GGACR/Anji Mito/Frame Data

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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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
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. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Anji Mito
GGACR_Anji_Mito_Icon.png
1.06 5 3F Middleweight (x1.0) 16F (1~>9F invuln) 1.25 54F 50F



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 6 7 Mid 3 SJR 2.64 4 3 8 +3 14 16 13
5K 14 3 8 Mid 1 SJR 1.44 5 5 6 -1 10 10 11
5S 26 14 6 Mid 4 SJR 3.84 7 4 13 0 17 16 14
5H 38 20 6 Mid 5 SR 3.84 15 4 21 -6 Crouch 19 Down 15
6P 24 20 6 90% Mid 5 SR 3.84 18 4 16 -1 1~21F Above Knees 21 18 15
3P 28 8 7 High 3 R 2.64 20 3 11 0 14 14 13
6K 28 10 7 Mid 3 RF 2.64 11 6 18 -10 1~7F Guard High 14 14 13
3K 38 10 7 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~5F Guard Low 17 16 14
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F Guard High
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Guard Low 19 18 15
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 12~19F Guard High
14~20F Throw
Launch 19 14
5D 15 8 20 High/Air 3 SR 2.64 27 6 26 -18 4~18F Guard High
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 6 0 10 10 11
2K 12 8 7 70% L 3 SR 2.64 8 2 6 +6
2S 28 8 7 Low 3 SR 2.64 8 6 14 -6 11~13F, 21~23F Low Profile
2H 38 14 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Guard Low 19 18 15
2D 28 11 6 L 4 SR 3.84 7 3 25 -11 5~23F Low Profile Launch 16 14
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 10 10 11
j.K 18 10 7 High/Air 3 SR 2.64 6 6 10
j.S 28 10 7 High/Air 3 SJR 2.64 7 9 18
j.H 32 10 7 High/Air 3 SR 2.64 13 6 15
j.D 40 10 7 90% High/Air 3 SR 2.64 10 6 14+ 6 after landing 1~11F, 22~End Upper Body
※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

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
Ground Throw Ground Throw 56 6 Forced 50% 43 pixels 4.00
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 12 6 12 -4 1~11F All
12~26F Throw


Special Moves

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
236P Shitsu 18, 16×2 0 8×3 All 1 2.50/1.20×3 21 56 total: 48 -7 10 10 11
236S S Fuujin 30 10 7 Mid 3 R 2.50/3.60 15 3 27 -16
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike
236S > P Shin: Isshiki 10×6 0 7×6 All 3 F 1.60/1.20×6 36 total:50+ 8 after landing +17 14 14 13
236S > K Issokutobi 1.70/- 24+6 after landing
236S > S Nagiha 30 8 7 Low 3 RF 1.50/2.40 10 6 27 -19 Launch 35 13
236S > H Rin 40 20 30 High 5 R -/7.20 27 8 16 0 1~22F Throw
8~26F Guard High
19 Down 15
Autoguard > P Kou 25,7×6,20 10,3 4×8 Mid 3,1×6,5 R -/7.2×8 4 2,4×6,12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
Launch 20×7, 60 13, 5×6, 15
Autoguard > K Sou 12×3,38 6×3,20 5×3,3 Mid 2×3,5 RF 0.50/2.40×3,5.80 11 4×2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
12×3, 23 12×3, 18 6×3, 15
623H On 0,90 7,8 3 F 2.50/6.00 11 18 20+landing 6 Down 13
214P P Kai 32 8 7 H 3 R 2.00/7.20 28 3 9 +2 Launch 14 13
214K K Kai 50 14 6 High/Air 4 RF 2.50/1.80 32 10 till landing+8 +1 Launch 40 + GBounce 14
j.214P Shin: Nishiki 45 10 7 High/Air 3 R 2.50/2.40 14 7 44 -37 Launch 60 6
※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

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 FB Shitsu 25,16×2 0 8,12×2 All,HAx2 1,2×2 2.50/- 21 40 total:50 -9 10 10 11
236S > D FB Rin 50 15 20 High 5 R 21 8 8 +5 2~20F Guard High
2~25F Throw
Launch 60 + GBounce 15
Autoguard > D FB Kou 35,7×6,70 10,3 7,4×7 Mid 3,1×6,5 R 4 2,4×6(24)4 39+8 after landing -89 1~11F Strike
12~13F Upper Body
Launch 60, 20×6, 60 13, 5×7
623D FB On 90 ?? ?? 3 F 21 18 35+6 10~18F Low Profile
19~28F Strike
120 13
※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

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
632146H Issei Ougi: Sai 11×11, 50 10×12 2×12 All 3 F 7+3 4×9,2×2,4 63 -40 4~6F Above Chest
7~9F Upper Body
10~10F Strike
13×10, Launch×2 14×10, Down×2 0
[2]8K Tenjinkyaku 30,14×13 20 6,2×13 High/Air 5,3×13 R 2.00/- 18+0 10 landing+20 -11 4~20F Strike Launch 18, 14×13 15, 0×13
Autoguard > 63214S Kachoufuugetsu 40×4 20×4 6×4 Mid 5 RF 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~32F Strike
Stagger 65×3, Launch Down 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
236236H Zetsu Fatal 20 0 All 17+4 -159~


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Anji 5P.png
Guard:
Mid
Startup:
4
Recovery:
8
Advantage:
+3
6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2P
GGAC Anji 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6P
GGAC Anji 6P.png
Guard:
Mid
Startup:
18
Recovery:
16
Advantage:
-1
3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3P
GGAC Anji 3P.png
Guard:
High
Startup:
20
Recovery:
11
Advantage:
0
- - - - - -
5K
GGAC Anji 5K.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K
GGAC Anji 2K.png
Guard:
L
Startup:
8
Recovery:
6
Advantage:
+6
6P - 6S, 2S 2H, 6H 5D, 2D Sp
6K
GGAC Anji 6K.png
Guard:
Mid
Startup:
11
Recovery:
18
Advantage:
-10
3P - - - - -
3K
GGAC Anji 3K.png
Guard:
Low
Startup:
19
Recovery:
14
Advantage:
-1
- - - - - Sp
5S
GGAC Anji 5S.png
Guard:
Mid
Startup:
7
Recovery:
13
Advantage:
0
6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6S
GGAC Anji 6S.png
Guard:
Mid
Startup:
13
Recovery:
17
Advantage:
-7
3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2S
GGAC Anji 2S.png
Guard:
Low
Startup:
8
Recovery:
14
Advantage:
-6
- - 3S 5H, 2H, 6H 5D, 2D Sp
3S
GGAC Anji 3S.png
Guard:
Mid
Startup:
28
Recovery:
10
Advantage:
+1
3P - - - - Jump, Sp
5H
GGAC Anji 5H.png
Guard:
Mid
Startup:
15
Recovery:
21
Advantage:
-6
6P 6K 3S 6H 5D, 2D Sp
2H
GGAC Anji 2H.png
Guard:
Mid
Startup:
20
Recovery:
15
Advantage:
+5
- 3K - 5H, 6H 5D, 2D Sp
6H
GGAC Anji 6H.png
Guard:
Mid
Startup:
21
Recovery:
25
Advantage:
-14
- - - - - Sp
5D
GGAC Anji 5D.png
Guard:
High/Air
Startup:
27
Recovery:
26
Advantage:
-18
- - - - - homing jump, Sp
2D
GGAC Anji 2D.png
Guard:
L
Startup:
7
Recovery:
25
Advantage:
-11
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Anji jP.png
Guard:
High/Air
Startup:
8
Recovery:
3
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Anji jK.png
Guard:
High/Air
Startup:
6
Recovery:
10
Advantage:
-
j.P - j.S - j.D Sp
j.S
GGAC Anji jS.png
Guard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
j.P - - j.H j.D Jump, Sp
j.H
GGAC Anji jH.png
Guard:
High/Air
Startup:
13
Recovery:
15
Advantage:
-
- - - - j.D Sp
j.D
GGAC Anji jD.png
Guard:
High/Air
Startup:
10
Recovery:
14+ 6 after landing
Advantage:
-
- - - - - 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.