GGACR/Venom/Frame Data

From Dustloop Wiki
< GGACR‎ | Venom

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 1 1.0 1/5F 1.0 60 51F 49F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.45 2.75 8.12 0.34 100.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~7F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
4F 2 22.0 1.1 41F 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
4F

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 7F 22F 16.5 6F 12F 13.0 80.0

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
140 43 88

Normals

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 6 [26] 3 8 85% Mid 1 CSJR 1.44 6 3 9 -2 9 10 10 11
5K 12 [32] 3 8 90% Mid 1 SJR 1.44 7 3 15 -8 9 10 10 11
c.S 16×3 [32] 14×3 8×3 100% Mid 4 SJR 3.84×3 5 2,2,7 20 -10 16 17×2, Launch 28 16 14
f.S 24 [38] 10 7 100% Mid 3 SR 2.64 9 2 18 -6 13 14 14 13
5H 38 [42] 20 6 100% Mid 5 SR 3.84 10 7 18 -6 18 Stagger 39 18 15
5D 20 [50] 8 20 100% High 3 R 2.64 25 3(2)3 18 -12 13 Launch 48 14 13
6P 28 [36] 10 7 90% Mid 3 SR 2.64 9 6 20 -12 1~4F Above Knees
5~11F Upper Body
13 14 22 13
6K 28 [40] 10 7 90% Mid 3 SR 2.64 16 2 25 -14 13 14 45 + GBounce 13
6H 48 [50] 20 9 Forced 90% Mid 5 SR 3.84 15 6 27 -14 18 Launch 30 15
2P 7 [26] 3 8 80% Mid 1 CSR 1.44 7 4 10 -4 9 10 10 11
2K 8 [30] 3 8 70% Low 1 SR 1.44 5 3 9 -2 9 10 10 11
2S 22 [34] 10 7 100% Mid 3 SR 2.64 6 1 20 -7 13 14 14 13
2H 20×2 [44] 14×2 6×2 100% Mid 4 SR 3.84×2 7 6,3 21 -7 16 17 16 14
2D 19×2 [38] 8×2 7×2 100% Low 3 SR 2.64×2 6 2(11)4 24 -14 6~33F Low Profile 13 Launch 14, 30 13
j.P 10 [28] 3 8 100% High/Air 1 CSR 1.44 7 6 9 9 10 10 11
j.K 12 [32] 8 7 100% High/Air 3 SR 2.64 8 12 12 13 14 14 13
j.S 24 [37] 8 7 100% High/Air 3 SJR 2.64 7 5 21 13 14 14 13
j.H 36 [46] 8 7 100% High/Air 3 SR 2.64 10 8 18 13 14 30 13
j.D 40 [50] 8 10 100% High/Air 3 SR 2.64 7 8 13+6 after landing 13 14 24 + WBounce 13

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 5×7 6 Forced 50% 43 pixels 4.00 Launch 23 + 16 N/A
Air Throw 5×7 6 Forced 50% 88 pixels F 4.00 23 + 16 45~47F
Dead Angle Attack 24 10 7 50% Mid 3 R 0.52 11 3 19 -8 1~13F All
14~29F Throw
13 Launch 100 + WStick 28 13 N/A

Specials

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
214X Summoning Ball 0.50/- 11 Total Duration 26 15 N/A
j.214X Air Summoning Ball 0.50/- 9 Total Duration 35 26 N/A
[4]6S S Stinger Aim 30 [30] 3 6 All 3 F 1.50/1.44 13 Until Hit Total 37 +2 13 14 14 13 16~18FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
[4]6H H Stinger Aim 46 [46] 3 6 All 3 F 1.50/1.44 9 Until Hit Total 48 -13 13 14 14 13 15~17FFRC with a slight delay after the ball is fired; at close range this will be after the ball hits
[4]6[S] Enhanced S Stinger Aim 22×2~6 [30] 20×2~6 6×2~6 All 5 F 1.50/1.20×2~6 6 after release Until Hit 30 after release see notes 18 19 18 7 9~11F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
[4]6[H] Enhanced H Stinger Aim 26×2~6 [46] 20×2~6 6×2~6 All 5 F 1.50/1.20×2~6 5 after release Until Hit 44 after release see notes 18 19 18 7 11~13F after releaseFRC with a slight delay after the ball is fired; at close range this will be after the ball hits
[2]8S S Carcass Raid 36 [35] 3 6 All 3 1.50/1.44 16 Until Hit Total 34 +8 13 14 14 13 N/A
[2]8H H Carcass Raid 50 [49] 3 6 All 3 1.50/1.44 13 Until Hit Total 48 -9 13 14 14 13 N/A
[2]8[S] Enhanced S Carcass Raid 24×2~6 [35] 20×2~6 6×2~6 All 5 1.50/1.20×2~6 9 after release Until Hit 27 after release see notes 18 19 18 7 N/A
[2]8[H] Enhanced H Carcass Raid 27×2~6 [49] 20×2~6 6×2~6 All 5 1.50/1.20×2~6 6 after release Until Hit 41 after release see notes 18 19 18 7 N/A
[4]6S > P Cancel Total 5 N/A
421X Dubious Curve 32 20 6 Mid 5 RF 1.00/3.12 21 3 19 -3 1~17F Feet 18 Launch 37 + Slide 26 15 21~22FThe first two active frames; FRC just as Dubious Curve hits
623S S Double Head Morbid 44 [37] 14 6 Mid 4 R 1.30/2.16 9 8 24 -15 16 Launch 25 6 N/A
623H H Double Head Morbid 21×4 [40] 10×4 7×4 Mid 3 R 2.00/2.64×4 15~ 4×6 18 -16 13 Launch 24 6 N/A
j.236S S Mad Struggle 12×4 [37] 8×4 7×4 High/Air 3 R 1.50/2.40×4 18 Until landing 6 after landing +7 13 14×4 14×4 13 N/A
j.236H H Mad Struggle 15×4 [37], 15×3 [40] 8×4, 10×3 7×7 High/Air×4, Mid×3 3 R 1.50/2.40×4, 7.20×3 16 Until landing,(5)2,6,2 20 -8 1~7F Strike
8~9F Upper Body & FeetF
10~31F Feet
13 14×4, Launch×3 14×4, 80×3 13 N/A
623K Teleport 15 (5 Intangible) 2 10~15F Strike
16~20F All
N/A
Hit Ball Hit Ball Ball Damage 3 6 All 3 -/1.44 N/A Until Hit N/A Variable 13 14 14 13 N/A
Lightning Ball Lightning Ball [BallDamage÷2] x3 3×3 5×3 All 3 -/0.96×3 N/A Until Hit N/A Variable 13 14 14 6 N/A
*: Damages listed in [ ] is the Hit Ball damage for balls hit by the listed attack

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
[4]6D FB Stinger Aim 46×2 [46] 3 6 All 3 F -/0.28 9 Until Hit Total 38 -3 13 14 14 13 15~17FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
[4]6[D] FB Charged Stinger Aim 26×2~6 [46] 20×2~6 6×2~6 All 5 F -/0.24×2~6 5 after release Until Hit 34 after release see notes 18 19 18 7 11~13F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
[2]8D FB Carcass Raid 35 [34] 3 6 All 3 -/0.28 13 Until Hit Total 32 +7 13 14 14 13 N/A
[2]8[D] FB Charged Carcass Raid 23×2~6 [33] 20×2~6 6×2~6 All 5 -/0.24×2~6 6 after release Until Hit 25 after release see notes 18 19 18 7 N/A
623D FB Double Head Morbid 14×6 [40] 10×6 3×6 Mid 3 R 0.40/- 15~ 4×5,6 22 -14 13 Launch 34 6 N/A
j.236D FB Mad Struggle 10, 30 [50] 20, 15 0, 9 100%, Forced 90% All, High/Air 5 R 14 2(2)2 6 +19 18, 26 19, Launch 39, 43 + GBounce 0, 15 N/A
※1: in CH state till end of recovery. Cancelable. Charging increases number of hits (2,3 or 6). Ball is released 6F after button is released. Dizzy modifier x0.
※2: Balls affected by this move can reflect horizontally off of the left and right walls once. Additionally, they may reflect horizontally off of the opponent once; this does not count against total reflections.
※3: Balls affected by this move can reflect off the ceiling three times.
※4: Placed balls will only reflect once, unless interfered with. Reflecting off the CRound does not count against total reflections.

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
2141236S Dark Angel 10×28 3×28 2×28 All 5 7+18 Total Duration 35 10 7~15F Strike 18 19 60 0
j.236236H Red Hail 26×8 [26] 3×8 6×8 All 3 10+0 Total Duration 91 25+9 after landing 13 14 14 13
632146X Tactical Arch 12 Total Duration 29 Total 17

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 Dimmu Borgir Fatal 20 All 15+11 6 33 -20 1~19F Strike

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Venom 5P.pngGuard:
Mid
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 Venom 2P.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
-4
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGACR Venom 6P.pngGuard:
Mid
Startup:
9
Recovery:
20
Advantage:
-12
- - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC Venom 5K.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-8
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Venom 2K.pngGuard:
Low
Startup:
5
Recovery:
9
Advantage:
-2
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGACR Venom 6K.pngGuard:
Mid
Startup:
16
Recovery:
25
Advantage:
-14
- - f.S, 2S 5H, 2H 5D, 2D Special, Super
c.SGGAC Venom cS.pngGuard:
Mid
Startup:
5
Recovery:
20
Advantage:
-10
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Venom fS.pngGuard:
Mid
Startup:
9
Recovery:
18
Advantage:
-6
- - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Venom 2S.pngGuard:
Mid
Startup:
6
Recovery:
20
Advantage:
-7
- - - 5H, 2H 5D, 2D Special, Super
5HGGAC Venom 5H.pngGuard:
Mid
Startup:
10
Recovery:
18
Advantage:
-6
- - - - - Special, Super
2HGGAC Venom 2H.pngGuard:
Mid
Startup:
7
Recovery:
21
Advantage:
-7
- - - - 5D, 2D Special, Super
6HGGAC Venom 6H.pngGuard:
Mid
Startup:
15
Recovery:
27
Advantage:
-14
- - - - - Special, Super
5DGGAC Venom 5D.pngGuard:
High
Startup:
25
Recovery:
18
Advantage:
-12
- - - - - Homing Jump
2DGGAC Venom 2D.pngGuard:
Low
Startup:
6
Recovery:
24
Advantage:
-14
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Venom jP.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
j.P[+] j.K[+] j.S[+] j.H[+] j.D Special, Super
j.KGGAC Venom jK.pngGuard:
High/Air
Startup:
8
Recovery:
12
Advantage:
j.P - j.S - j.D Special, Super
j.SGGAC Venom jS.pngGuard:
High/Air
Startup:
7
Recovery:
21
Advantage:
j.P - - j.H j.D Jump, Special, Super
j.HGGAC Venom jH.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
- - - - j.D Special, Super
j.DGGAC Venom jD.pngGuard:
High/Air
Startup:
7
Recovery:
13+6 after landing
Advantage:
- - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • j.P is whiff cancellable from 16F onwards
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Systems Pages