GGACR/Dizzy/Frame Data

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< GGACR‎ | Dizzy
Revision as of 00:56, 17 January 2022 by Shtkn (talk | contribs)

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.


Normals

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 3 8 Mid 1 CSJR 1.44 5 2 12 -4 9 10 10 11
5K 16 10 7 Mid 3 SJR 2.64 7 4 14 -4 13 14 14 13
c.S 24 10 7 Mid 3 SJR 2.64 5 2 11 +1 13 14 14 13
f.S 20×5 10×5 7×5 Mid 3 SR 2.64×5 8 2×4,6 12 -4 13 14×3, Stagger 35, 14 14 6
5H 40 14 6 Mid 4 SR 3.84 12 6 15 -4 16 17 16 14
5D 20 11 20 High 4 R 2.64 29 14 15 -12 16 Launch 48 16 14
6P 26 10 7 90% Mid 3 SR 2.64 11 4 19 -9 1~14F Upper Body 13 Launch 28 + WBounce 14 + WBounce 13
6H 38×2 20×2 6×2 Mid 5 SRF, SJRF 3.84×2 18 9,3 21 -5 18 19, Launch 28 18 15
2P 8 3 8 70% Mid 1 CSR 1.44 6 3 9 -2 9 10 10 11
2K 18 5 7 80% Low 2 SR 2.64 6 4 9 -1 11 12 12 12
2S 28 10 7 Mid 3 SJR 2.64 7 3 22 -11 13 14 14 13
2H 40 20 6 Mid 5 SRF 3.84 8 4 38 -23 18 Down 18 15
2D 38 11 6 Low 4 SJR 3.84 12 3 33 -19 9~26F, 36~39F Low Profile
27~35F Above Feet
16 Down 16 13
j.P 12 3 8 90% High/Air 1 CSJR 1.44 6 2 10 9 10 10 11
j.K 16 5 7 High/Air 2 SJR 2.64 4 12 12 11 12 12 12
j.S 28 8 7 High/Air 3 SJR 2.64 9 4 16 13 14 14 13
j.2S 30 8 7 90% High/Air 3 SR 2.64 7 9 8 1~23F Throw 13 14 14 13
j.H 42 15 6 High/Air 5 SR 3.84 11 4 28 18 19 18 15
j.D 30, 40 11×2 6×2 High/Air 4 SR 3.84×2 10 9,3 15+5 after landing 16 Launch 22, 26 14

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 50 6×2 Forced 50% 49 pixels 4.00 Down
Air Throw Air Throw 60 6×2 Forced 50% 88 pixels 9.40 60 + WBounce
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 2 23 -11 1~12F All
13~32F Throw and Upper Body
13 Launch 28 + WBounce 14 + WBounce 13
Taunt A Taunt A 0 8 Air FD 1 R 2.64 67 36 18 -44 9 10 10 11
Taunt B Taunt B 0 8 Air FD 1 R 2.64 45 25 18 -33 9 10 10 11
Taunt C Taunt C 0 8 Air FD 1 R 2.64 57 37 18 -45 9 10 10 11

Specials

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
236H H I Use This to Fish 55 0 8 Forced 85% All 3 F 2.50/1.20 14 8 42 -23 13 Launch 40 13
236D D I Use This to Fish 55 0 8 Forced 85% All 3 F 2.50/1.20 14 8 53 -34 13 Launch 40 13
214P P My Talking Buddies 21×2 0 8×2 All 1 -/1.20×2 58~68 (26~35) 3(32)3 12 [Total 36] 9 10 10 11
214K K My Talking Buddies 20×3 0 8×3 All 1 1.00/1.20×3 58~60 (27) 15 0 [Total 36] 9 10 10 11
214S S My Talking Buddies 38 0 7 All 2 1.00/1.20 77 (44) 35 19 [Total 41] 11 12 40 + WStick 27 12
214H H My Talking Buddies 38 0 7 All 2 1.00/1.20 77 (44) 35 19 [Total 36] 11 12 40 + WStick 27 12
214D D My Talking Buddies 60 10 6 All 5 1.00/1.20 72~77 (40~44) 3 24 [Total 36] 19 Stagger 45 18 15
421S I Use This to Get Fruit 22, 55 0 7×2 All 3, 2 2.50/1.20 22 18(15) Total 37 13, 11 Launch, 12 30, 12 13, 12
236K K It Started Out as Just Light 20×3 0 8×3 All 1 F 2.00/1.20×3 32 62 Total 51 +11 9 10 10 5
236S S It Started Out as Just Light 20×3 0 8×3 All 1 F 2.00/1.20×3 32 49 Total 54 +8 9 10 10 5
j.214P Please Leave Me Alone 1.50/- 9 176 Total 22
j.214P Pop Please Leave Me Alone (Pop) 45 0 6 All 4 -/1.20 13 4 16 Launch 36 14
※1 Doesn't raise Guard Gauge
※2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

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
j.214D FB Please Leave Me Alone 9 199 Total 25
j.214D Pop FB Please Leave Me Alone (Pop) 45 0 6 All 4 -/0.24 13 6 16 Launch 36 14
421D FB I Use This to Get Fruit 30×3 10×3 10×3 All 3 F -/0.24×3 31 Total 47 13 Launch 14 13
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

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
632146S Imperial Ray 40×N 10×N 9×N All 3 F 7+0 {6(4)}×N Total 41 5~6F Strike 13 Launch 90 0
632146P Necro Unleashed 0, 40×6 8, 7×6 Throw 1, 3×6 9+4 20 14 1~9F All
10~14F Strike
Launch Down 11
64641236H Gamma Ray 13×5, 12×32 20×39 6×5, 4×32 200% All 5 F 16+7 6(24)6(51)46 -31 18 Launch 120×5, 18×32 7×5, 15×32

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
[2]8462PH I Can't... Contain My Strength Fatal 20 All 5 103+3 10 85 -76 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGAC Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6PGGAC Dizzy 6P.pngGuardMidStartup11Recovery19Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5KGGAC Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2KGGAC Dizzy 2K.pngGuardLowStartup6Recovery9Advantage-1 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.SGGAC Dizzy cS.pngGuardMidStartup5Recovery11Advantage+1 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGAC Dizzy fS.pngGuardMidStartup8Recovery12Advantage-4 - - 2S 5H, 2H 5D, 2D Sp
2SGGAC Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 - - - 5H, 2H 5D, 2D Jump, Sp
5HGGAC Dizzy 5H.pngGuardMidStartup12Recovery15Advantage-4 - - - 2H 5D, 2D Sp
2HGGAC Dizzy 2H.pngGuardMidStartup8Recovery38Advantage-23 - - - - 5D Sp
6HGGAC Dizzy 6H.pngGuardMidStartup18Recovery21Advantage-5 - - - - - Jump, Sp
5DGGAC Dizzy 5D.pngGuardHighStartup29Recovery15Advantage-12 - - - - - homing jump
2DGGAC Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-19 - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- j.P j.K j.S, j.2S j.H - Jump, Sp
j.KGGAC Dizzy jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P - j.S, j.2S - - Jump, Sp
j.SGGAC Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- j.P - - j.H j.D Jump, Sp
j.2SGGAC Dizzy j2S.pngGuardHigh/AirStartup7Recovery8Advantage- j.P - - j.H j.D Sp
j.HGGAC Dizzy jH.pngGuardHigh/AirStartup11Recovery28Advantage- - - - - - Sp
j.DGGAC Dizzy jD.pngGuardHigh/AirStartup10Recovery15+5 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/Dizzy/Data.
Systems Pages