GGACR/I-No/Frame Data

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System Data[edit]


Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5P 12 1.44 3 8 1 Mid CSJR 4 4 6 0
5K 20 2.64 6 7 2 Mid SJR 7 7 12 -7
c.S 34 2.64 10 7 3 Mid SJR 6 5 9 0
f.S 32 3.84 14 6 4 All - 19 11 1 +5
  • Floats opponent on hit (untechable 30F)
  • Fully untechable on CH
  • Hitstop 0F
  • Total 34F
  • Forced prorate 60%
  • Projectile
5H 37 3.84 20 6 5 Mid SJR 13 4 18 -3
  • Feet invincible 11~18F
6P 28 2.64 10 7 3 Mid SR 9 3 21 -10
  • Upper body invincible 1~4F
  • Above knees invincible 5~11F
  • Knocks down opponent on ground hit
  • Forced prorate 90%
6H 20, 52 ?? ?? ?? 4, 5 Mid R 7 1(7)8 17 -6
  • 1st hit staggers opponent on ground CH (max 43F)
  • 2nd hit floats oppponent on hit (untechable for 28F)
  • Can gatling cancel into 5K after 20F
5D 15 2.64 8 20 3 High R 29 12 7 -5
2P 10 1.44 3 8 1 Mid CSR 5 2 6 +2
  • Initial prorate 80%
2K 15 1.44 3 8 1 Low SR 5 2 8 0
  • Low profile 5~8F
  • Initial prorate 75%
2S 28 2.64 8 7 3 Low SR 9 2 17 -5
2H 35 3.84 20 6 5 Mid SR 11 2 11 +6
  • Low profile 11~15F
2D 26 2.64 8 7 3 Low SR 11 3 18 -7
j.P 18 1.44 3 8 1 High, Air SR 5 5 12 -
j.K 13 2.64 6 7 2 High, Air SR 5 12 27 -
  • Initial prorate 90%
j.S 23 2.64 10 7 3 High, Air SJR 8 6 23 -
j.H 32 2.64 10 7 3 High, Air SR 12 6 61 -
  • Blows back opponent on air hit (untechable for 21F)
j.D 40 2.64 10 7 3 High, Air SJR 16 5 20+8 after landing -
  • Floats opponent on hit (untechable for 18F)
  • Initial prorate 80%

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground Throw 60 4.00 - 6,7 - 45 pixels F - - - -
  • Knocks down opponent on hit
  • Forced prorate 40%
  • FRC timing 55~56F (17~18F after dealing damage)
Air Throw 60 4.00 - 6 - 80 pixels - - - - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 11 3 25 -14
  • Fully invincible 1~13F
  • Throw invincible 14~33F
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Initial prorate 50%

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Hover Dash
66
- - - - - - - 9 - 9 -
  • I-No leaves the ground on 4F
  • Fastest 66 > land is 20F
S Stroke the Big Tree
41236S
40 2.00/7.20 15 6 5 Low R 20 2 17 0
  • Initial prorate 80%
  • Low profile 3~19F
  • Throw invincible 6~15F
  • Ground hit staggers opponent (max 38F)
  • Floats opponent on hit when used in a combo (untechable for 28F)
  • High float on CH (untechable for 40F)
  • I-No is in crouching state during the move
H Stroke the Big Tree
41236H
40 2.00/7.20 15 6 5 Low JRF 28 2 16 +1
  • Initial prorate 90%
  • Low profile 5~27F
  • Throw invincible 11~23F
  • Ground hit floats opponent on ground hit (untechable for 28F)
  • Base untech time for air/ground hit also 28F
  • FRC timing 13~15F, 26~28F (second FRC right after attack goes active)
  • I-No is in crouching state during the move
Antidepressant Scale
214P
12x1~5 2.50/1.20x1~5 0 8,7x0~4 1,2x0~4 All F 19 - Total: 50 -11
  • 2nd-5th hits have hitstop 6F
  • FRC timing 22~23F
  • see notes *1
Air Antidepressant Scale
j.214P
12x1~5 2.50/1.20x1~5 0 8,7x0~4 1,2x0~4 All F 13 - 6 after landing -
  • 2-5 hits have hitstop 6F
  • FRC timing 16~21F
  • I-No remains stationary in the air from 1~33F
  • Fastest TK note startup is 16F, total of 44F
  • see notes *1
P Sultry Performance
j.236P
30 2.00/4.80 10 7 3 High, Air R 13 until landing 16 after lnding +1
  • Untechable for 30F
  • I-No is in crouching state during landing recovery
  • I-No bounces off opponent on hit or block
  • Can cancel into air dash or specials 9F after bounce, landing recovery 0F
  • Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
  • see notes *2
K Sultry Performance
j.236K
35 2.00/4.80 10 7 3 High, Air R 13 until landing 12 after lnding +1
  • Knocks down opponent on ground hit
  • Slams down opponent on air hit (untechable for 30F)
  • Slides opponent on CH (untechable for 64F, slides for 39F)
  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
  • see notes *2
S Sultry Performance
j.236S
40 2.00/4.80 10 7 3 High, Air R 13 until landing 14 after lnding -1
  • Initial prorate 80%
  • Floats opponent on hit (untechable for 28F)
  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK Attack (startup of 18F)
  • see notes *2
H Sultry Performance
j.236H
25x3 2.00/4.80x3 10x3 7x3 3 All RF 10 32 10 after landing -
  • Floats opponent on hit (untechable for 32F)
  • Hitstop 6F
  • FRC timing 42~45F
  • Max 3 hits
  • Passes through opponent from 10F onwards
  • see notes *2
K Chemical Love
632146K
45 2.50/1.20 0 6 5 All F 11 11 12+8 after landing +3
  • I-No is airborne from 1F onwards
  • Floats opponent on hit (untechable for 20F)
  • I-No is in CH state until landing
  • see notes *3
Air K Chemical Love
j.632146K
45 2.50/1.20 0 6 5 All F 11 11 8 after landing -
  • Floats opponent on hit (untechable for 20F)
  • 42F Total duration
  • I-No is in CH state until landing
  • see notes *3
S Chemical Love
632146S
45 2.50/1.20 0 7 3 All F 11 11 11+13 after landing -8
  • I-No is airborne from 1F onwards
  • Floats opponent on hit (untechable for 30F)
  • I-No is in CH state 1~21F
  • see notes *3
Air S Chemical Love
j.632146S
45 2.50/1.20 0 7 3 All F 11 11 Landing+13 -
  • Floats opponent on hit (untechable for 30F)
  • 40F Total duration
  • I-No is in CH state 1~21F
  • see notes *3
Respect 2 - 3 8 1 All R 174 3 32 -25
  • Can be canceled into anything except blocking or movement from 18F onwards
  • 1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
  • 2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
  • 3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
FB Sultry Performance
j.236D
20x5 - 14x5 3x5 4 All R 9 17 23 -
  • Forced prorate 80%
  • Floats opponent on hit (untechable for 60F)
  • Hitstop 7F
  • Can perform Stop/input other moves during 6~60F of the attack
  • Restores jump options
  • Strike invincible during 6~9F when not cancelled
  • Requires and consumes a jump option
  • see notes *2
Stop
FB Sultry > P/K/S/H
- - - - - - - - - Total: 1 -
  • Restores jump options
  • This move is a followup to FB Sultry Performance
FB Antidepressant Scale
214D
12x6~14 ?? ?? ?? 1,2x6~14 All F 15 - - +10
  • 42F total duration
  • 2nd~14th hits have hitstop 6F
  • FRC timing 18~19F
  • After note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F
FB Air Antidepressant Scale
j.214D
12x6~14 ?? ?? ?? 1,2x6~14 All F 13 - 6 after landing +9
  • FRC timing 16~21F
  • Fastest possible TK attack has startup of 16F, 36F total duration

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ultimate Fortissimo
j.2363214S
50x3 - 14x3 6x3 4 All - 7+0 9 until landing +27
  • Strike invincible 1~9F
  • Floats opponent on hit (untechable on ground hit for 28F)
  • I-No is in CH state until landing
  • Dizzy modifier x0
  • Opponent's inputs are frozen till 3F after the super flash ends
  • Listed Frame Adv is for the fastest possible TK attack (startup of 10F)
Longing Desperation
632146H
46x3 - 10x3 7x3 3 All - 7+2 20 10 +1
  • Strike invincible 1~13F
  • Floats opponent, fully untechable on hit
  • Hitstop 6F
  • Dizzy modifier x0
  • Passes through other projectiles

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Last Will and Testament
During IK Mode: 236236H
Fatal - 3 - - All - 7+8 3 32 -25
  • IK Mode preparation: 76F
  • Strike invincible 4~17F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - - - - -
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Sp
6H - 5K - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, 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[edit]


Ambox notice.png To edit frame data, edit values in GGACR/I-No/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc