Slayer Frame Data (GGAC)

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Normals[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 16 1.44 3 7 1 HLF cJR 5 4 4 +2[+7]
  • 14F hitstun on standing hit
  • On air hit, untechable for 15F, (CH: 16)
K 22 2.64 6 6 2 HLF JR 6 3 8 +1[+7]
  • 17F hitstun on standing hit
  • On air hit, untechable for 17F, (CH: 20)
c.S 30 2.64 10 6 3 HLF CJR 7 4 10 +0[+7]
  • 20F hitstun on standing hit
  • On air hit, untechable for 17F, (CH: 22)
f.S 30 2.64 10 6 3 HLF CJR 13 2 8 +4[+7]
  • 16F hitstun on standing hit
H 50 3.84 20 6 5 HLF CJR 13 5 18 -4
  • Staggers (max: 35F)
  • On air hit, ground bounces (untechable: 32F)
6P 45 3.84 20 6 5 HLF RF 18 6 14 -1
  • 1-6 upper body, 7-23 above the knees invincibility
  • Wallbounce on hit (untechable: 26F)
  • Prorates 90%
  • FRC timing: F18-20
6K 22 2.64 10 7 3 HF R 20 5 1+3 +5
  • 8-21 lower body invincibility, 8-24 airborne
  • Additional 3F recovery after landing
6H 50 3.84 20 6 5 HLF RF 19 6 13 +0[+6]
  • 24F hitstun on standing hit
  • Untechable 32F, on CH 92F
  • Stagger on CH (max 47F)
  • FRC timing: F17-18
  • Hits crouching Sol on 22F
Dust 22 2.64 8 20 3 HF R 22 3 20 -9 -
DAA 25 2.64 10 6 3 any R 18 6 17 -9
  • 1-23 invincible, 24-36 throw invincible
  • Prorates 50%
  • Knockdown on hit
2P 14 1.44 3 7 1 HLF cR 4 2 5 +3[+7]
  • 13F hitstun on standing hit
  • Untechable 16F, on CH 18F
2K 18 2.64 5 7 2 L R 6 2 11 -1[+6]
  • 18F hitstun on standing hit
  • 3-4F, 12-15F feet invincible
  • 11-14F gatling cancelable
  • Prorate 90%
2S 32 2.64 10 6 3 HLF CJR 8 9 12 -7
  • 5-9F upper body invincible
  • CH untechable time: 48F
  • 11-21F gatling cancelable
2H 52 3.84 15 6 5 L R 13 2 22 -5
  • Floats on ground hit (untechable: 34F)
  • 5-14F feet invincible
  • Hit stop 0F
  • Stun modifier x0.25
  • Forced prorate 80%
2D 34 3.84 15 6 5 L R 7 15 12 -8
  • Untechable time: 26F, on CH: 76F.
j.P 10 1.44 3 8 1 HA cR 5 3 7 -
  • Untechable time: 14F, on CH: 16F.
j.K 28 2.64 10 7 3 HA CJR 6 5 6 -
  • Untechable time: 19F, on CH: 24F.
j.2K 22 3.60 10 10 3 HA R 13 3 16 -
  • Untechable time: 33F, on CH: 44F
j.S 20x4 2.64x4 10x4 6x4 3 HA CJR 3 2(2)2(4)2(2)2 6 -
  • Vacuum effect on hit
  • On air hit, untechable for 19F (22F on CH)
  • Hit stop 6
  • From frame 13 on, can be jump cancelled
  • Order of hits is (back hit, forward hit) x2
  • forward hit startup is 7
j.H 36 2.64 10 6 3 HA CR 14 5 7 -
  • Untechable time: 23F
  • Ground bounce on CH, untechable time: 60F
  • Prorate 80%
j.D 40 2.64 10 6 3 HA CJR 7 5 19 -
  • Staggers on ground CH (max 39F)
  • Plummets on air hit (untechable: 20F)
  • Additional 5F recovery after landing
Throw 52 4.50 - 6,7 - 49 pixels - - - - -
  • Knocks down
Air Throw 60 4.00 - 6 - 88 pixels - - - - -
  • Plummets and knocks down on air hit
  • Forced proration 50%
numbers in [ ] indicate SD on hit (on a standing opponent).

Specials[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
6K feint
[K]
- - - - - - - - - total 26 -
  • Feet invincibility and airborne from frame 8 on
  • Additional 3F of recovery after landing
  • If K is held down till frame 10, you get the feint
Dust feint
[D]
- - - - - - - - - total 32 -
  • Hold down D till frame 20 to get the feint
  • On frame 32, can be cancelled into either 2K or 2D
Dandy Step (P)
214P
- 2.50/- - - - - F - - total 30 -
  • 1-3 invincible to strikes
  • FRC timing: 9-12
  • From frame 16 till end of move, can be cancelled into follow ups
Dandy Step (K)
214K
- 2.50/- - - - - F - - total 38 -
  • 1-6 invincible to strikes
  • FRC timing: 15-18
  • From frame 20 till end of move, can be cancelled into follow ups
Dandy Step (S)
214S
- - - - - - - - - total 34 -
  • 10-17 invincibility above the feet
  • 18-21 upperbody invincibility
  • 14-20 can pass through opponent
  • Can cancel into follow ups from frame 26 till end of move
Pilebunker
Dandy Step ? P
80 3.00/7.20 20 10 5 HLF R 3 3 33 -17
  • Causes slide effect on hit (untechable for 50F, slide:26F)
  • Causes wall stick on CH (untechable for 112F, stick for 37F)
  • Forced proration 80%
  • Dizzy modifier x0
Crosswise Heel
Dandy Step ? K
23,27 3.00/4.80x2 10x2 7,10 3 HLF R 6 4(9)7 16+5 -14
  • 3-18 invincibility except for the feet
  • 19-25 upperbody invincibility
  • Airborne from frame 19 on
  • Floats on hit (1st hit untechable for 32F, 2nd hit for 42F)
  • CH state till landing
  • 1st hit has hit stop 6
  • 2nd hit forced proration 85%
Under Pressure
Dandy Step ? S
36 2.50/7.20 10 7 3 HLF R 5 2 15 -3
  • Staggers on ground CH (max: 39F)
  • Untechable on air hit for 24F
  • From frame 8 on, can cancel into follow up (It's Late from U.P.)
It's Late from D-step
Dandy Step ? H
52 2.50/7.20 15 6 5 HF R 18 6 9 +4
  • 5-17 invincible to throws
  • On standing hit, hit stun of 22F (SD is +8 on hit)
  • Causes slide effect on CH (untechable 72F, slide: 32F)
  • Plummets and knockdown on air hit
It's Late from U.P.
Dandy Step ? S ? H
52 2.50/7.20 15 6 5 HF R 14 6 12 +1
  • 1-13 invincible to throws
  • Ground bounces on CH (untechable for 90F)
  • Plummets and knock down on air hit
Mappa Hunch (P)
236P
40 2.00/4.80 20 6 5 HLF R 11 3 17 -1
  • On air hit, untechable for 26F
Mappa Hunch (K)
236K
40 2.00/4.80 20 6 5 HLF R 14 6 16 -3
  • On air hit, untechable for 28F
Mappa Hunch Feint
236[P/K]
- - - - - - - - - see notes -
  • Total animation length is P version: 23F. K version: 27F
  • CH state till end of recovery
Chi wo Suu Uchuu
63214H
55 -/6.00 6 - - 92 dot - 7 2 - -
  • Staggers on hit (max: 19F)
  • Whiffed animation: 37F
  • Forced proration 50%
  • 25% of damage dealt to opponent is restored to Slayer's health
Undertow
632146P
60 2.00/7.20 20 6 5 HLF R 31 3 13 +3
  • Knockdown on ground hit
  • Ground bounce and knockdown on CH
  • Prorates 70%
  • 5-31 can absorb one (non-super) hit for half damage
Footloose Journey
j.214K
26x3 2.00/3.60x3 14x3 6x3 4 any R 5 2(2)x6 landing 11 -
  • Floats on hit (untechable for 24F)
  • Hit stop 7
  • Order of hits is (front then back) x 3

Force Breaks[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Big Bang Upper
236D
80 - 20 18 5 HLF R 10 6 35 -22
  • 1 upperbody, 2-3 above the knees, 4-13 above the feet invincibility
  • High float on hit (untechable for 62F)
  • CH state from frames 1-42
  • Uppercut portion of the attack has a startup of 12
  • Dizzy modifier x0
  • Cannot be cancelled into
Force Break Pilebunker
Dandy Step ? D
90 - 20 6 5 HLF R 3 3 33 -5
  • Wall stick and knockdown on hit (stick lasts 27F, 45F on CH)
  • Causes 30F of blockstun when blocked standing
  • Dizzy modifier x0

Overdrives[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Dead On Time
632146S
140 - 20 6 5 any RF 7+0 10 31+ landing 21 -43
  • 7-9 invincible to strikes
  • Wall stick on hit (untechable for 50F, stick for 32F, on CH untechable for 112F, stick for 60F)
  • CH state till landing
  • FRC timing 15-17
  • Dizzy modifier x0
  • Opponent cannot input any commands after the super flash until after the 1st active frame
Eien no Tsubasa
236236H
88 - 20 6 5 HLF R 5+2 18 36+ landing 7 -42
  • 1-24 invincible to strikes
  • Floats and knock down on hit
  • CH state till landing
Chokkagata Dandy
j.214214S
100[160] - 20[20] 6[6] 5[5] HLF[any] R[-] 7+2 until land [6] landing 20 -
  • 1-10 invincible to strikes
  • Dive portion: hit stop 7, staggers on ground hit (max: 46F)
  • Wall bounces on air CH (untechable for 100F)
  • Data listed in [ ] is for the back part (tail)
  • The tail is treated as a projectile

Instant Kill[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
All Dead
236236H
Fatal - 20 - - any - 10+10 10 25 -16
  • IK activation: 80F
  • 10-17 invincible to strikes

Gatling Table[edit]

P K S H D Cancel
5P 6P - - - 5D j
2P 6P - - - 5D -
6P - - - - - -
5K 6P 6K - - 5D j
2K* - - 2S 2H 5D, 2D -
6K - - - - - -
c.S - - f.S - 5D j, sp
f.S - - - - 5D j, sp
2S+ - 6K - 2H, 6H 5D, 2D j
5H - - - - 5D, 2D j, sp
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - -
j.P j.P - - - - -
j.K - j.2K - - - j, sp
j.2K - - - - - sp
j.S - j.2K - - - j, sp
j.H - j.2K - - - sp
j.D - j.2K - - - sp
* = 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"
Guilty Gear: Accent Core
Click [*] for character's frame data
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