GGACR/May/Frame Data

From Dustloop Wiki
< GGACR‎ | May
May

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 3 1.0 1/5F 1.1 70 50F 53F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.2 2.74 7.87 0.32 100.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~9F 12.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 30.0 1.7 37F 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 21F 16.0 6F 12F 14.0 70.0

Tension Gain Values

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

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 43 96

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 3 8 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11 N/A
5K 20 6 7 Mid 2 SJR 2.64 9 6 9 -3 4~17F High profile
4~14F Throw
11 12 12 11 N/A
c.S 30 14 6 Mid 4 SJR 3.84 7 3 15 -1 16 17 16 14 N/A
f.S 33 14 6 Mid 4 SJR 2.64 12 3 20 -6 16 17 16 14 N/A
5H 50 20 6 Mid 5 SR 3.84 13 4 8 +7 18 Launch 18 15 N/A
5D 22 11 20 High 4 R 3.84 28 3 18 -4 16 Launch 48 16 14 N/A
5[D] 38 11 18 Low 4 R 3.84 35 4 25 -12 16 Launch 40 14 N/A
6P 44 14 6 90% Mid 4 SR 3.84 16 6 18 -7 1~18F Above Knees 16 Down 16 14 N/A
6[P] 44 14 6 90% Mid 4 SR 3.84 17~47 6 18 -7~+11 1~11F Above Knees 16~34 Down 40 + WStick 30 14 N/A
6H Lv1 70 20 6 Mid 5 SR 3.84 15 6 34 -21 18 19 18 15 N/A
6H Lv2 70 20 6 Mid 5 SR 3.84 22~27 6 31 -18 18 19 18 15 N/A
6H Lv3 90 15 6 High 5 SR 3.84 26 6 21 -8 18 19 18 15 N/A
2P 10 3 8 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11 N/A
2K 14 3 8 80% Low 1 SR 1.44 7 4 9 -3 7~10F Low Profile 9 10 10 11 N/A
3K 24 5 7 Low 2 RF 2.64 8 21 20 -29 5~7F, 29~40F Low Profile
8~28F Above Feet
11 Down 12 11 29~30F
2S 26 10 7 Mid 3 SR 2.64 9 3 15 -4 13 14 14 13 N/A
2H 44 15 6 Low 5 SR 3.84 14 3 16 0 18 Stagger 31 18 15 N/A
2D 30 11 6 Low 4 SR 3.84 7 10 8 -1 16 Down 16 14 N/A
j.P 14 3 8 High/Air 1 CSR 1.44 5 6 6 9 10 10 11 N/A
j.K 24 5 7 High/Air 2 SR 2.64 6 6 8 11 12 12 11 N/A
j.S 30 8 7 High/Air 3 SJR 2.64 13 4 5 13 14 14 13 N/A
j.H 40 8 7 High/Air 3 SR 2.64 12 10 15 13 14 28 13 N/A
j.2H 41 11 7 High/Air 3 SR 2.64 13 Until landing 0 16 14 14 13 N/A
j.D 38 11 6 High/Air 4 SJR 3.84 10 12 24+5 after landing 7~21F Upper Body 16 Launch 21 14 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 55 6 Forced 50% 43 pixels 4.00 Down
Air Throw 60 6 Forced 50% 96 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% All 3 R 0.52 16 6 18 -10 1~21F All
22~37F Throw
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
[4]6S S Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/2.40 7 10 8+3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
13 14 48 + Slide 21 13 10~12F after hit or block
[4]6H H Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/3.60 8 20 7+3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
13 14 48 + Slide 21 13 10~12F after hit or block
[2]8S S Mr. Dolphin Vertical 50 10→8 14 Mid→ High/Air 3 F 1.00/2.40 8 20 3 after landing -15 1~3F Throw 13 Launch 35 13 10~12F after hit or block
[2]8H H Mr. Dolphin Vertical 50 10→8 14 Mid→ High/Air 3 F 1.00/3.60 8 27 3 after landing -13 1~3F Throw 13 Launch 40 13 10~12F after hit or block
623S S Restive Rolling 30 6 7 Mid 3 RF 1.50/4.20 13 40 22+15 after landing -65 11 Launch 35 13 13~14F
623H H Restive Rolling 30 6 7 Mid 3 RF 1.50/4.20 13 40 24+15 after landing -67 11 Launch 40 13 13~14F
j.623S Air S Restive Rolling 30 5 7 High/Air 3 RF 1.50/3.60 10 40 Until landing+15 11 Launch 30 13 10~12F
j.623H Air H Restive Rolling 30 5 6 High/Air 4 RF 1.50/3.60 16 40 Until landing+15 -4 11 17 35 14 16~18F
623H &gt; H Hard to Port 18 6 7 All 2 R 0.60/3.48 5 24 Until landing+15 11 Down 32 11 N/A
41236[X] Applause for the Victim (Strike) 20 10 7 90% Mid 3 RF 2.50/- 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
13 Launch 16 13 23~24F
41236]X[ Applause for the Victim (Dolphin) 22×1/2/3/6 0 7×1/2/3/6 All 3 1.20×1/2/3/6 49 3 13 14 14 13 N/A
63214K Overhead Kiss 40 6, 1 Forced 65% 90 pixels RF -/6.00 24 1 38 18~21F Strike
22~25F All
Launch 80 + WBounce 42~44F on whiff
※1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. Minimum charge time of 30F

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
214D Jackhound 38 15 6 Forced 80% High 5 R 24 10 35 -26 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet
18 Launch 50 + GBounce 10 15
[4]6S &gt; 56D S Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 17 Until landing+11 +13 13 14 30 13
[4]6H &gt; 56D H Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 20 Until landing+14 +10 13 14 30 13
[2]8S &gt; 58D Go, Mr. Dolphin! Vertical 22 10 7 All 3 1 Total 16 13 14 30 13

Overdrives

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
63214H Ultimate Whiner 25, 17×8 20 6, 3×8 Mid 5 R 7+2 3 26 -10 1~10F All
11~13F Throw
18 19×8, Launch 120, 18, 50×7 15, 0×7, 15
236236S Great Yamada Attack 110 20 16 Mid 5 9+0 Total 74 5~22F Strike 18 Launch 90 + WBounce 15
63214S Super Screaming Ultimate Spinning Whirlwind 24×10 6×10 5×10 Mid 5 R 1+14 {2(12)}×9,2 15 +2 1~7F Strike
8~Until Recovery: Armor
18 Launch 120 + WBounce 7
63214S &gt; P Deluxe Goshogawara Bomber 48 20 6 Mid 5 11 10 14 +20 28 Launch 60 15

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
4123641236H May and the Jolly Crew Fatal 70 pixels 7+9 2 6 1~18F All

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC May 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC May 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC May 6P.pngGuard:
Mid
Startup:
16
Recovery:
18
Advantage:
-7
- - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC May 5K.pngGuard:
Mid
Startup:
9
Recovery:
9
Advantage:
-3
6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC May 2K.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
-3
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
3KGGAC May 3K.pngGuard:
Low
Startup:
8
Recovery:
20
Advantage:
-29
- - - - - -
c.SGGAC May cS.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-1
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC May fS.pngGuard:
Mid
Startup:
12
Recovery:
20
Advantage:
-6
- 3K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC May 2S.pngGuard:
Mid
Startup:
9
Recovery:
15
Advantage:
-4
- - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC May 5H.pngGuard:
Mid
Startup:
13
Recovery:
8
Advantage:
+7
- - - - 5D, 2D Special, Super
2HGGAC May 2H.pngGuard:
Low
Startup:
14
Recovery:
16
Advantage:
0
- - - - 2D Special, Super
6HGGAC May 6H.pngGuard:
Mid
Startup:
15
Recovery:
34
Advantage:
-21
- - - - - Special, Super
5DGGAC May 5D.pngGuard:
High
Startup:
28
Recovery:
18
Advantage:
-4
- - - - - Homing Jump
2DGGAC May 2D.pngGuard:
Low
Startup:
7
Recovery:
8
Advantage:
-1
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC May jP.pngGuard:
High/Air
Startup:
5
Recovery:
6
Advantage:
j.P j.K j.S j.H j.D Special
j.KGGAC May jK.pngGuard:
High/Air
Startup:
6
Recovery:
8
Advantage:
j.P - j.S j.H j.D Special
j.SGGAC May jS.pngGuard:
High/Air
Startup:
13
Recovery:
5
Advantage:
- j.K - j.H j.D Jump, Special
j.HGGAC May jH.pngGuard:
High/Air
Startup:
12
Recovery:
15
Advantage:
- - - - j.D Special
j.2HGGAC May j2H.pngGuard:
High/Air
Startup:
13
Recovery:
0
Advantage:
- - - - - Special
j.DGGAC May jD.pngGuard:
High/Air
Startup:
10
Recovery:
24+5 after landing
Advantage:
j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
  • j.D is cancellable from 23F
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

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