GGACR/I-No/Frame Data

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< GGACR‎ | I-No
Revision as of 06:27, 7 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)

System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5PGGAC Ino 5P.png


5KGGAC Ino 5K.png


c.SGGAC Ino cS.png


f.SGGAC Ino fS.png


  • Floats opponent on hit (untechable 30F)
  • Fully untechable on CH
  • Hitstop 0F
  • Total 34F
  • Forced prorate 60%
  • Projectile
5HGGAC Ino 5H.png


6PGGAC Ino 6P.png


  • Knocks down opponent on ground hit
  • Forced prorate 90%
6HGGAC Ino 6H.png


  • 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
5DGGAC Ino 5D.png


2PGGAC Ino 2P.png


  • Initial prorate 80%
2KGGAC Ino 2K.png


  • Initial prorate 75%
2SGGAC Ino 2S.png


2HGGAC Ino 2H.png


2DGGAC Ino 2D.png


j.PGGAC Ino jP.png


j.KGGAC Ino jK.png


  • Initial prorate 90%
j.SGGAC Ino jS.png


j.HGGAC Ino jH.png


  • Blows back opponent on air hit (untechable for 21F)
j.DGGAC Ino jD.png


  • Floats opponent on hit (untechable for 18F)
  • Initial prorate 80%

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Ground ThrowGGAC Ino throw.png


  • Knocks down opponent on hit
  • Forced prorate 40%
  • FRC timing 55~56F (17~18F after dealing damage)
Air ThrowGGAC Ino airThrow.png


  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Ino 6P.png


  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Hover DashGGAC Ino 66.png
66


  • I-No leaves the ground on 4F
  • Fastest 66 > land is 20F
S Stroke the Big TreeGGAC Ino 41236S.png
41236S


  • Initial prorate 80%
  • 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 TreeGGAC Ino 41236S.png
41236H


  • Initial prorate 90%
  • 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 ScaleGGAC Ino 214P.png
214P


  • 2nd-5th hits have hitstop 6F
  • FRC timing 22~23F
  • see notes *1
Air Antidepressant ScaleGGAC Ino 214P.png
j.214P


  • 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 PerformanceFile:GGAC Ino j236K.png
j.236P


  • 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 PerformanceFile:GGAC Ino j236K.png
j.236K


  • 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 PerformanceGGAC Ino j236S.png
j.236S


  • 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 PerformanceGGAC Ino j236H.png
j.236H


  • 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 LoveGGAC Ino 632146K.png
632146K


  • 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 LoveGGAC Ino 632146K.png
j.632146K


  • Floats opponent on hit (untechable for 20F)
  • 42F Total duration
  • I-No is in CH state until landing
  • see notes *3
S Chemical LoveGGAC Ino 632146S.png
632146S


  • 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 LoveGGAC Ino 632146S.png
j.632146S


  • Floats opponent on hit (untechable for 30F)
  • 40F Total duration
  • I-No is in CH state 1~21F
  • see notes *3
RespectGGAC Ino Respect.png


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
FB Sultry PerformanceGGAC Ino j236D.png
j.236D


  • 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
  • Requires and consumes a jump option
  • see notes *2
StopGGAC Ino j236D.png
FB Sultry > P/K/S/H


  • Restores jump options
  • This move is a followup to FB Sultry Performance
FB Antidepressant ScaleGGAC Ino 214D.png
214D


  • 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 ScaleGGAC Ino 214D.png
j.214D


  • FRC timing 16~21F
  • Fastest possible TK attack has startup of 16F, 36F total duration

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Ultimate FortissimoGGAC Ino j2363214S.png
j.2363214S


  • 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 DesperationGGAC Ino 632146H.png
632146H


  • Floats opponent, fully untechable on hit
  • Hitstop 6F
  • Dizzy modifier x0
  • Passes through other projectiles

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Last Will and TestamentGGAC Ino IK1.png
GGAC Ino IK2.png

During IK Mode: 236236H


  • IK Mode preparation: 76F

Gatling Table

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

To edit frame data, edit values in GGACR/I-No/Data.