GGACR/I-No/Frame Data: Difference between revisions

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< GGACR‎ | I-No
(moving to cargo)
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|details fields=notes,images,hitboxes
|details fields=notes,images,hitboxes
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:*1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.  
:†1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.  
:*2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).  
:†2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).  
:*3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.
:†3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.


==Force Breaks==
==Force Breaks==

Revision as of 06:20, 5 October 2021

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
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 3 8 Mid 1 CSJR 1.44 4 4 6 0
5K 20 6 7 Mid 2 SJR 2.64 7 7 12 -7
c.S 34 10 7 Mid 3 SJR 2.64 6 5 9 0
f.S 32 14 6 Forced 60% Mid 4 3.84 19 11 1 +5
5H 37 20 6 Mid 5 SJR 3.84 13 4 18 -3 11~18F Feet
5D 15 8 20 High 3 R 2.64 29 12 7 -5
6P 28 10 7 Forced 90% Mid 3 SR 2.64 9 3 21 -10 1~4F Upper Body
5~11F Above Knees
6H 20, 52 14, 20 6×2 Mid 4, 5 R 3.84×2 7 1(7)8 17 -6
2P 10 3 8 80% Mid 1 CSR 1.44 5 2 6 +2
2K 15 3 8 75% Low 1 SR 1.44 5 2 8 0 5~8F Low Profile
2S 28 8 7 Low 3 SR 2.64 9 2 17 -5
2H 35 20 6 Mid 5 SR 3.84 11 2 11 +6 11~15F Low Profile
2D 26 8 7 Low 3 SR 2.64 11 3 18 -7
j.P 18 3 8 High/Air 1 SR 1.44 5 5 12
j.K 13 5 7 90% High/Air 2 SR 2.64 5 12 27
j.S 23 8 7 High/Air 3 SJR 2.64 8 6 23
j.H 32 8 7 High/Air 3 SR 2.64 12 6 61
j.D 40 8 7 80% High/Air 3 SJR 2.64 16 5 20+8 after landing

Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 60 6,7 Forced 40% 45 pixels F 4.00
Air Throw Air Throw 60 6 Forced 50% 80 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 3 25 -14 1~13F All
14~33F Throw
Respect Respect 2 3 8 All 1 R 2.64 174 3 32 -25
66 Hover Dash 9

Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
41236S S Stroke the Big Tree 40 15 6 80% Low 5 R 2.00/7.20 20 2 17 0 3~21F Low Profile
6~15F Throw
41236H H Stroke the Big Tree 40 15 6 90% Low 5 JRF 2.00/7.20 28 2 16 +1 5~29F Low Profile
11~23F Throw
214P Antidepressant Scale 12×1~5 0 8, 7×0~4 All 1, 2×0~4 F 2.50/1.20×1~5 19 Total 50 -11
j.214P Air Antidepressant Scale 12×1~5 0 8, 7×0~4 All 1, 2×0~4 F 2.50/1.20×1~5 13 Until landing+6
j.236P P Sultry Performance 30 8 7 High/Air 3 R 2.00/4.80 13 Until landing 16 after landing +1
j.236K K Sultry Performance 35 8 7 High/Air 3 R 2.00/4.80 13 Until landing 12 after landing +1
j.236S S Sultry Performance 40 8 7 80% High/Air 3 R 2.00/4.80 13 Until landing 14 after landing -1
j.236H H Sultry Performance 25×3 10×3 7×3 All 3 RF 2.00/4.80×3 10 32 Until landing+10
632146K K Chemical Love 45 0 6 All 5 F 2.50/1.20 11 11 12+8 after landing +3
j.632146K Air K Chemical Love 45 0 6 All 5 F 2.50/1.20 11 11 22+8 after landing
632146S S Chemical Love 45 0 7 All 3 F 2.50/1.20 11 11 11+13 after landing -8
j.632146S Air S Chemical Love 45 0 7 All 3 F 2.50/1.20 11 11 20+13 after landing
†1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
†2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
†3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
214D FB Antidepressant Scale 12×6~14 10×6~14 4×6~14 All 1,2×6~14 F 0.50/0.24×6~14 15 Total 42 +10
j.214D FB Air Antidepressant Scale 12×6~14 10×6~14 4×6~14 All 1,2×6~14 F 0.50/0.24×6~14 13 Until landing+6 +9
j.236D FB Sultry Performance 20×5 14×5 3×5 Forced 80% All 4 R 9 18 23 6~9F Strike
j.236D > X Stop 1

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Longing Desperation 46×3 10×3 7×3 All 3 7+2 20 10 +1 1~13F Strike
j.2363214S Ultimate Fortissimo 50×3 14×3 6×3 All 4 7+0 9 Until landing +27 1~9F Strike

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Last Will and Testament Fatal 3 All 1 7+8 3 32 -25 4~17F Strike

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - - - - -
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Sp
6H - 5K - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
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/I-No/Data.