GGACR/Anji Mito/Frame Data

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System Data

Defense:x1.06
Guts:5
Weight:Middleweight (x1.0)
Stun Resistance:65
Prejump:3F
Backdash:16F (1~>9F invuln)
Wakeup Time:54F (Face Up) / 50F (Face Down)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Anji 5P.png 10 Mid 4 3 8 +3 - 6 7 2.64 SJR 3
  • Untechable for 16F
5KGGAC Anji 5K.png 14 Mid 5 5 6 -1 - 3 8 1.44 SJR 1
5SGGAC Anji 5S.png 26 Mid 7 4 13 -3 - 14 6 3.84 SJR 4
  • Lvl 3 attack on block
  • Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
5HGGAC Anji 5H.png 38 Mid 15 4 21 -6 - 20 6 3.84 SR 5
  • Forces opponent into crouching state on ground hit
  • Slams down and knocks down opponent on air hit
6PGGAC Anji 6P.png 24 Mid 18 4 16 -1 1~21F Above Knees 20 6 3.84 SR 5
  • Anji's back can be hit as he stands 18F onwards
  • Staggers opponent on ground CH (Max 49F)
  • Hitstun 21F
  • Initial prorate 90%
3PGGAC Anji 3P.png 28 High 20 3 11 0 - 8 7 2.64 R 3
  • Ground bounces opponent on CH (Untechable for 90F)
6KGGAC Anji 6K.png 28 Mid 11 6 18 -10 1~7F Guard High 10 7 2.64 RF 3
  • Staggers opponent on ground CH (max 37F)
  • FRC timing 11~12F
  • see notes *1
3KGGAC Anji 3K.png 38 Low 19 4 14 -1 1~5F Guard Low 10 7 0.50/4.80 SR 4
  • Initial prorate 80%
  • Wallbounces opponent on CH (untechable for 56F)
  • Throw invincible (not listed on frame data)
  • see notes *1
6SGGAC Anji 6S.png 34 Mid 13 4 17 -7 7~12F Guard High 10 7 2.64 SJR 3
  • see notes *1
3SGGAC Anji 3S.png 28 Mid 28 12 10 +1 1~27F Guard Low 20 6 3.84 SJR 5
  • Cancelable into 5S or 5H 6~8F
  • Blockstun 22F
  • Attack Level 6
  • see notes *1
6HGGAC Anji 6H.png 44 Mid 21 6 25 -14 12~19F Guard High
4~20F Throw
14 6 3.84 SRF 4
  • Initial prorate 80%
  • Untechable for 19F
  • FRC timing 17~20F
  • see notes *1
5DGGAC Anji 5D.png 15 High/Air 27 6 26 -18 4~18F Guard High 8 20 2.64 SR 3
  • see notes *1
2PGGAC Anji 2P.png 8 Mid 5 4 6 0 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Anji 2K.png 12 L 8 2 6 +6 - 8 7 2.64 SR 3
  • Initial prorate 70%
2SGGAC Anji 2S.png 28 Low 8 6 14 -6 11~13F, 21~23F Low Profile 8 7 2.64 SR 3
2HGGAC Anji 2H.png 38 Mid 20 5 15 +5 10~19F Guard Low 14 6 3.84 SR 5
  • Blockstun 22F
  • Attack Level 6
  • see notes *1
2DGGAC Anji 2D.png 28 L 7 3 25 -11 5~23F Low Profile 11 6 3.84 SR 4
j.PGGAC Anji jP.png 10 High/Air 8 3 3 - - 3 8 1.44 CSR 1
j.KGGAC Anji jK.png 18 High/Air 6 6 10 - - 10 7 2.64 SR 3
j.SGGAC Anji jS.png 28 High/Air 7 9 18 - - 10 7 2.64 SJR 3
j.HGGAC Anji jH.png 32 High/Air 13 6 15 - - 10 7 2.64 SR 3
  • Slams down opponent on air hit
j.DGGAC Anji jD.png 40 High/Air 10 6 14+ 6 after landing - 1~11F, 22~End Upper Body 10 7 2.64 SR 3
  • Initial prorate 90%
  • Blows back opponent on hit (untechable for 30F)
  • Wallsticks opponent on CH (untechable for 84F, wallstick for 30F)
  • Can be canceled into any jump attack except another j.D 23F onwards
  • 1: 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).

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
ThrowGGAC Anji throw.png 56 43 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Anji airThrow.png 60 88 pixels - - - - - - 6 4.00 - -
  • Floats opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Anji 6P.png 25 All 12 6 12 -4 1~11F All
12~26F Throw
10 7 2.64 R 3
  • Knocks down opponent on ground hit
  • Initial prorate 50%

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
ShitsuGGAC Anji Shitsu.png
236P
18, 16x2 All 21 56 total: 48 -7 - 0 8x3 2.50/1.20x3 - 1
  • Projectile disappears immediately if Anji gets hit
  • Falling butterfly has Chip damage x2
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
S FuujinGGAC Anji Fuujin.png
236S
30 Mid 15 3 27 -16 - 10 7 2.50/3.60 R 3
  • Slides opponent on air hit (untechable for 40F, slide for 20F)
  • Can cancel into followup attacks 28F onwards
H FuujinGGAC Anji Fuujin.png
236H
46 Mid 20 3 27 -16 1~12F Strike 10 7 2.90/4.08 R 3
  • Initial prorate 80%
  • Wallbounces opponent on hit (untechable for 38F)
  • Fully untechable on CH
  • Can cancel into followup attacks 33F onwards
Shin:IsshikiGGAC Anji ShinIsshiki.png
Fuujin > P
10x6 All 36 - total:50+ 8 after landing +17 - 0 7x6 1.60/1.20x6 F 3
  • Anji is airborne 4F onwards
  • FRC timing 6~8F
  • Auto Jump Install
  • Listed Frame Adv is for a standing opponent in the corner (Tested on Sol)
IssokutobiGGAC Anji Hitoashitobi.png
Fuujin > K
- - - - 24+6 after landing - - - - 1.70/- - -
  • Can pass through opponent 7~24F
  • Anji is in CH state until landing
NagihaGGAC Anji Nagiha.png
Fuujin > S
30 Low 10 6 27 -19 - 8 7 1.50/2.40 RF 3
  • Floats opponent on ground hit (untechable for 35F)
  • FRC timing 23~25F
RinGGAC Anji Rin.png
Fuujin > H
40 High 27 8 16 0 1~22F Throw
8~26F Guard High
20 30 -/7.20 R 5
  • Slams down and knocks down opponent on hit
  • Groundbounces opponent and fully untechable on CH
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 31F
  • Blockstun 21F
  • Attack Level 6
  • see notes *1
KouGGAC Anji Kou.png
P during autoguard
25,7x6,20 Mid 4 2,4x6,12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
10,3 4x8 -/7.2x8 R 3,1x6,5
  • 1st-7th hits float opponent (untechable for 20F)
  • 8th hit blows opponent back on hit (untechable for 60F)
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • Kou can only be used during the hitstop of an autoguarded move
SouGGAC Anji Sou.png
K during autoguard
12x3,38 Mid 11 4x2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
6x3,20 5x3,3 0.50/2.40x3,5.80 RF 2x3,5
  • 4th hit has 23F hitstun
  • Frame Adv. on hit = +5F
  • 1st-3rd hits have hitstop 6F
  • Anji is in CH state during move
  • Sou can only be used during the hitstop of an autoguarded move
  • FRC timing 26~28F
OnGGAC Anji On.png
623H
0,90 - 11 18 20+landing 6 - - - 7,8 2.50/6.00 F 3
  • Anji is airborne from 9F onwards
  • Fully untechable on hit
  • FRC timing 11~13F
P KaiGGAC Anji Kai.png
214P
32 H 28 3 9 +2 - 8 7 2.00/7.20 R 3
  • Anji is airborne 4~27F
  • Knocks down opponent on hit
K KaiGGAC Anji Kai.png
214K
50 High/Air 32 10 till landing+8 +1 - 14 6 2.50/1.80 RF 4
  • Anji is airborne 9F onwards
  • Groundbounces opponent on hit (untechable for 40F)
  • High groundbounce and fully untechable on CH
  • FRC timing 23~25F
  • Listed Frame Adv is for a standing block (tested on Sol)
  • Auto Jump Install
  • Anji automatically turns to face the opponent after FRC
Shin: NishikiGGAC Anji ShinNishiki.png
j.214P
45 High/Air 14 7 44 -37 - 10 7 2.50/2.40 R 3
  • Ground bounces opponent on hit (untechable for 60F)
  • High groundbounce and fully untechable on CH
  • Anji is in CH state 1~48F
  • Hitstop 6F
  • Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F
  • 1: 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).

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB ShitsuGGAC Anji FBShitsu.png
236D
25,16x2 All,HAx2 21 40 total:50 -9 - 0 8,12x2 2.50/- - 1,2x2
  • The falling part has Chip Damage x2
  • Projectile disappears instantly if Anji gets hit
  • Goes through other projectiles
  • Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
FB RinGGAC Anji Rin.png
Fuujin
50 High 21 8 8 +5 2~20F Guard High
2~25F Throw
15 20 - R 5
  • Ground bounces opponent on hit (untechable for 60F)
  • Listed Frame Adv is for standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent (tested on Sol)
  • see notes *1
FB KouGGAC Anji FBKou.png
D during autoguard
35,7x6,70 Mid 4 2,4x6(24)4 39+8 after landing -89 1~11F Strike
12~13F Upper Body
10,3 7,4x7 - R 3,1x6,5
  • 1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F)
  • 8th hit slams down opponent and fully untechable
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • FB Kou can only be used during the hitstop of an autoguarded attack
FB OnGGAC Anji On.png
623D
90 - 21 18 35+6 - 10~18F Low Profile
19~28F Strike
?? ?? - F 3
  • Knocks down opponent on hit (untechable for 120F)
  • Anji is in crouching state during landing recovery
  • FRC timing 19~20F
  • Anji can move before landing
*1: 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).

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Issei Ougi: SaiGGAC Anji IsseiOugiSai.png
632146H
11x11,9x4 All 7+3 4x9,2x2,4x4 63 -40 4~6F Above Chest
7~9F Upper Body
10~10F Strike
10x15 2x15 - F 3
  • 11th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x0
  • Hitstop 0F
  • Can pass through projectiles
  • Projectile appears on 10F
  • FRC timing 66~70F
  • Projectile guranteed to activate after 10F
  • Giant fan will activate on 53F if the 11th hit hits (not blocked)
  • Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable
TenjinkyakuGGAC Anji Tenjinashi.png
[2]8K
30,14x13 High/Air 18+0 10 landing+20 -11 4~20F Strike 20 6,2x13 2.00/- R 5,3x13
  • Knocks down opponent on hit
  • Opponent cannot input anything from after super flash until the 3rd active frame
  • Must charge down for at least 40F to perform Tenjinashi
  • Listed Frame Adv is for standing block (tested on Sol)
  • All hits outside of the 2nd hit have hitstop 0
  • For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground
KachoufuugetsuGGAC Anji Kachoufuugetsu.png
63214S during autoguard
40x4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~70F Strike
20x4 6x4 - RF 5
  • 1st-3rd hits stagger opponent on hit (Max 65F)
  • Opponent's inputs are frozen until the 2nd active frame of the 1st hit
  • 4th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x1.5
  • FRC timing 63~65F
  • Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
ZetsuGGAC Anji Zetsu.png
during IK Mode: 236236H
Fatal All 17+4 - - -159~ - 20 0 - - -
  • IK mode activation: 55F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2P 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6P 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3P - - - - - -
5K 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - 6S, 2S 2H, 6H 5D, 2D Sp
6K 3P - - - - -
3K - - - - - Sp
5S 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6S 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2S - - 3S 5H, 2H, 6H 5D, 2D Sp
3S 3P - - - - Jump, Sp
5H 6P 6K 3S 6H 5D, 2D Sp
2H - 3K - 5H, 6H 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Anji Mito/Data.