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

From Dustloop Wiki
< GGACR‎ | I-No
No edit summary
m (Unifying headers)
 
(48 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=I-No|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/18-i-no/}}
==Navigation==
{{Overview/navigation
|okizeme=true
}}
 
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{Template:FrameDataGlossary-GGACR}}
<br style="clear:both;"/>


<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{#lst:GGACR/I-No/Data|SystemData}}
{{#cargo_query:tables=ggacrCharacters
<br style="clear:both;"/>
|fields=ROUND(defense,2)=Damage Received Modifier,guts=Guts Rating,guardBalance=Guard Balance,CONCAT("1/", guardRecovery, "F")=Guard Recovery,weight=Gravity Mod,stunResistance=Stun Resist,CONCAT(wakeupFaceDown,"F")=Wakeup Face Down,CONCAT(wakeupFaceUp,"F")=Wakeup Face Up
==Normals==
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|format=table
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=5P|subtitle=}}
{{#lst:GGACR/I-No/Data|5P Full}}
|-
{{AttackVersion|name=5K|subtitle=}}
{{#lst:GGACR/I-No/Data|5K Full}}
|-
{{AttackVersion|name=c.S|subtitle=}}
{{#lst:GGACR/I-No/Data|c.S Full}}
|-
{{AttackVersion|name=f.S|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|f.S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on hit (untechable 30F)
*Fully untechable on CH
*Hitstop 0F
*Total 34F
*Forced prorate 60%
*Projectile
}}
}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Advanced Character Stats" data-collapsetext="Hide Advanced Character Stats">{{clear}}
===Ground Movement Values===
{{#cargo_query:tables=ggacrCharacters
|fields=walkSpeedForwards=Forwards Walk Speed,walkSpeedBackwards=Backwards Walk Speed,initialDashSpeed=Initial Dash Speed,dashAcceleration=Dash Acceleration,friction=Friction
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Backdash Values===
{{AttackVersion|name=5H|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/I-No/Data|5H Full}}
|fields=backdashDuration=Backdash Duration,CONCAT("1~",backdashInvulnerability,"F")=Backdash Invuln,backdashVX=Backdash Horizontal Speed
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description
|format=table
|11|text=
{{ColumnList |col=1 |text=
*Feet invincible 11~18F
}}
}}
===Jump Values===
{{#cargo_query:tables=ggacrCharacters
|fields=CONCAT(prejump,"F")=Prejump,numberOfJumps=Number of Jumps,jumpVY=Jump vY,jumpGravity=Jump Gravity,CONCAT(jumpDuration,"F")=Jump Duration,jumpVXForwards=Forwards Jump vX,jumpVXBackwards=Backwards Jump vX
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
====High Jump Values====
{{AttackVersion|name=6P|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/I-No/Data|6P Full}}
|fields=CONCAT(prejump,"F")=Prejump,highJumpVY=High Jump vY,highJumpGravity=High Jump Gravity,CONCAT(highJumpDuration,"F")=High Jump Duration,highJumpVXFowards=Forwards High Jump vX,highJumpVXBackwards=Backwards High Jump vX
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description
|format=table
|11|text=
{{ColumnList |text=
*Upper body invincible 1~4F
*Above knees invincible 5~11F
*Knocks down opponent on ground hit
*Forced prorate 90%
}}
}}
===Air Dash Values===
{{#cargo_query:tables=ggacrCharacters
|fields=numberOfAirDashes=Number of Air Dashes,CONCAT(airDashStartup,"F")=Forwards Air Dash Startup,CONCAT(airDashForwardsDuration,"F")=Forwards Air Dash Duration,airDashForwardsSpeed=Forwards Air Dash Speed,CONCAT(airDashBackwardsStartup,"F")=Backwards Air Dash Startup,CONCAT(airDashBackwardsDuration,"F")=Backwards Air Dash Duration,airDashBackwardsSpeed=Backwards Air Dash Speed,minimumRisingAirDashHeight=Minimum Rising Airdash Height
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Tension Gain Values===
{{AttackVersion|name=6H|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lst:GGACR/I-No/Data|6H Full}}
|fields=walkForwardsTensionGain=Forwards Walk,runTensionGain=Run,jumpForwardsTensionGain=Forwards Jump,airDashForwardsTensionGain=Forwards Air Dash
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description
|format=table
|11|text=
{{ColumnList |text=
*1st hit staggers opponent on ground CH (max 43F)
*2nd hit floats oppponent on hit (untechable for 28F)
*Can gatling cancel into 5K after 20F
}}
}}
===Proximity Ranges===
{{#cargo_query:tables=ggacrCharacters
|fields=closeSlashProximityRange=Close Slash Proximity Range,,groundThrowRange=Ground Throw Range,airThrowRange=Air Throw Range
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
</div>{{clear}}
{{AttackVersion|name=5D|subtitle=}}
 
{{#lst:GGACR/I-No/Data|5D Full}}
==Normal Moves==
|-
{{GGACR-FullFrameDataTable|moveType=normal}}
{{AttackVersion|name=2P|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|2P Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=2K|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|2K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Low profile 5~8F
*Initial prorate 75%
}}
}}
|-
{{AttackVersion|name=2S|subtitle=}}
{{#lst:GGACR/I-No/Data|2S Full}}
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|2H Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Low profile 11~15F
}}
}}
|-
{{AttackVersion|name=2D|subtitle=}}
{{#lst:GGACR/I-No/Data|2D Full}}
|-
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:GGACR/I-No/Data|j.P Full}}
|-
{{AttackVersion|name=j.K|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.K Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Initial prorate 90%
}}
}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lst:GGACR/I-No/Data|j.S Full}}
|-
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.H Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Blows back opponent on air hit (untechable for 21F)
}}
}}
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 18F)
*Initial prorate 80%
}}
}}
|-
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=other}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|Ground Throw Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 40%
*FRC timing 55~56F (17~18F after dealing damage)
}}
}}
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|Air Throw Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Wallbounces opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|DAA Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Fully invincible 1~13F
*Throw invincible 14~33F
*Wallbounces opponent on hit (untechable for 28F on ground hit)
*Initial prorate 50%
}}
}}
|-
|}


==Specials==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=special}}
|-
:※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.  
{{FrameDataHeader-GGACR}}
:※2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version, 5F for D version).  
|-
:※3: From Frame 9, attack will come out no matter what. Will pass through other projectiles.
{{AttackVersion|name=Hover Dash|subtitle=66|rowspan=2}}
{{#lst:GGACR/I-No/Data|66 Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*I-No leaves the ground on 4F
*Fastest 66 > land is 20F
}}
}}
|-
{{AttackVersion|name=S Stroke the Big Tree|subtitle=41236S|rowspan=2}}
{{#lst:GGACR/I-No/Data|41236S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Initial prorate 80%
*Low profile 3~19F
*Throw invincible 6~15F
*Ground hit staggers opponent (max 38F)
*Floats opponent on hit when used in a combo (untechable for 28F)
*High float on CH (untechable for 40F)
*I-No is in crouching state during the move
}}
}}
|-
{{AttackVersion|name=H Stroke the Big Tree|subtitle=41236H|rowspan=2}}
{{#lst:GGACR/I-No/Data|41236H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Initial prorate 90%
*Low profile 5~27F
*Throw invincible 11~23F
*Ground hit floats opponent on ground hit (untechable for 28F)
*Base untech time for air/ground hit also 28F
*FRC timing 13~15F, 26~28F (second FRC right after attack goes active)
*I-No is in crouching state during the move
}}
}}
|-
{{AttackVersion|name=Antidepressant Scale|subtitle=214P|rowspan=2}}
{{#lst:GGACR/I-No/Data|214P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*2nd-5th hits have hitstop 6F
*FRC timing 22~23F
* see notes *1
}}
}}
|-
{{AttackVersion|name=Air Antidepressant Scale|subtitle=j.214P|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.214P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*2-5 hits have hitstop 6F
*FRC timing 16~21F
*I-No remains stationary in the air from 1~33F
*Fastest TK note startup is 16F, total of 44F
* see notes *1
}}
}}
|-
{{AttackVersion|name=P Sultry Performance|subtitle=j.236P|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236P Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Untechable for 30F
*I-No is in crouching state during landing recovery
*I-No bounces off opponent on hit or block
*Can cancel into air dash or specials 9F after bounce, landing recovery 0F
*Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
* see notes *2
}}
}}
|-
{{AttackVersion|name=K Sultry Performance|subtitle=j.236K|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Knocks down opponent on ground hit
*Slams down opponent on air hit (untechable for 30F)
*Slides opponent on CH (untechable for 64F, slides for 39F)
*I-No is in crouching state during landing recovery
*Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
* see notes *2
}}
}}
|-
{{AttackVersion|name=S Sultry Performance|subtitle=j.236S|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Initial prorate 80%
*Floats opponent on hit (untechable for 28F)
*I-No is in crouching state during landing recovery
*Listed Frame Adv is for the fastest possible TK Attack (startup of 18F)
* see notes *2
}}
}}
|-
{{AttackVersion|name=H Sultry Performance|subtitle=j.236H|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 32F)
*Hitstop 6F
*FRC timing 42~45F
*Max 3 hits
*Passes through opponent from 10F onwards
* see notes *2
}}
}}
|-
{{AttackVersion|name=K Chemical Love|subtitle=632146K|rowspan=2}}
{{#lst:GGACR/I-No/Data|632146K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*I-No is airborne from 1F onwards
*Floats opponent on hit (untechable for 20F)
*I-No is in CH state until landing
* see notes *3
}}
}}
|-
{{AttackVersion|name=Air K Chemical Love|subtitle=j.632146K|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.632146K Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 20F)
*42F Total duration
*I-No is in CH state until landing
* see notes *3
}}
}}
|-
{{AttackVersion|name=S Chemical Love|subtitle=632146S|rowspan=2}}
{{#lst:GGACR/I-No/Data|632146S Full}}
|-
{{Description
|11|text=
{{ColumnList
|text=
*I-No is airborne from 1F onwards
*Floats opponent on hit (untechable for 30F)
*I-No is in CH state 1~21F
* see notes *3
}}
}}
|-
{{AttackVersion|name=Air S Chemical Love|subtitle=j.632146S|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.632146S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 30F)
*40F Total duration
*I-No is in CH state 1~21F
* see notes *3
}}
}}
|-
{{AttackVersion|name=Respect|subtitle=|rowspan=2}}
{{#lst:GGACR/I-No/Data|Respect Full}}
|-
{{Description
|11|text=
{{ColumnList |col=1 |text=
*Can be canceled into anything except blocking or movement from 18F onwards
}}
}}
|-
|}
:*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==
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=forcebreak}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=FB Sultry Performance|subtitle=j.236D|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Forced prorate 80%
*Floats opponent on hit (untechable for 60F)
*Hitstop 7F
*Can perform Stop/input other moves during 6~60F of the attack
*Restores jump options
*Strike invincible during 6~9F when not cancelled
*Requires and consumes a jump option
*see notes *2
}}
}}
|-
{{AttackVersion|name=Stop|subtitle=FB Sultry > P/K/S/H|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.236D P/K/S/H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Restores jump options
*This move is a followup to FB Sultry Performance
}}
}}
|-
{{AttackVersion|name=FB Antidepressant Scale|subtitle=214D|rowspan=2}}
{{#lst:GGACR/I-No/Data|214D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*42F total duration
*2nd~14th hits have hitstop 6F
*FRC timing 18~19F
}}
{{ColumnList |col=1 |text=
*After note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F
}}
}}
|-
{{AttackVersion|name=FB Air Antidepressant Scale|subtitle=j.214D|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.214D Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*FRC timing 16~21F
*Fastest possible TK attack has startup of 16F, 36F total duration
}}
}}
|-
|}


==Overdrives==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=super}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Ultimate Fortissimo|subtitle=j.2363214S|rowspan=2}}
{{#lst:GGACR/I-No/Data|j.2363214S Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Strike invincible 1~9F
*Floats opponent on hit (untechable on ground hit for 28F)
*I-No is in CH state until landing
*Dizzy modifier x0
*Opponent's inputs are frozen till 3F after the super flash ends
*Listed Frame Adv is for the fastest possible TK attack (startup of 10F)
}}
}}
|-
{{AttackVersion|name=Longing Desperation|subtitle=632146H|rowspan=2}}
{{#lst:GGACR/I-No/Data|632146H Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Strike invincible 1~13F
*Floats opponent, fully untechable on hit
*Hitstop 6F
*Dizzy modifier x0
*Passes through other projectiles
}}
}}
|-
|}


==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=instantkill}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Last Will and Testament|subtitle=During IK Mode: 236236H|rowspan=2}}
{{#lst:GGACR/I-No/Data|IK Full}}
|-
{{Description
|11|text=
{{ColumnList |text=
*IK Mode preparation: 76F
*Strike invincible 4~17F
}}
}}
|-
|}


==Gatling Table==
==Gatling Table==
Line 516: Line 88:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=I-No|input=5P}}
| <span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}} || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=I-No|input=2P}}
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}} || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=I-No|input=6P}}
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=I-No|input=5K}}
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=I-No|input=2K}}
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Special, Super
|-
|-
! c.S
! {{MiniMoveCard|game=GGACR|chara=I-No|input=c.S}}
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MiniMoveCard|game=GGACR|chara=I-No|input=f.S}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=I-No|input=2S}}
| - || - || - || 5H, 2H || 5D, 2D || Sp
| - || - || - || 5H, 2H || 5D, 2D || Special, Super
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=I-No|input=5H}}
| - || - || - || 2H || 5D, 2D || Jump, Sp
| - || - || - || 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=I-No|input=2H}}
| - || - || - || - || 5D, 2D || Sp
| - || - || - || - || 5D, 2D || Special, Super
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=I-No|input=6H}}
| - || 5K || - || - || - || -
| - || {{color|purple|5K<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}} || - || - || - || -
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=I-No|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=I-No|input=2D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}
Line 563: Line 135:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=I-No|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Sp
| j.P || j.K || j.S || j.H || j.D || Special, Super
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=I-No|input=j.K}}
| j.P || - || j.S || - || j.D || Sp
| j.P || - || j.S || - || j.D || Special, Super
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=I-No|input=j.S}}
| - || j.K || - || j.H || j.D || Jump, Sp
| - || j.K || - || j.H || j.D || Jump, Special, Super
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=I-No|input=j.H}}
| - || - || - || - || j.D || Sp
| - || - || - || - || j.D || Special, Super
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=I-No|input=j.D}}
| - || - || - || - || - || Jump, Sp
| - || - || - || - || - || Jump, Special, Super
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
*6H > 5K is available from 20F onwards
:<span style="color:green">'''Green''' = Available on whiff</span>
:'''X''' = X is available on hit or block
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
: '''Su''' = Overdrives (aka: Supers)
:{{color|purple|'''X<sup>[*]</sup>''' <nowiki>=</nowiki> X is a delayed cancel, not immediately on hit like normal}}
 
==Navigation==
==Navigation==
{{#lst:GGACR/I-No/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/I-No/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/I-No/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{#lst:GGACR/Navigation}}
{{Navbar-GGACR}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:I-No]]

Latest revision as of 23:25, 26 December 2023

Navigation

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
1.06 1 1.0 1/5F 1.05 55 21F 24F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.5 2.75 8.0 0.4 95

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~11F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 20.0 1.1 38F 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 26.0 1.1 49F 6.5 6.5

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 23F 17.5 6F 13F 14.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 35 10 35

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
130 45 80

Normal Moves

input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 1 0 4 4 6 CSJR 9 10 10 11 12 1.44 3 8
5K Mid 2 -7 7 7 12 SJR 11 12 12 12 20 2.64 6 7
c.S Mid 3 0 6 5 9 SJR 13 14 14 13 34 2.64 10 7
f.S Mid 4 +5 19 11 1 Forced 60% 16 Launch 30 0 32 3.84 14 6
5H Mid 5 -3 13 4 18 SJR 11~18F Feet 18 19 18 15 37 3.84 20 6
5D High 3 -5 29 12 7 R 13 Launch 48 14 13 15 2.64 8 20
6P Mid 3 -10 9 3 21 SR 1~4F Upper Body
5~11F Above Knees
Forced 90% 13 Down 14 13 28 2.64 10 7
6H Mid 4, 5 -6 7 1(7)8 17 R 16, 18 17, Launch 28 16, 18 14, 15 20, 52 3.84×2 14, 20 6×2
2P Mid 1 +2 5 2 6 CSR 80% 9 10 10 11 10 1.44 3 8
2K Low 1 0 5 2 8 SR 5~8F Low Profile 75% 9 10 10 11 15 1.44 3 8
2S Low 3 -5 9 2 17 SR 13 14 14 13 28 2.64 8 7
2H Mid 5 +6 11 2 11 SR 11~15F Low Profile 18 19 18 15 35 3.84 20 6
2D Low 3 -7 11 3 18 SR 13 14 14 13 26 2.64 8 7
j.P High/Air 1 5 5 12 SR 9 10 10 11 18 1.44 3 8
j.K High/Air 2 5 12 27 SR 90% 11 12 12 12 13 2.64 5 7
j.S High/Air 3 8 6 23 SJR 13 14 14 13 23 2.64 8 7
j.H High/Air 3 12 6 61 SR 13 14 21 13 32 2.64 8 7
j.D High/Air 3 16 5 20+8 after landing SJR 80% 13 Launch 18 13 40 2.64 8 7

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
Ground Throw 45 pixels F Forced 40% 55~56F Down 60 4.00 6,7
Air Throw 80 pixels Forced 50% N/A 60 + WBounce 60 4.00 6
Dead Angle Attack All 3 -14 11 3 25 R 1~13F All
14~33F Throw
50% N/A 13 Launch 28 + WBounce 14 + WBounce 13 25 0.52 10 7
Respect All 1 -25 174 3 32 R N/A 9 10 10 11 2 2.64 3 8
Hover Dash 9 N/A

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
41236S S Stroke the Big Tree Low 5 0 20 2 17 R 3~21F Low Profile
6~15F Throw
80% N/A 18 Stagger 38 28 15 40 2.00/7.20 15 6
41236H H Stroke the Big Tree Low 5 +1 28 2 16 JRF 5~29F Low Profile
11~23F Throw
90% 13~15F, 26~28F 18 Launch 28 15 40 2.00/7.20 15 6
214P Antidepressant Scale All 1, 2×0~4 -11 19 Total 50 F 22~23F 9 10 10 11, 6×1~4 12×1~5 2.50/1.20×1~5 0 8, 7×0~4
j.214P Air Antidepressant Scale All 1, 2×0~4 13 Until landing+6 F 16~21F 9 10 10 11, 6×1~4 12×1~5 2.50/1.20×1~5 0 8, 7×0~4
j.236P P Sultry Performance High/Air 3 +1 13 Until landing 16 after landing R N/A 13 14 30 13 30 2.00/4.80 8 7
j.236K K Sultry Performance High/Air 3 +1 13 Until landing 12 after landing R N/A 13 Down 30 13 35 2.00/4.80 8 7
j.236S S Sultry Performance High/Air 3 -1 13 Until landing 14 after landing R 80% N/A 13 Launch 28 13 40 2.00/4.80 8 7
j.236H H Sultry Performance All 3 10 32 Until landing+10 RF 42~45F 13 Launch 32 6 25×3 2.00/4.80×3 10×3 7×3
632146K K Chemical Love All 5 +3 11 11 12+8 after landing F 16~17F 18 Launch 20 15 45 2.50/1.20 0 6
j.632146K Air K Chemical Love All 5 11 11 22+8 after landing F 16~17F 18 Launch 20 15 45 2.50/1.20 0 6
632146S S Chemical Love All 3 -8 11 11 11+13 after landing F 16~17F 13 Launch 30 13 45 2.50/1.20 0 7
j.632146S Air S Chemical Love All 3 11 11 20+13 after landing F 16~17F 13 Launch 30 13 45 2.50/1.20 0 7
※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, 5F for D version).
※3: From Frame 9, attack will come out no matter what. Will pass through other projectiles.

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
214D FB Antidepressant Scale All 1,2×6~14 +10 15 Total 42 F 18~19F 9 10 10 11, 6×1~13 12×6~14 0.50/0.24×6~14 10×6~14 4×6~14
j.214D FB Air Antidepressant Scale All 1,2×6~14 +9 13 Until landing+6 F 16~21F 9 10 10 11, 6×1~13 12×6~14 0.50/0.24×6~14 10×6~14 4×6~14
j.236D FB Sultry Performance All 4 9 18 23 R 6~9F Strike Forced 80% N/A 16 Launch 60 7 20×5 14×5 3×5
j.236D > X Stop 1 N/A

Overdrives

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
632146H Longing Desperation All 3 +1 7+2 20 10 1~13F Strike 13 Launch 120 6 46×3 10×3 7×3
j.2363214S Ultimate Fortissimo All 4 +27 7+0 9 Until landing 1~9F Strike 16 Launch 28 16 14 50×3 14×3 6×3

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
236236H Last Will and Testament All 1 -25 7+8 3 32 4~17F Strike 9 11 Fatal 3

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Ino 5P.pngGuardMidStartup4Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Ino 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Ino 6P.pngGuardMidStartup9Recovery21Advantage-10 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGAC Ino 5K.pngGuardMidStartup7Recovery12Advantage-7 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Ino 2K.pngGuardLowStartup5Recovery8Advantage0 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Ino cS.pngGuardMidStartup6Recovery9Advantage0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Ino fS.pngGuardMidStartup19Recovery1Advantage+5 - - - - - -
2SGGAC Ino 2S.pngGuardLowStartup9Recovery17Advantage-5 - - - 5H, 2H 5D, 2D Special, Super
5HGGAC Ino 5H.pngGuardMidStartup13Recovery18Advantage-3 - - - 2H 5D, 2D Jump, Special, Super
2HGGAC Ino 2H.pngGuardMidStartup11Recovery11Advantage+6 - - - - 5D, 2D Special, Super
6HGGAC Ino 6H.pngGuardMidStartup7Recovery17Advantage-6 - 5K[*][+] - - - -
5DGGAC Ino 5D.pngGuardHighStartup29Recovery7Advantage-5 - - - - - Homing Jump
2DGGAC Ino 2D.pngGuardLowStartup11Recovery18Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Ino jP.pngGuardHigh/AirStartup5Recovery12Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGAC Ino jK.pngGuardHigh/AirStartup5Recovery27Advantage- j.P - j.S - j.D Special, Super
j.SGGAC Ino jS.pngGuardHigh/AirStartup8Recovery23Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGAC Ino jH.pngGuardHigh/AirStartup12Recovery61Advantage- - - - - j.D Special, Super
j.DGGAC Ino jD.pngGuardHigh/AirStartup16Recovery20+8 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • 6H > 5K is available from 20F onwards
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

To edit frame data, edit values in GGACR/I-No/Data.
Systems Pages