.SGGAC Dizzy cS.pngGuardMidStartup5Recovery11Advantage+1 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Dizzy fS.pngGuardMidStartup8Recovery12Advantage-4 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 - - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGAC Dizzy 5H.pngGuardMidStartup12Recovery15Advantage-4 - - - 2H 5D, 2D Special, Super
2HGGAC Dizzy 2H.pngGuardMidStartup8Recovery38Advantage-23 - - - - 5D Special, Super
6HGGAC Dizzy 6H.pngGuardMidStartup18Recovery21Advantage-5 - - - - - Jump (2nd hit), Special, Super
5DGGAC Dizzy 5D.pngGuardHighStartup29Recovery15Advantage-12 - - - - - Homing Jump
2DGGAC Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-19 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- j.P j.K j.S, j.2S j.H - Jump, Special
j.KGGAC Dizzy jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P - j.S, j.2S - - Jump, Special
j.SGGAC Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- j.P - - j.H j.D Jump, Special
j.2SGGAC Dizzy j2S.pngGuardHigh/AirStartup7Recovery8Advantage- j.P - - j.H j.D Special
j.HGGAC Dizzy jH.pngGuardHigh/AirStartup11Recovery28Advantage- - - - - - Special
j.DGGAC Dizzy jD.pngGuardHigh/AirStartup10Recovery15+5 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Dizzy/Data.
Systems Pages