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

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

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 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 21F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.8 8.0 0.32 100

Backdash Values

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

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity 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 Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 26.0 1.1 49F 12.5 14.0

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

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 30

Proximity Ranges

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

Normal Moves

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

Universal Mechanics

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

Special Moves

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

Force Breaks

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

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
632146H Issei Ougi: Sai All 3 F 7+3 4×9,2×2,4×4 63 -40 11×11, 50 10×15 2×11, 7 3~6F Above Chest 13 13×10, Launch×2 14×10, 50, 82 13 63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand
[2]8K Tenjinkyaku High/Air 5, 3×13 R 2.00/- 18+0 10 20 after landing -11 30, 14×13 15 6, 2×13 4~20F Strike 18 Launch 18, 14×13 15, 0×13 N/A
Autoguard > 63214S Kachoufuugetsu Mid 5 RF 7+0 5(16)5(12)5(20)5 75 -61 40×4 20×4 6×4 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 guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Zetsu All 5 17+4 -159~ Fatal 20 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.pngGuardMidStartup4Recovery8Advantage+3 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Special, Super
2PGGAC Anji 2P.pngGuardMidStartup5Recovery6Advantage0 5P, 2P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC Anji 6P.pngGuardMidStartup18Recovery16Advantage-1 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Special, Super
3PGGAC Anji 3P.pngGuardHighStartup20Recovery11Advantage0 - - - - - -
5KGGAC Anji 5K.pngGuardMidStartup5Recovery6Advantage-1 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC Anji 2K.pngGuardLowStartup8Recovery6Advantage+6 6P 3K 6S, 2S 2H, 6H 5D, 2D Special, Super
6KGGAC Anji 6K.pngGuardMidStartup11Recovery18Advantage-10 3P 5K[*][+] - - - -
3KGGAC Anji 3K.pngGuardLowStartup19Recovery14Advantage-1 - - - - - Special, Super
5SGGAC Anji 5S.pngGuardMidStartup7Recovery13Advantage0 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6SGGAC Anji 6S.pngGuardMidStartup13Recovery17Advantage-7 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Anji 2S.pngGuardLowStartup8Recovery14Advantage-6 - - 3S 5H, 2H, 6H 5D, 2D Special, Super
3SGGAC Anji 3S.pngGuardMidStartup28Recovery10Advantage+1 3P - 5S[^] 5H[^] - Jump, Special, Super
5HGGAC Anji 5H.pngGuardMidStartup15Recovery21Advantage-6 6P 6K 3S 6H 5D, 2D Special, Super
2HGGAC Anji 2H.pngGuardMidStartup20Recovery15Advantage+5 6P[*][+] 3K - 5H, 6H 5D, 2D Special, Super
6HGGAC Anji 6H.pngGuardMidStartup21Recovery25Advantage-14 - - - - - Special, Super
5DGGAC Anji 5D.pngGuardHighStartup27Recovery26Advantage-18 - - - - - Homing Jump, Special, Super
2DGGAC Anji 2D.pngGuardLowStartup7Recovery25Advantage-11 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC Anji jK.pngGuardHigh/AirStartup6Recovery10Advantage- j.P - j.S - j.D Special
j.SGGAC Anji jS.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H j.D Jump, Special
j.HGGAC Anji jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Special
j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage- j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - 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
X[*] = X is a delayed cancel, not immediately on hit like normal
X[^] = X is only available during startup

Navigation

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