GGACR/Justice/Frame Data

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Justice

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
1.03 5 0.85 1/5F 1.05 70 45F 54F

Ground Movement Values

Mode Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
Justice 3.6 2.8
Justice (Omega Shift) 3.6 2.8 11.0 0.24 100.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
24 1~19F 6.5

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 24.0 1.2 40F 5.0 5.0

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

Mode 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
Justice 0
Justice (Omega Shift) 3 6F 22F 21.0 6F 24F 18.0 30.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
10.8 6.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
135 55 91

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10×2 3×2 8×2 100%, 80% Mid, Low 1 CSJR 1.44×2 6 3,3 9 -2 9 10 10 11
5K 16 10 7 Mid 3 SJR 2.64 8 3 12 -1 13 14 14 13
c.S 26 10 7 Mid 3 SJR 2.64 6 8 11 -5 13 14 14 13
f.S 18×4 10×4 7×4 Mid 3 SJR 2.64×4 10 2,1,1,2 16 -4 13 14 14 6
5H 40 20 6 Mid 5 SR 3.84 12 6 24 -11 11~31F Above Chest 18 19 18 15
5D 28 15 20 High 5 R 3.84 29 10 12 -3 31~46F Above Knees 18 Launch 48 18 15
6P 20×2 8×2 7×2 90% High 3 SJR 2.64×2 10 2(6)6 12 -4 1~17F Upper Body
18~29F Above Knees
13 Crouch 15 14 13
6H 38×2 20×2 6×2 Mid 5 SJR 3.84×2 17 2(6)2 26 -9 18 19, Launch 28 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 2 7 +1 9 10 10 11
2K 18 5 7 90% Low 2 SR 2.64 7 6 10 -5 11 12 12 6
2S 28 10 7 Mid 3 SJR 2.64 9 4 16 -6 13 14 14 13
2H 32×2 20×2 6×2 Mid 5 R 3.84×2 11 6,6 18 -5 18 Launch 35 15
2D 40 15 6 Low 5 SR 3.84 11 5 16 -2 18 Down 18 15
j.P 14 3 8 High/Air 1 SJR 1.44 4 4 9 9 10 10 11
j.K 18 5 7 High/Air 2 SJR 2.64 5 4 16 11 12 12 12
j.S 18×2 8×2 7×2 High/Air 3 SJR 2.64×2 8 4(2)6 3 13 14 24, 14 13
j.H 44 15 6 Forced 90% High/Air 5 SR 3.84 13 3 24 18 19 22 15
j.D 50 11 6 High/Air 4 SJR 3.84 11 2 18+3 after landing 16 17 16 14

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
Blue Burst 0 6 20 25% All 2 19 6 27+3 after landing -15 1~37F Strike 11 Launch 20 6
Gold Burst 0 10 20 25% All 3 19 6 26+3 after landing -5 1~1F After Landing Strike 13 Launch 20 13
Ground Throw 55 6 Forced 50% 55 pixels 4.00 Down + GBounce
Air Throw 60 6×2 Forced 50% 91 pixels R 6.88 Down + GBounce
Dead Angle Attack 22 10 7 50% All 3 R 0.52 13 10 12 -8 1~5F All
6~22F Strike
13 Launch 28 + WBounce 14 + WBounce 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 Valkyrie Arc 60 6 Forced 50% 0.75/- 5 Total 38 5~23F Guard High N/A
41236S S Michael Sword 40 20 6 Mid 5 R -/7.20 11 9 15 -5 18 Launch 42 15 N/A
41236H H Michael Sword 50 20 6 Mid 5 R -/7.20 20 9 23 -13 18 Launch 50 + WBounce 15 N/A
j.41236S Air S Michael Sword 30×2 20×2 6×2 All 5 RF -/7.20×2 10 3,6 26+10 after landing 18 Launch 60 15 10~13F
j.41236H Air H Michael Sword 40×2 20×2 6×2 All 5 R -/7.20×2 21 3,6 25+10 after landing 18 Launch 50 + WBounce 15 N/A
623K S.B.T 24,32 20×2 6×2 80% Mid, All 5 RF -/7.20, 1.20 7 4,8 36 -10 1~3F, 10~18F Feet
4~9F Lower Body
18 Launch 25, 24 15 14~17F
22X N.B. 8, 20×3 10, 6×3 7, 9×3 All 3, 2×3 F -/1.20×4 7 Until detonation(3)8 Total 51 -13 13, 11×3 Launch 60 6, 0×3 7~10F

Force Breaks

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
236D Saperia Trance 50 14 40 All 4 -/0.24 12 9 23 -4~ 6~11F Upper Body
12~20F All
16 Launch 55 + WBounce 7
j.236D Air Saperia Trance 50 14 40 All 4 -/0.24 11 4 14 8~14F All 16 Launch 55 + WBounce 7

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 Michael Blade 100 20 6 60% Mid 5 F 9+4 2 46 -14 1~15F All 18 Launch 50 15 9~13F
632146S Imperial Ray 28×46 3×46 20×46 All 5 F 5+2 63 25 +8 5~7F Strike 18 19 18 15 31~34F
46463214H Gamma Ray 20, 30×52 20×53 6×53 All 5 RF 10+1 3(71)2×52 36 -5 10~11F Strike 18 Launch 120, 28×52 7, 0×52 11~14F
46463214S Omega Shift 5+0 Total 5 N/A

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 X Laser Fatal 20 All 5 9+3 18 18 -17 10~10F All 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Justice 5P.pngGuard:
Mid, Low
Startup:
6
Recovery:
9
Advantage:
-2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Justice 2P.pngGuard:
Mid
Startup:
5
Recovery:
7
Advantage:
+1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Justice 6P.pngGuard:
High
Startup:
10
Recovery:
12
Advantage:
-4
- - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
5KGGAC Justice 5K.pngGuard:
Mid
Startup:
8
Recovery:
12
Advantage:
-1
6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Justice 2K.pngGuard:
Low
Startup:
7
Recovery:
10
Advantage:
-5
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Justice cS.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
-5
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Justice fS.pngGuard:
Mid
Startup:
10
Recovery:
16
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Justice 2S.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-6
- - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC Justice 5H.pngGuard:
Mid
Startup:
12
Recovery:
24
Advantage:
-11
- - - - 5D, 2D Special, Super
2HGGAC Justice 2H.pngGuard:
Mid
Startup:
11
Recovery:
18
Advantage:
-5
- - - - 5D, 2D -
6HGGACR Justice 6H-2.pngGuard:
Mid
Startup:
17
Recovery:
26
Advantage:
-9
- - - - - Jump (2nd hit), Special, Super
5DGGAC Justice 5D.pngGuard:
High
Startup:
29
Recovery:
12
Advantage:
-3
- - - - - Homing Jump
2DGGAC Justice 2D.pngGuard:
Low
Startup:
11
Recovery:
16
Advantage:
-2
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Justice jP.pngGuard:
High/Air
Startup:
4
Recovery:
9
Advantage:
j.P j.K j.S j.H j.D Jump, Special
j.KGGAC Justice jK.pngGuard:
High/Air
Startup:
5
Recovery:
16
Advantage:
j.P - j.S - j.D Jump, Special
j.SGGAC Justice jS.pngGuard:
High/Air
Startup:
8
Recovery:
3
Advantage:
j.P - - j.H j.D Jump, Special
j.HGGAC Justice jH.pngGuard:
High/Air
Startup:
13
Recovery:
24
Advantage:
- - - - - Special
j.DGGAC Justice jD.pngGuard:
High/Air
Startup:
11
Recovery:
18+3 after landing
Advantage:
- - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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