GGACR/Anji Mito/Frame Data

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Anji Mito

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
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 air 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 5 1.25 1/6F 1.0 65 50F 54F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.2 2.8 8.0 0.32 100.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 8.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 24.5 1.2 42F 4.0 4.0

High Jump Values

Prejump High Jump vY High Jump Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F

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
1 6F 20F 17.0 6F 12F 14.0 60.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 18.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
43 88

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
5P 10 10 7 Mid 3 SJR 2.64 4 3 8 +3 13 14 16 13 N/A
5K 14 3 8 Mid 1 SJR 1.44 5 5 6 -1 9 10 10 11 N/A
5S 26 14 6 Mid 4 SJR 3.84 7 4 13 0 16 17 16 14 N/A
5H 38 20 6 Mid 5 SR 3.84 15 4 21 -6 18 Crouch 20 18 15 N/A
5D 15 8 20 High 3 SR 2.64 27 6 26 -18 4~18F High Guardpoint 13 Launch 48 14 13 N/A
6P 24 20 6 90% Mid 5 SR 3.84 18 4 16 -1 1~21F Above Knees 18 21 18 15 N/A
3P 28 8 7 High 3 R 2.64 20 3 11 0 13 14 14 13 N/A
6K 28 10 7 Mid 3 RF 2.64 11 6 18 -10 1~7F High Guardpoint 13 14 14 13 11~12FThe first two active frames; FRC immediately as the move hits
3K 38 11 6 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~4F Low Guardpoint
1~End Throw
16 17 16 14 N/A
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F High Guardpoint 13 14 14 13 N/A
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Low Guardpoint 22 19 18 15 N/A
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 13~20F High Guardpoint, Throw 16 Launch 19 14 17~20FFRC immediately before the move hits
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 6 0 9 10 10 11 N/A
2K 12 8 7 70% Low 3 SR 2.64 8 2 6 +6 13 14 14 13 N/A
2S 28 8 7 Low 3 SR 2.64 8 6 14 -6 11~13F, 21~23F Low Profile 13 14 14 13 N/A
2H 38 20 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Low Guardpoint 24 19 18 15 N/A
2D 28 11 6 Low 4 SR 3.84 7 3 25 -11 5~23F Low Profile 16 Down 16 14 N/A
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 9 10 10 11 N/A
j.K 18 8 7 High/Air 3 SR 2.64 6 6 10 13 14 14 13 N/A
j.S 28 8 7 High/Air 3 SJR 2.64 7 9 18 13 14 14 13 N/A
j.H 32 8 7 High/Air 3 SR 2.64 13 6 15 13 14 14 13 N/A
j.D 40 8 7 90% High/Air 3 SR 2.64 10 6 14+6 after landing 1~11F, 22~End Upper Body 13 Launch 30 13 N/A

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 56 6 Forced 50% 43 pixels 4.00 Down
Air Throw 60 6 Forced 50% 88 pixels 4.00 60
Dead Angle Attack 25 10 7 50% All 3 R 0.52 12 6 12 -4 1~11F All
12~26F Throw
13 Down 14 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236P Shitsu 18, 16×2 0 8×3 All 1 2.50/1.20×3 21 56 Total 48 -7 9 10 10 11 N/A
236S S Fuujin 30 10 7 Mid 3 R 2.50/3.60 15 3 27 -16 13 14 40 + Slide 30 13 N/A
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike 13 Launch 38 + WBounce 13 N/A
236S > P Shin: Isshiki 10×6 0 7×6 All 3 F 1.60/1.20×6 36 Total 50+8 after landing +17 13 14 14 13 6~8FFRC immediately after the followup starts
236S > K Issokutobi 1.70/- 24+6 after landing 7~24F Lower Body N/A
236S > S Nagiha 30 8 7 Low 3 RF 1.50/2.40 10 6 27 -19 13 Launch 35 13 23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears
236S > H Rin 40 15 30 High 5 R -/7.20 27 8 16 0 8~26F High Guardpoint
1~22F Throw
21 Down 40 15 N/A
Autoguard > P Kou 25, 7×6, 20 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R -/7.20×8 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
13, 9×6, 18 Launch 20×7, 60 13, 5×6, 15 N/A
Autoguard > K Sou 12×3, 38 6×3, 20 5×3, 15 Mid 2×3, 5 RF 0.50/2.40×3, 5.80 11 4×2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
11×3, 22 14×3, 23 12×3, 68 6×3, 15 26~28FFRC is during the first active frames of the last, stronger hit
623H On 0, 90 7, 8 Unblockable 3 F 2.50/6.00 11 18 20+6 after landing 120 13 11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active
214P P Kai 32 8 7 90% High/Air 3 R 2.00/7.20 28 3 9 +2 22~27F Feet 13 Launch 30 13 N/A
214K K Kai 50 11 6 High/Air 4 RF 2.50/1.80 32 10 8 after landing +1 32~41F Feet 16 Launch 30 + GBounce 14 23~31FFRC is as Anji starts to descend after rising
j.214P Shin: Nishiki 45 8 7 High/Air 3 R 2.50/2.40 14 7 44 -37 1~11F Feet
14~20F Lower Body
13 Launch 50 + GBounce 6 N/A

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236D FB Shitsu 25, 16×2 0 8, 12×2 All, High/Air×2 1, 2×2 0.50/- 21 88 Total 50 -9 9, 11×2 10, 12×2 10, 12×2 11, 12×2 N/A
236S > D FB Rin 50 15 20 High 5 R 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
18 Launch 50 + GBounce 15 N/A
Autoguard > D FB Kou 35, 7×6, 70 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
13, 9×6, 18 Launch 60, 20, 60×5, 100 13, 5×6, 15 N/A
623D FB On 0, 90 7, 8 Forced 70% Unblockable 3 F 0.50/1.20 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
120 13 19~20FFRC is shortly after Anji leaves the ground

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
632146H Issei Ougi: Sai 11×11, 50 10×15 2×11, 7 All 3 F 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest
7~9F Strike
13 13×10, Launch×2 14×10, 50, 82 13 66-70FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand
[2]8K Tenjinkyaku 30, 14×13 15 6, 2×13 High/Air 5, 3×13 R 2.00/- 18+0 10 20 after landing -11 4~20F Strike 18 Launch 18, 14×13 15, 0×13 N/A
Autoguard > 63214S Kachoufuugetsu 40×4 20×4 6×4 Mid 5 RF 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~69F Throw
18 Stagger 65×3, Launch 80 15 63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Zetsu Fatal 20 All 5 17+4 -159~ 18~Recovery Throw 18 15

High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster (movement starts during hit stop).

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Anji 5P.pngGuard:
Mid
Startup:
4
Recovery:
8
Advantage:
+3
6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Special, Super
2PGGAC Anji 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC Anji 6P.pngGuard:
Mid
Startup:
18
Recovery:
16
Advantage:
-1
3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
3PGGAC Anji 3P.pngGuard:
High
Startup:
20
Recovery:
11
Advantage:
0
- - - - - -
5KGGAC Anji 5K.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Anji 2K.pngGuard:
Low
Startup:
8
Recovery:
6
Advantage:
+6
6P 3K 6S, 2S 2H, 6H 5D, 2D Special, Super
6KGGAC Anji 6K.pngGuard:
Mid
Startup:
11
Recovery:
18
Advantage:
-10
3P 5K[*][+] - - - -
3KGGAC Anji 3K.pngGuard:
Low
Startup:
19
Recovery:
14
Advantage:
-1
- - - - - Special, Super
5SGGAC Anji 5S.pngGuard:
Mid
Startup:
7
Recovery:
13
Advantage:
0
6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6SGGAC Anji 6S.pngGuard:
Mid
Startup:
13
Recovery:
17
Advantage:
-7
3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Anji 2S.pngGuard:
Low
Startup:
8
Recovery:
14
Advantage:
-6
- - 3S 5H, 2H, 6H 5D, 2D Special, Super
3SGGAC Anji 3S.pngGuard:
Mid
Startup:
28
Recovery:
10
Advantage:
+1
3P - 5S[+] 5H[+] - Jump, Special, Super
5HGGAC Anji 5H.pngGuard:
Mid
Startup:
15
Recovery:
21
Advantage:
-6
6P 6K 3S 6H 5D, 2D Special, Super
2HGGAC Anji 2H.pngGuard:
Mid
Startup:
20
Recovery:
15
Advantage:
+5
6P[*][+] 3K - 5H, 6H 5D, 2D Special, Super
6HGGAC Anji 6H.pngGuard:
Mid
Startup:
21
Recovery:
25
Advantage:
-14
- - - - - Special, Super
5DGGAC Anji 5D.pngGuard:
High
Startup:
27
Recovery:
26
Advantage:
-18
- - - - - Homing Jump, Special, Super
2DGGAC Anji 2D.pngGuard:
Low
Startup:
7
Recovery:
25
Advantage:
-11
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuard:
High/Air
Startup:
8
Recovery:
3
Advantage:
j.P j.K j.S j.H j.D Special
j.KGGAC Anji jK.pngGuard:
High/Air
Startup:
6
Recovery:
10
Advantage:
j.P - j.S - j.D Special
j.SGGAC Anji jS.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
j.P - - j.H j.D Jump, Special
j.HGGAC Anji jH.pngGuard:
High/Air
Startup:
13
Recovery:
15
Advantage:
- - - - j.D Special
j.DGGAC Anji jD.pngGuard:
High/Air
Startup:
10
Recovery:
14+6 after landing
Advantage:
j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 3S > 5S and 3S > 5H have an early cancel window 7~9F
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = is a delayed cancel, not immediately on hit like normal

Navigation

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