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
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. 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 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 19 Down 15
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 Guard High 13 14 14 13
3K 38 10 7 80% Low 4 SR 0.50/4.80 19 4 14 -1 1~5F Guard Low
1~End Throw
16 17 16 14
6S 34 10 7 Mid 3 SJR 2.64 13 4 17 -7 7~12F Guard High 13 14 14 13
3S 28 20 6 Mid 5 SJR 3.84 28 12 10 +1 1~27F Guard Low 22 19 18 15
6H 44 14 6 80% Mid 4 SRF 3.84 21 6 25 -14 12~19F Guard High
14~20F Throw
16 Launch 19 14
5D 15 8 20 High 3 SR 2.64 27 6 26 -18 4~18F Guard High 13 Launch 14 13
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 14 6 Mid 5 SR 3.84 20 5 15 +5 10~19F Guard Low 22 19 18 15
2D 28 11 6 Low 4 SR 3.84 7 3 25 -11 5~23F Low Profile 16 Launch 16 14
j.P 10 3 8 High/Air 1 CSR 1.44 8 3 3 9 10 10 11
j.K 18 10 7 High/Air 3 SR 2.64 6 6 10 13 14 14 13
j.S 28 10 7 High/Air 3 SJR 2.64 7 9 18 13 14 14 13
j.H 32 10 7 High/Air 3 SR 2.64 13 6 15 13 14 14 13
j.D 40 10 7 90% High/Air 3 SR 2.64 10 6 14+6 after landing 1~11F, 22~End Upper Body 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
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00
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 13
236H H Fuujin 46 10 7 80% Mid 3 R 2.90/4.08 20 3 27 -16 1~12F Strike 13 38 + WBounce 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
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 20 30 High 5 R -/7.20 27 8 16 0 1~22F Throw
8~26F Guard High
21 Down Down 15
Autoguard > P Kou 25,7×6,20 10,3 4×8 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 5×3,3 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
11×3, 18 12×3, 23 12×3, 18 6×3, 15
623H On 0,90 7,8 Unblockable 3 F 2.50/6.00 11 18 20+6 after landing Down 13
214P P Kai 32 8 7 High/Air 3 R 2.00/7.20 28 3 9 +2 13 Launch 14 13
214K K Kai 50 14 6 High/Air 4 RF 2.50/1.80 32 10 Until landing+8 +1 16 Launch 40 + GBounce 14
j.214P Shin: Nishiki 45 10 7 High/Air 3 R 2.50/2.40 14 7 44 -37 13 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, High/Air×2 1,2×2 0.50/- 21 40 Total 50 -9 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
18 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
13, 9×6, 18 Launch 60, 20×6, 60 13, 5×7
623D FB On 90 ?? Unblockable 3 F 0.50/1.20 21 18 35+6 after landing 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 3~6F Above Chest
7~9F Strike
13 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 Until landing+20 -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
23~32F Strike
18 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
5PGGAC Anji 5P.pngGuard:
Mid
Startup:
4
Recovery:
8
Advantage:
+3
6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2PGGAC Anji 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6PGGAC Anji 6P.pngGuard:
Mid
Startup:
18
Recovery:
16
Advantage:
-1
3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3PGGAC Anji 3P.pngGuard:
High
Startup:
20
Recovery:
11
Advantage:
0
- - - - - -
5KGGAC Anji 5K.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
-1
6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2KGGAC Anji 2K.pngGuard:
Low
Startup:
8
Recovery:
6
Advantage:
+6
6P - 6S, 2S 2H, 6H 5D, 2D Sp
6KGGAC Anji 6K.pngGuard:
Mid
Startup:
11
Recovery:
18
Advantage:
-10
3P - - - - -
3KGGAC Anji 3K.pngGuard:
Low
Startup:
19
Recovery:
14
Advantage:
-1
- - - - - Sp
5SGGAC Anji 5S.pngGuard:
Mid
Startup:
7
Recovery:
13
Advantage:
0
6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6SGGAC Anji 6S.pngGuard:
Mid
Startup:
13
Recovery:
17
Advantage:
-7
3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2SGGAC Anji 2S.pngGuard:
Low
Startup:
8
Recovery:
14
Advantage:
-6
- - 3S 5H, 2H, 6H 5D, 2D Sp
3SGGAC Anji 3S.pngGuard:
Mid
Startup:
28
Recovery:
10
Advantage:
+1
3P - - - - Jump, Sp
5HGGAC Anji 5H.pngGuard:
Mid
Startup:
15
Recovery:
21
Advantage:
-6
6P 6K 3S 6H 5D, 2D Sp
2HGGAC Anji 2H.pngGuard:
Mid
Startup:
20
Recovery:
15
Advantage:
+5
- 3K - 5H, 6H 5D, 2D Sp
6HGGAC Anji 6H.pngGuard:
Mid
Startup:
21
Recovery:
25
Advantage:
-14
- - - - - Sp
5DGGAC Anji 5D.pngGuard:
High
Startup:
27
Recovery:
26
Advantage:
-18
- - - - - homing jump, Sp
2DGGAC Anji 2D.pngGuard:
Low
Startup:
7
Recovery:
25
Advantage:
-11
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Anji jP.pngGuard:
High/Air
Startup:
8
Recovery:
3
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.KGGAC Anji jK.pngGuard:
High/Air
Startup:
6
Recovery:
10
Advantage:
-
j.P - j.S - j.D Sp
j.SGGAC Anji jS.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
j.P - - j.H j.D Jump, Sp
j.HGGAC Anji jH.pngGuard:
High/Air
Startup:
13
Recovery:
15
Advantage:
-
- - - - j.D Sp
j.DGGAC Anji jD.pngGuard:
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.