GGACR/Frame Data

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How to Read Frame Data[edit]

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Character Index[edit]

GGXXACPR ABA Icon.png GGXXACPR Anji Icon.png GGXXACPR Axl Icon.png GGXXACPR Baiken Icon.png GGXXACPR Bridget Icon.png

GGXXACPR Chipp Icon.png GGXXACPR Dizzy Icon.png GGXXACPR Eddie Icon.png GGXXACPR Faust Icon.png GGXXACPR INo Icon.png

GGXXACPR Jam Icon.png GGXXACPR Johnny Icon.png GGXXACPR Justice Icon.png GGXXACPR Kliff Icon.png GGXXACPR Ky Icon.png

GGXXACPR May Icon.png GGXXACPR Millia Icon.png GGXXACPR HOS Icon.png GGXXACPR Potemkin Icon.png GGXXACPR Robo Icon.png

GGXXACPR Slayer Icon.png GGXXACPR Sol Icon.png GGXXACPR Testament Icon.png GGXXACPR Venom Icon.png GGXXACPR Zappa Icon.png

Character Comparisons[edit]

Defense Values[edit]

Defense Values
Character Defense Modifier Guts Rating Guard Balance Guard Recovery Stun Resistance
A.B.A 0.89 0 1 usual 80
Anji 1.06 5 1.25 ?? 65
Axl 1.06 1 1 usual 60
Baiken 1.18 5 1 usual 55
Bridget 1.07 0 1 usual 55
Chipp 1.30 4 1.125 usual 50
Dizzy 1.15 1 0.875 ?? 50
Eddie 1.06 0 1 usual 60
Faust 1.00 0 0.8125 ?? 65
I-No 1.06 1 1 usual 55
Jam 1.06 3 1 usual 65
Johnny 1.00 4 0.875 usual 70
Justice 1.03 5 0.85 ?? 70
Kliff 1.06 1 1 ?? 50
Ky 1.03 2 1 usual 60
May 1.06 3 1 usual 70
Millia 1.21 3 1.25 ?? 55
Order-Sol 0.96 2 1 usual 60
Potemkin 0.87 4 1 ?? 80
Robo-Ky 0.89 0 1.25 usual 80
Slayer 0.96 2 0.875 usual 70
Sol 1.00 1 1 usual 60
Testament 1.00 1 1 ?? 65
Venom 1.06 1 1 usual 60
Zappa 1.00 2 1 usual 60
  • All characters have 460 heath

Ground Movement Values[edit]

Ground Movement Values
Character Walk Velocity Backwalk Velocity Initial Dash Velocity Dash Acceleration Dash Stop Velocity *1 Backdash Velocity Backdash Invincibility Backdash Time
A.B.A (Normal) 1.75 1.45 7 0.3 120 9 8 17
A.B.A (Moroha) 1.75 1.45 11 0.3 120 9 8 16
A.B.A (Goku Moroha) 1.75 1.45 14 0.33 120 9.7 8 20
Anji 3.2 2.8 8 0.32 100 8 9 16
Axl 3 2.8 7.5 0.3 100 7 8 16
Baiken 3 2.7 8 0.35 105 8.5 9 16
Bridget 3 2.7 8 0.35 105 8.5 8 15
Chipp 4.7 3.9 14 0.55 85 8.5 9 21
Dizzy 3.2 2.4 11 0.24 100 9 9 16
Eddie 2.8 2.2 7.75 0.3 100 8 7 16
Faust 2.5 4.4 8 0.3 100 9.5 7 13
I-No 3.5 2.75 8 0.4 95 9 11 16
Jam 5.5 4.5 10 0.42 100 10 7 13
Johnny 3.6 2.95 7 0.3 100 12.5 7 11
Justice ?? ?? ?? ?? ?? ?? 19 24
Kliff ?? ?? ?? ?? ?? ?? 7 13
Ky 3.75 2.85 8.96 0.37 100 9 9 16
May 3.2 2.74 7.87 0.32 100 12 9 13
Millia 4.5 3.5 11.8 0.45 90 14 5 11
Order-Sol 3.5 2.75 10 0.45 95 9 8 16
Potemkin 3.2 2.75 3.5 0.3 100 3.5 20 21
Robo-Ky 3.75 2.85 7 0.3 120 9 10 14
Slayer 4.5 2.75 0 0.4 95 0 19 28
Sol 3.5 2.75 8 0.4 95 9 8 16
Testament 3.2 2.6 6.6 0.38 100 9 9 16
Venom 3.45 2.75 8.12 0.34 100 9 7 13
Zappa 3.35 3.25 9.6 0.28 95 14 10 11
  • *1 - in Slash framedata this value was measured in a different way. You can use this simple equation to compare Slash and Accent Core data: (2.00-Slash_Value)*100=Accent_Core_Value

Jump Values[edit]

Jump/High Jump Values
Character Gravity Prejump Jump VY Jump Height Jump Time Forward Jump VX Backward Jump VX High Jump VY High Jump Height High Jump Time Forward High Jump VX Backward High Jump VX
A.B.A (Normal) 0.98 4 19.5 1.1 37 5.5 4 29 1.3 46 8 8
A.B.A (Moroha) 0.98 4 19.5 1.1 37 5.5 4 29 1.3 46 8 8
A.B.A (Goku Moroha) 0.98 4 17.8 1.1 34 5.9 4 29 1.3 46 8 8
Anji 1 3 24.5 1.2 42 4 4 26 1.1 49 14 12.5
Axl 1 4 22 1.1 41 5 4 26 1.1 49 5 3
Baiken 1.1 3 23 1.1 43 5 5 25 1.1 47 5 5
Bridget 1.1 3 21 1.05 41 6.5 6.5 24 1.05 47 6.5 6.5
Chipp 1 3 28 1.4 41 6 5 29 1.1 54 8 7
Dizzy 1.05 3 23 1.1 43 5 5 30 1.1 56 8 8
Eddie 1 3 24 1.3 38 5 5 30 1.1 56 5 5
Faust 1 4 22 1.1 41 5 5 30 1.1 56 5 5
I-No 1.05 3 20 1.1 38 5 5 26 1.1 49 6.5 6.5
Jam 1.1 3 22 1.1 41 5.25 5 28 1.1 52 6.5 6.5
Johnny 0.98 4 23.5 1.05 46 4.7 5 31.5 1.1 59 4.7 5
Justice ?? 3 ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Kliff ?? 3 ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
Ky 1 3 20 1.1 38 5 5 25 1.1 47 8 8
May 1.1 3 30 1.7 37 4 4 30 1.1 56 4 4
Millia 1.05 3 28 1.6 36 4.7 4.5 29 1.1 54 8 7
Order-Sol 0.98 3 17.5 1.15 32 6 5 28 1.15 50 6 5
Potemkin 0.94 5 20 1.1 38 5 5 26 1.1 49 6.5 6.5
Robo-Ky 0.95 5 19.5 1.1 37 4 4 30 1.3 48 8 8
Slayer 1 4 22 1.1 41 6.5 6.5 26 1 53 6 6
Sol 1 3 20 1.1 38 5 5 26 1.1 49 5 5
Testament 1 4 20 1.1 38 5 5 26 1.1 49 5 5
Venom 1 4 22 1.1 41 5 5 26 1.1 49 5 5
Zappa 1 3 20 1.05 40 7.5 5 31 1.3 49 6 5
  • VX and VY are Horizontal Velocity and Vertical Velocity respectively.

Air Dash Values[edit]

Air Dash Values
Character Airdash VX Airdash Startup Airdash Time Air Backdash VX Air Backdash Startup Air Backdash Time Max Airdashes Additional Jumps
A.B.A (Normal) 10 7 17 10 6 12 1 1
A.B.A (Moroha) 16 7 14 13 6 12 1 1
A.B.A (Goku Moroha) 16 7 14 16 6 12 2 1
Anji 17 6 20 14 6 12 1 1
Axl 15 7 18 11 6 11 1 1
Baiken 16.5 6 17 12.5 6 12 1 1
Bridget 17.5 6 20 13 6 12 1 1
Chipp 21 6 16 16 6 12 1 2
Dizzy 19.5 6 16 14 6 12 2 1
Eddie 16 9 18 10 8 18 1 1
Faust 10 9 62 8 11 30 1 1
I-No 17.5 6 20 14 6 13 2 1
Jam 20 7 15 15 6 12 1 1
Johnny 15 6 17 14 6 12 1 1
Justice 0 - - 0 - - 0 1
Justice (Omega Shift) ?? 6 24 ?? 6 24 3 3
Kliff ?? 6 21 ?? 6 12 1 1
Ky 18 7 20 14 6 12 1 1
May 16 6 21 14 6 12 1 1
Millia 20 6 12 15 6 12 2 1
Order-Sol 17.5 6 16 14 6 12 1 1
Potemkin 0 - - 0 - - 0 1
Robo-Ky 22 7 17 10 6 12 1 1
Slayer 15 9 11 14 6 8 1 1
Sol 17.5 6 20 14 6 12 1 1
Testament 20 7 18 14 6 12 1 1
Venom 16.5 7 22 13 6 12 1 1
Zappa 14 6 20 14 6 14 1 1
VX and VY are Horizontal Velocity and Vertical Velocity respectively.

Tension Gain Values[edit]

Tension Gain Values *2
Character Walk Forward Run Forward Air Dash Jump Forward
A.B.A 7.2 15 15 6
Anji 7.2 15 18 6
Axl 7.2 16.8 15 6
Baiken 7.2 15 15 6
Bridget 7.2 15 15 6
Chipp 6 10.8 10.8 6
Dizzy 7.2 15 15 6
Eddie 7.2 15 15 6
Faust 7.2 15 15 6
I-No 7.2 18 18 6
Jam 7.2 15 15 6
Johnny 8.4 30 15 6
Justice ?? - - ??
Kliff ?? ?? ?? ??
Ky 7.2 15 15 6
May 7.2 15 15 6
Millia 7.2 13.2 13.2 6
Order-Sol 7.2 13.2 15 4.8
Potemkin 7.2 - - 6
Robo-Ky 3 9 7.2 3
Slayer 7.2 15 15 6
Sol 7.2 15 15 6
Testament 7.2 15 15 6
Venom 7.2 15 15 6
Zappa 7.2 15 15 6
*2 - Tension recovery in Slash mook was measured per minute, and in AC mook - per second. I decided to leave all values measured in minutes (as in Slash mook), because they hasn't changed for any character anyway.

Throw Range[edit]

Throw Range
Character Ground Throw Air Throw
A.B.A 45 88
Anji 43 88
Axl 45 88
Baiken 40 88
Bridget 45 88
Chipp 36 88
Dizzy 49 88
Eddie 49 88
Faust 48 88
I-No 45 80
Jam 43 88
Johnny 45 88
Justice 55 91
Kliff 46 90
Ky 43 88
May 43 96
Millia 40 88
Order-Sol 43 88
Potemkin 55 104
Robo-Ky 45 88
Slayer 49 88
Sol 43 88
Testament 45 88
Venom 43 88
Zappa 45 88
  • Throw Ranges are measured in pixels

Wakeup Time[edit]

Wakeup Time
Character Face Down Face Up
A.B.A 52 66
Anji 50 54
Axl 49 54
Baiken 50 53
Bridget 48 54
Chipp 46 59
Dizzy 49 53
Eddie 49 53
Faust 54 53
I-No 50 53
Jam 50 53
Johnny 49 53
Justice 45 54
Kliff 46 49
Ky 49 51
May 50 53
Millia 48 53
Order-Sol 49 53
Potemkin 50 52
Robo-Ky 49 51
Slayer 48 54
Sol 49 53
Testament 51 55
Venom 51 49
Zappa 55 49

System Data[edit]

Attack Level[edit]

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun 11 13 16 19 21
IB Blockstun 7 8 10 12 14
Air Blockstun 10 12 14 17 23
Air FD Blockstun 12 15 18 24 27
Air IB Blockstun 4 6 8 10 12
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 10 13 15 18 20
Ground CH Hitstun +0 +2 +4 +8 +12
Untechable Time (Air hit) 10 12 14 16 18
Air CH Untechable Time +10 +12 +14 +16 +18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12

Burst[edit]

Burst Frame Data
Type Startup Active Recovery Level Invincibility
Blue Burst 19 6 27+3 after landing 2 1-25 ??
Gold Burst 19 6 26+3 after landing 3 Entire Move
  • Bursts become airborne on 1F
  • Recovery frames are listed as "In Air + Landing Recovery"
  • Invincibility is ONLY to Strikes; Bursts can be air thrown at any point, even during startup!

Navigation[edit]

Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc