GGACR/Anji Mito/Frame Data

From Dustloop Wiki
< GGACR‎ | Anji Mito
Revision as of 04:59, 16 January 2022 by Shtkn (talk | contribs) (→‎Glossary)

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

Error: No field named "backdash" found for any of the specified database tables.



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 10 7 Mid 3 SJR 2.64 4 3 8 +3 13 14 16 13
5K 14 3 8 Mid 1 SJR 1.44 5 5 6 -1 9 10 10 11
5S 26 14 6 Mid 4 SJR 3.84 7 4 13 0 16 17 16 14
5H 38 20 6 Mid 5 SR 3.84 15 4 21 -6 18 Crouch 20 18 15
5D 15 8 20 High 3 SR 2.64 27 6 26 -18 4~18F High Guardpoint 13 Launch 48 14 13
6P 24 20 6 90% Mid 5 SR 3.84 18 4 16 -1 1~21F Above Knees 18 21 18 15
3P 28 8 7 High 3 R 2.64 20 3 11 0 13 14 14 13
6K 28 10 7 Mid 3 RF 2.64 11 6 18 -10 1~7F High Guardpoint 13 14 14 13
3K 38 11 6 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~4F Low Guardpoint
1~End Throw
16 17 16 14
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F High Guardpoint 13 14 14 13
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Low Guardpoint 22 19 18 15
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 13~20F High Guardpoint, Throw 16 Launch 19 14
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 6 0 9 10 10 11
2K 12 8 7 70% Low 3 SR 2.64 8 2 6 +6 13 14 14 13
2S 28 8 7 Low 3 SR 2.64 8 6 14 -6 11~13F, 21~23F Low Profile 13 14 14 13
2H 38 20 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Low Guardpoint 24 19 18 15
2D 28 11 6 Low 4 SR 3.84 7 3 25 -11 5~23F Low Profile 16 Down 16 14
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 9 10 10 11
j.K 18 8 7 High/Air 3 SR 2.64 6 6 10 13 14 14 13
j.S 28 8 7 High/Air 3 SJR 2.64 7 9 18 13 14 14 13
j.H 32 8 7 High/Air 3 SR 2.64 13 6 15 13 14 14 13
j.D 40 8 7 90% High/Air 3 SR 2.64 10 6 14+6 after landing 1~11F, 22~End Upper Body 13 Launch 30 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).

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 Down
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 60
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 12 6 12 -4 1~11F All
12~26F Throw
13 Down 14 13

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 9 10 10 11
236S S Fuujin 30 10 7 Mid 3 R 2.50/3.60 15 3 27 -16 13 14 40 + Slide 30 13
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike 13 Launch 38 + WBounce 13
236S > P Shin: Isshiki 10×6 0 7×6 All 3 F 1.60/1.20×6 36 Total 50+8 after landing +17 13 14 14 13
236S > K Issokutobi 1.70/- 24+6 after landing 7~24F Lower Body
236S > S Nagiha 30 8 7 Low 3 RF 1.50/2.40 10 6 27 -19 13 Launch 35 13
236S > H Rin 40 15 30 High 5 R -/7.20 27 8 16 0 8~26F High Guardpoint
1~22F Throw
21 Down 40 15
Autoguard > P Kou 25, 7×6, 20 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R -/7.20×8 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
13, 9×6, 18 Launch 20×7, 60 13, 5×6, 15
Autoguard > K Sou 12×3, 38 6×3, 20 5×3, 15 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
11×3, 22 14×3, 23 12×3, 68 6×3, 15
623H On 0, 90 7, 8 Unblockable 3 F 2.50/6.00 11 18 20+6 after landing 120 13
214P P Kai 32 8 7 90% High/Air 3 R 2.00/7.20 28 3 9 +2 22~27F Feet 13 Launch 30 13
214K K Kai 50 11 6 High/Air 4 RF 2.50/1.80 32 10 8 after landing +1 32~41F Feet 16 Launch 30 + GBounce 14
j.214P Shin: Nishiki 45 8 7 High/Air 3 R 2.50/2.40 14 7 44 -37 1~11F Feet
14~20F Lower Body
13 Launch 50 + GBounce 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, High/Air×2 1, 2×2 0.50/- 21 88 Total 50 -9 9, 11×2 10, 12×2 10, 12×2 11, 12×2
236S > D FB Rin 50 15 20 High 5 R 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
18 Launch 50 + GBounce 15
Autoguard > D FB Kou 35, 7×6, 70 10, 3×6, 20 7, 4×7 Mid 3, 1×6, 5 R 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
13, 9×6, 18 Launch 60, 20, 60×5, 100 13, 5×6, 15
623D FB On 0, 90 7, 8 Forced 70% Unblockable 3 F 0.50/1.20 21 18 35+6 after landing 10~18F Low Profile
19~38F 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 10×15 2×11, 7 All 3 F 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest 13 13×10, Launch×2 14×10, 50, 82 13
[2]8K Tenjinkyaku 30, 14×13 15 6, 2×13 High/Air 5, 3×13 R 2.00/- 18+0 10 20 after landing -11 4~20F Strike 18 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
23~69F Throw
18 Stagger 65×3, Launch 80 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 All 5 17+4 -159~ 18~Recovery Throw 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Anji 5P.pngGuardMidStartup4Recovery8Advantage+3 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2PGGAC Anji 2P.pngGuardMidStartup5Recovery6Advantage0 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6PGGAC Anji 6P.pngGuardMidStartup18Recovery16Advantage-1 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3PGGAC Anji 3P.pngGuardHighStartup20Recovery11Advantage0 - - - - - -
5KGGAC Anji 5K.pngGuardMidStartup5Recovery6Advantage-1 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2KGGAC Anji 2K.pngGuardLowStartup8Recovery6Advantage+6 6P - 6S, 2S 2H, 6H 5D, 2D Sp
6KGGAC Anji 6K.pngGuardMidStartup11Recovery18Advantage-10 3P - - - - -
3KGGAC Anji 3K.pngGuardLowStartup19Recovery14Advantage-1 - - - - - Sp
5SGGAC Anji 5S.pngGuardMidStartup7Recovery13Advantage0 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6SGGAC Anji 6S.pngGuardMidStartup13Recovery17Advantage-7 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2SGGAC Anji 2S.pngGuardLowStartup8Recovery14Advantage-6 - - 3S 5H, 2H, 6H 5D, 2D Sp
3SGGAC Anji 3S.pngGuardMidStartup28Recovery10Advantage+1 3P - - - - Jump, Sp
5HGGAC Anji 5H.pngGuardMidStartup15Recovery21Advantage-6 6P 6K 3S 6H 5D, 2D Sp
2HGGAC Anji 2H.pngGuardMidStartup20Recovery15Advantage+5 - 3K - 5H, 6H 5D, 2D Sp
6HGGAC Anji 6H.pngGuardMidStartup21Recovery25Advantage-14 - - - - - Sp
5DGGAC Anji 5D.pngGuardHighStartup27Recovery26Advantage-18 - - - - - homing jump, Sp
2DGGAC Anji 2D.pngGuardLowStartup7Recovery25Advantage-11 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage- j.P j.K j.S j.H j.D Sp
j.KGGAC Anji jK.pngGuardHigh/AirStartup6Recovery10Advantage- j.P - j.S - j.D Sp
j.SGGAC Anji jS.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - - j.H j.D Jump, Sp
j.HGGAC Anji jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Sp
j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage- - - - - - 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

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