GGACR/Eddie/Frame Data

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Eddie


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 defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Eddie 1.06 0 3F Middleweight (x1.0) 16F (1~>7F invuln) 1 53F 49F Flight
Break the Law

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 9 3 8 90% Mid 1 CSJR 1.44 6 4 7 -1 9 10 10 11
5K 12 3 8 70% Low 1 SJR 1.44 8 3 9 -2 9 10 10 11
c.S 30 10 7 Mid 3 SJR 2.64 9 5 9 0 13 14 14 13
f.S 20×3 10×3 7×3 Mid 3 SR 2.64×3 6 3,5,3 20 -9 13 14 14 6
5H 25×3 10×3 6×3 Mid 5 SR×2, R 3.84×3 13 2,6,3 15 +1 18 19 18 7
6P 22×2 10×2 7×2 90% Mid 3 SJR 2.64×2 13 4,4 12 -2 1~16F Upper Body 13 14 14 13
6K 30 8 7 75% High 3 SR 2.64 18 5 18 -9 13 Crouch 15 14 13
6H 50 20 6 Mid 5 SR 5.76 13 15 20 -16 18 Launch 28 15
5D 18 8 20 High 3 R 2.64 26 3 24 -13 1~End Feet 13 Launch 14 13
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 8 -2 9 10 10 11
2K 18 10 7 90% Mid 3 SR 2.64 7 2 12 0 13 14 14 13
2S 24 10 7 Mid 3 SR 2.64 9 4 16 -6 13 14 14 13
2H 50 20 6 Mid 5 SR 3.84 11 6 19 -6 18 19 18 15
2D 20 8 7 Low 3 SJR 2.64 9 6 15 -7 13 Down 14 13
j.P 13 3 8 90% High/Air 1 CSR 1.44 5 4 16 9 10 10 11
j.K 18 10 7 90% High/Air 3 SJR 2.64 6 6 8 13 14 14 13
j.S 22 10 7 80% High/Air 3 SR 2.64 7 12 12 13 14 14 13
j.H 33 10 7 High/Air 3 SR 2.64 11 6 12 13 14 14 13
j.D 40 10 6 High/Air 3 SR 2.64 11 4 19+5 after landing 13 Launch 30 13


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 Forced 50% 49 pixels 4.00
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 6 50% All 3 R 0.52 13 9 18 -13 1~21F All
22~36F Throw
13 Launch 20 13


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
22S S Invite Hell 40 0 7 Low/Air 3 2.00/1.20 18 48 Total 42 +2 Down 14
22H H Invite Hell 40 0 7 Low/Air 3 F 2.00/1.20 18 36 Total 42 +2 Down 14
214[K] Break the Law Total 26~167 5~6F Upper Body
7~9F Above Knees
1~9F Throw
214[K] > 41236S Followup Shadow Gallery 40 14 6 High/Air 4 R -/6.00 10 for BtL+20 3 22+5 Landing -13 1~2F Low Profile
3~8F Above Feet
16 Launch 60 + Slide 30 14
j.41236S Shadow Gallery 40, 25 14×2 6×2 Mid 4 RF 2.00/6.00×2 7 after appearing 6(12)3 24+7 after landing -17 After reappear 1~12F Above Feet 16 Launch, Down 60, 20 14
236X Shadow Summon Total 38
]P[ Traversing Attack 20 0 7 All 2 11 summon+10 3 12 Shadow: 1~11F All 11 12 12 6
]K[ Small Attack 24×2 0 7,6 All 3,4 -/1.20 11 summon+13 1(14)3 31 Shadow: 31~50F All 13, 16 14, 17 19, 23 6, 7
]S[ Anti-Air Attack 40 0 9 All 3 11 summon+11 8 23 Shadow 26~32F All 13 Launch 30 + WBounce 13
]H[ Shadow Hole 20 0 8 80% All 2 -/1.20 30 214 23 Shadow: 12~End All 11 175 Stand 6
]D[ Overhead Attack 24 0 6 80% High/Air 5 -/1.20 28 28 Total 37 Shadow: 28~36F All 18 19 18 7
214P Traversing Total 18 1~16 All
]P[ Vice Traversing Attack Vice 20 ?? ?? All 2 -/1.20 11 summon+7 2 16 11 12 12 6
]K[ Vice Small Attack Vice 16×4 ?? ?? All 3 -/1.20×4 11 summon+14 29 25 6
]S[ Vice Anti-Air Attack Vice 40 ?? ?? Mid 4 -/1.20 11 summon+9 12 31 16 Launch 28 16 14
]H[ Vice Drill Special Vice 34×3 ?? ?? Low/Air×2, All 3 11 summon+147 36 Shadow: 13~End All Launch
]D[ Vice Overhead Attack Vice 25 ?? ?? 70% High/Air 2 -/1.20 11 summon+19 16 22 11 12 40 6
214S Drunkard Shade 30 10 7 Mid 3 RF 1.50/9.00 9 10 10 -6 1~18F Throw
3~18F Reflect
13 14 14 13
623S Damned Fang 71 6 Forced 50% 70 pixels F -/10.5 6 1
j.8 Flight Total 91
※1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). Drills disappear immediately if Eddie gets hit.
※2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.

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
22D Drill Special 34×3 0 7×3 Low/Air, All×2 3 F 20 36 Total 62 +8 13 Launch 29 13
236D Exhaustion Total 48


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 Amorphous 82×2 10×2 7×2 Mid 3 8+8 6,3 28 -17 1~17F All
18~29F Throw
13 Launch 28 14, 25 0
j.236236S Executor-X 50,100 10×2 3,7 All 3 R 4+7 Till other side of screen 37 after appearing 3~17F Strike
Recovery: 1~10F Above Knees
Recovery: 11~22F Upper Body
13 Launch 90 90, Down 0


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 Black in Mind Fatal 20 Mid 9+4 16 -13 9~28F Strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Eddie 5P.pngGuard:
Mid
Startup:
6
Recovery:
7
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2PGGAC Eddie 2P.pngGuard:
Mid
Startup:
5
Recovery:
8
Advantage:
-2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Eddie 6P.pngGuard:
Mid
Startup:
13
Recovery:
12
Advantage:
-2
- - c.S, f.S, 2S 5H, 2H - Jump, Special, Super
5KGGAC Eddie 5K.pngGuard:
Low
Startup:
8
Recovery:
9
Advantage:
-2
- - c.S, f.S, 2S 5H, 2H 5D Jump, Special, Super
2KGGAC Eddie 2K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
- - f.S 2H, 6H - Special, Super
6KGGAC Eddie 6K.pngGuard:
High
Startup:
18
Recovery:
18
Advantage:
-9
- - - 6H - Special, Super
c.SGGAC Eddie cS.pngGuard:
Mid
Startup:
9
Recovery:
9
Advantage:
0
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Eddie fS.pngGuard:
Mid
Startup:
6
Recovery:
20
Advantage:
-9
- - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Eddie 2S.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-6
- - - 5H, 2H 5D Special, Super
5HGGAC Eddie 5H.pngGuard:
Mid
Startup:
13
Recovery:
15
Advantage:
+1
- - - - 5D Special, Super
2HGGAC Eddie 2H.pngGuard:
Mid
Startup:
11
Recovery:
19
Advantage:
-6
- - - - 2D Special, Super
6HGGAC Eddie 6H.pngGuard:
Mid
Startup:
13
Recovery:
20
Advantage:
-16
- - - - - Special, Super
5DGGAC Eddie 5D.pngGuard:
High
Startup:
26
Recovery:
24
Advantage:
-13
- - - - - Homing Jump
2DGGAC Eddie 2D.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-7
- - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Eddie jP.pngGuard:
High/Air
Startup:
5
Recovery:
16
Advantage:
-
j.P j.K j.S j.H j.D Special, Super
j.KGGAC Eddie jK.pngGuard:
High/Air
Startup:
6
Recovery:
8
Advantage:
-
j.P - j.S j.H - Jump, Special, Super
j.SGGAC Eddie jS.pngGuard:
High/Air
Startup:
7
Recovery:
12
Advantage:
-
- - - j.H - Special, Super
j.HGGAC Eddie jH.pngGuard:
High/Air
Startup:
11
Recovery:
12
Advantage:
-
- - - - j.D Special, Super
j.DGGAC Eddie jD.pngGuard:
High/Air
Startup:
11
Recovery:
19+5 after landing
Advantage:
-
- - - - - Special, Super
  • 5P > 5P is a delayed gatling
  • 2P > 2P and 2P > 5P are delayed gatlings
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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