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{{AttackVersion|name=Hard to Port|subtitle=Restive Rolling > Direction + S/H|rowspan=2}} | {{AttackVersion|name=Hard to Port|subtitle=Restive Rolling > Direction + S/H|rowspan=2}} | ||
{{#lst:GGACR/May/Data|623S | {{#lst:GGACR/May/Data|623S S Full}} | ||
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{{Description | {{Description | ||
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{{AttackVersion|name=S Go, Mr. Dolphin! Horizontal|subtitle=S Mr. Dolphin Horizontal > 56D|rowspan=2}} | {{AttackVersion|name=S Go, Mr. Dolphin! Horizontal|subtitle=S Mr. Dolphin Horizontal > 56D|rowspan=2}} | ||
{{#lst:GGACR/May/Data|[4]6S | {{#lst:GGACR/May/Data|[4]6S 56D Full}} | ||
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{{Description | {{Description | ||
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{{AttackVersion|name=H Go, Mr. Dolphin! Horizontal|subtitle=H Mr. Dolphin Horizontal > 56D|rowspan=2}} | {{AttackVersion|name=H Go, Mr. Dolphin! Horizontal|subtitle=H Mr. Dolphin Horizontal > 56D|rowspan=2}} | ||
{{#lst:GGACR/May/Data|[4]6H | {{#lst:GGACR/May/Data|[4]6H 56D Full}} | ||
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{{Description | {{Description | ||
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{{AttackVersion|name=Go, Mr. Dolphin! Vertical|subtitle=Mr. Dolphin Vertical > 28D|rowspan=2}} | {{AttackVersion|name=Go, Mr. Dolphin! Vertical|subtitle=Mr. Dolphin Vertical > 28D|rowspan=2}} | ||
{{#lst:GGACR/May/Data|[2]8S | {{#lst:GGACR/May/Data|[2]8S 58D Full}} | ||
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{{Description | {{Description | ||
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{{AttackVersion|name=Deluxe Goshogawara Bomber|subtitle=Super Screaming > P|rowspan=2}} | {{AttackVersion|name=Deluxe Goshogawara Bomber|subtitle=Super Screaming > P|rowspan=2}} | ||
{{#lst:GGACR/May/Data|63214S | {{#lst:GGACR/May/Data|63214S P Full}} | ||
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{{Description|11|text= | {{Description|11|text= |
Revision as of 03:54, 6 March 2020
System Data
Normals
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
f.S | ||||||||||
5H | ||||||||||
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6P Normal | ||||||||||
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6P Charged | ||||||||||
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6H Normal | ||||||||||
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6H Charged | ||||||||||
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6H Max Charge | ||||||||||
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5D | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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3K | ||||||||||
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2S | ||||||||||
2H | ||||||||||
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2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
j.H | ||||||||||
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j.2H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Just Kidding~ [5D] | ||||||||||
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S Mr. Dolphin Horizontal [4]6S | ||||||||||
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H Mr. Dolphin Horizontal [4]6H | ||||||||||
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S Mr. Dolphin Vertical [2]8S | ||||||||||
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H Mr. Dolphin Vertical [2]8H | ||||||||||
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S Restive Rolling 623S | ||||||||||
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H Restive Rolling 623H | ||||||||||
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Air S Restive Rolling j.623S | ||||||||||
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Air H Restive Rolling j.623H | ||||||||||
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Hard to Port Restive Rolling > Direction + S/H | ||||||||||
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Applause for the Victim (Strike) 41236[P/K/S/H/D] | ||||||||||
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Applause for the Victim (Dolphin) 41236]P/K/S/H/D[ | ||||||||||
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Overhead Kiss 63214K | ||||||||||
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- *1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. FRC window is 10~12F after hitting or being blocked. Minimum charge time of 30F
Force Breaks
Overdrives
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Ultimate Whiner 63214H | ||||||||||
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Great Yamada Attack 236236S | ||||||||||
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Super Screaming Ultimate Spinning Whirlwind 63214S | ||||||||||
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Deluxe Goshogawara Bomber Super Screaming > P | ||||||||||
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Instant Kill
Gatling Table
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 | 5D, 2D | Jump, Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
5K | 6P | 3K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
3K | - | - | - | - | - | - |
c.S | - | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | 3K | 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2S | - | - | - | 5H, 2H, 6H | 5D, 2D | Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 2D | Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | homing jump |
5[D] | - | - | - | - | - | - |
2D | - | - | - | - | - | Sp |
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.H | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | j.D | Sp |
j.2H | - | - | - | - | - | 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)
To edit frame data, edit values in GGACR/May/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.- A.B.A [★]
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Click [★] for character's full frame data
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Training Mode •
• Movement/Canceling •
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