GGACR/Faust/Frame Data

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< GGACR‎ | Faust
 Faust


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

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.00 0 0.8125 1/6F 1.0 65 29F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
2.5 4.4 8.0 0.3 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~7F 9.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
4F 2 22.0 1.1 41F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
4F 30.0 1.1 56F 5.0 5.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 9F 62F 10.0 11F 30F 8.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 48 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
5P Mid 2 SJR 2.64 5 4 6 +2 10 6 7 11 12 12 12
5K Mid 3 SJR 2.64 7 8 11 -5 26 10 7 85% 13 14 14 13
c.S Mid 3 SJR 2.64 8 6 6 +2 30 10 7 13 14 14 13
f.S Mid 3 SR 2.64 7 6 28 -20 42 10 7 13 14 14 13
5H Mid 4 SR 3.84×3 9 2,2,2 17 -2 24×3 14×3 6×3 16 17 16 7×2, 14
5D High 3 R 2.64 28 2 15 -3 25 8 20 1~13F, 42~44F Strike 13 Launch 48 14 13
6P Mid 3 SR 2.64 8 3 26 -15 32 10 7 90% 1~7F Above Knees 13 Launch 20 13
6H High 5 SR 3.84 25 9 45 -35 80 21 6 43~57F Above Feet
58~60F Low Profile
18 19 18 15
2P Low 1 SR 1.44 7 2 7 +1 12 3 8 70% 9 10 10 11
2K Mid, Low×2 2 SJR, SR×2 2.64×3 7 3,3,6 5 +1 12×3 6, 5×2 7×3 80% 13~21F Low Profile 11 12×2, Crouch 13 12 12
2S Mid 3 SJR 2.64 9 9 12 -7 28 10 7 1~3F Low Profile 13 14 14 13
2H Mid 5 SR 3.84 14 2 21 -4 42 20 6 18 19 18 15
2D Low 3 SJR 2.64 13 3 23 -12 38 8 7 Forced 80% 13 14 14 13
j.P High/Air 1 SR 1.44 7 6 6 13 3 8 9 10 10 11
j.K High/Air 3 SJR 2.64 7 5 18 20 8 7 90% 13 14 14 13
j.2K All 5 SR 3.84 10 Until landing 6 after landing 35 20 6 18 19 18 15
j.S High/Air 3 SR 2.64 13 3 20 28 8 7 13 14 14 13
j.H High/Air 4 SR 3.84 9 8 12 55 11 6 90% 16 17 16 14
j.D High/Air 3 SR 3.84 12 11 21+4 after landing 40 8 7 13 14 24 13

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 48 pixels R 4.00 60 6×2 Forced 50% Down
Air Throw 88 pixels 4.00 55 6 Forced 50% Down
Dead Angle Attack All 3 R 0.52 9 4 20 -10 25 10 7 50% 1~16F All
17~28F Throw
25~32F Above Knees
13 Launch 28 + WBounce 14 + WBounce 13
Chouhatsu (Kao FLASH!) FD 1 R 49 98 24 0 8 9 10 10 11

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
41236K Rerere no Tsuki Mid 5 R 1.50/2.40 20 12 18 -11 30 20 15 18 30 15 N/A
41236K > 4 Withdraw F Total 55 +6 43~45F
4 > 236P Holler! Mid 5 R -/3.60 9 4 0 +15 30 20 6 18 Launch 85 15 N/A
236P > 236P Can't Hear You! Total 38 1~End All N/A
236P > 236P > 236P Holler Again! Mid 5 R 5.00/24.00 43 8 18 60 6 120 15 N/A
236P > 236P > 236P (Coin) Flaming Holler Again! Mid 5 R 5.00/24.00 37 6 18 100 6 Forced 50% 18 120 + GBounce 15 N/A
4 > 236D Gettin' to the Good Part High 5 R 15 2 22 -6 40 15 12 1~8F, 38~39F Strike 18 Launch 80 + WStick 35 15 N/A
j.236P Love All 2, 3 F 2.00/1.20×2 21 Until bag lands,(14)3 Total 39+5 after landing 1, 40 0 7×2 11 12, Launch 30 12, 13 24~25F
j.236H Going my Way All 5 R 1.50/2.40×4 7 32 22 +8 18×4 20×4 8×4 18 Launch 21 7 N/A
236P What Could This Be? 1.50/- 13~ Total 23 N/A
236S Souten Enshin Ranbu Mid 3 R 2.50/6.00 9 4(4)4 7 +3(-21) 40 10 10 13 Launch 54 + Slide 39 13 N/A
Pogo 9 Small Jump 0.25/- Total 18 N/A
Pogo 44 Backward Mid 3 R 0.50/3.60 4 3 16 -5 40 10 7 1~7F Strike 13 Launch 40 + GBounce 13 N/A
Pogo 66 Forward Mid 3 R 1.00/3.60 4 3 16 -5 40 10 7 13 14 14 13 N/A
Pogo P Rubber Neck High 3 R 1.00/2.40 4 3 7 +4 30 8 7 13 14 28 6 N/A
Pogo K Growing Flower High 3 R 5.00/- 7 6 23 -15 35 10 7 1~6F Strike 13 14 14 13 N/A
Pogo S I'm a Flower. Get it? A Flower? Low 3 R 1.00/4.80 16 2 9 +3 30 8 7 Forced 70% 13 Launch 35 13 N/A
Pogo H Going My Way All 5 RF 2.00/3.60×4 9 32 23+3 after landing -27 16×4 20×4 6×4 18 Launch 36 7 41~46F
Pogo D What Could This Be? 1.50/- 9~ Total 17 N/A
214H Hack n' Slash Air FD (100 pixels) 3 R 1.00/0.60×8 5 48 12 15×8 6×8 13 13×7, Launch 30×7, 60 0 N/A
214P From the Front All 3 RF 0.50/3.60 51 1 30 -17 44 10 7 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13 48~50F
214K From Behind All 3 RF 0.50/3.60 51 1 30 -17 44 10 7 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13 48~50F
214S From Above High 3 RF 0.50/3.60 47 20 26+6 after landing 38 8 7 21~32F, 47~47F Strike
33~42F All
13 Launch 60 13 21~22F, 14~17F after bounce

Items

Data listed in [ ] is for the Pogo version of What Could This Be?
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Donut 53 [51] 216 Heals 30
Chocolate gain 16.00 53 [51] 216
Chikuwa gain 12.00 53 [51] 216 Heals 15
Hammer All 5 1.20 13 [9] 43 [45] 44 0 6 90% 18 19 18 15
Dumbbell All 5 1.20 13 40 50 0 6 90% 25 Launch 50 15
Coin All 3 1.20 13 [9] 169 [171] 10 0 12 13 14 14 7
Bomb All 5 134 [132] 12 80 0 6 18 Launch 120 15
Chibi Faust All 3 1.20 39 [35] 25 0 7 13 14 14 13
Chibi Robo-Ky All 3 1.20 39 [35] 25 0 7 13 14 14 13
Chibi Potemkin All 5 1.20×3 13 [9] 25×3 0 7×3 20 19 18 15
Wash Pan All 5 1.20 See notes Until Landing 44 0 6 85% 18 19 18 15
Meteors All 5 1.20×6 196 [192] 36×6 20×6 10×6 18 19 18 15
Poison All 2 1.20 89 [86] 50 10 0 7 11 12 12 6
Item Percentage Frequency (out of 136)
Time Bomb 14.71% 20
Hammer 11.76% 16
Chibi Faust 11.76% 16
Poison Vial 11.76% 16
Chocolate 10.29% 14
Doughnut 10.29% 14
Meteor 5.88% 8
Chibi Robo-Ky 5.88% 8
Dumbbell 5.88% 8
Washpan 5.88% 8
Coin 2.94% 4
Chikuwa 2.21% 3
Chibi Potemkin 0.74% 1

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
214D BAM! Outt'a Nowhere High/Air 5 R 19 6 12 +1 60 15 6 50% 1~8F Below Chest 18 Launch 30 + GBounce 15 N/A
j.236D Rerere no Choutsuki All 4 R 14 Until landing 1 -10 40 14 10 80% 16 Launch 28 14 N/A
214K > D FB From Behind All 3 RF 0.50/0.72 9 1 30 -17 60 10 7 70% 1~8F Strike 13 Launch 32 + WBounce 13 6~8F
4 > 236D > 236D This One's on the House All 5 1+0 12 Total 10 -9 80 0 6 1~End Strike 18 Launch 120 15 N/A

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236236P W-W-What Could This Be? 1+6~ Total 46 1~6F Strike N/A
236236S Shigekiteki Zetsumei Ken Low 5 RF 11+1 80 66 -46 30+alpha 15 6 1~15F All
16~17F Strike
18 Launch Down 15 40F during pose

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H This Week's Yamaban All 5 5+12 4 20 -5 Fatal 20 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Faust 5P.pngGuardMidStartup5Recovery6Advantage+2 - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Faust 2P.pngGuardLowStartup7Recovery7Advantage+1 - - 2S 2H 5D, 2D Special, Super
6PGGAC Faust 6P.pngGuardMidStartup8Recovery26Advantage-15 - - - - - Special, Super
5KGGAC Faust 5K.pngGuardMidStartup7Recovery11Advantage-5 - - c.S, f.S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Faust 2K.pngGuardMid, Low×2Startup7Recovery5Advantage+1 2P[*][+] - f.S 5H 5D, 2D Jump (1st hit), Special, Super
c.SGGAC Faust cS.pngGuardMidStartup8Recovery6Advantage+2 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Faust fS.pngGuardMidStartup7Recovery28Advantage-20 - 2K - 5H 5D Special, Super
2SGGAC Faust 2S.pngGuardMidStartup9Recovery12Advantage-7 - 5K - 5H, 2H 5D, 2D Jump, Special, Super
5HGGAC Faust 5H.pngGuardMidStartup9Recovery17Advantage-2 - - - - 5D, 2D Special, Super
2HGGAC Faust 2H.pngGuardMidStartup14Recovery21Advantage-4 5P, 2P, 6P - - - 5D Special, Super
6HGGAC Faust 6H.pngGuardHighStartup25Recovery45Advantage-35 - - - - - Special, Super
5DGGAC Faust 5D.pngGuardHighStartup28Recovery15Advantage-3 - - - - - Homing Jump
2DGGAC Faust 2D.pngGuardLowStartup13Recovery23Advantage-12 - 5K 2S - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Faust jP.pngGuardHigh/AirStartup7Recovery6Advantage- - j.K j.S j.H j.D Special
j.KGGAC Faust jK.pngGuardHigh/AirStartup7Recovery18Advantage- j.P - j.S - j.D Jump, Special
j.2KGGAC Faust j2K.pngGuardAllStartup10Recovery6 after landingAdvantage- - - - - - Special
j.SGGAC Faust jS.pngGuardHigh/AirStartup13Recovery20Advantage- j.P j.K - j.H - Special
j.HGGAC Faust jH.pngGuardHigh/AirStartup9Recovery12Advantage- - - - - - Special
j.DGGAC Faust jD.pngGuardHigh/AirStartup12Recovery21+4 after landingAdvantage- - - - - - Special
  • 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
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

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