GGACR/Robo-Ky/Frame Data

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< GGACR‎ | Robo-Ky
 Robo-Ky


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
0.89 0 1.25 1/5F 0.95 80 21F 23F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.75 2.85 7.0 0.3 120

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
14 1~10F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
5F 2 19.5 1.1 37F 4.0 4.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
5F 30.0 1.3 48F 8.0 8.0

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 7F 17F 22.0 6F 12F 10.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
5 15 5 12

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
220 45 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 3 SR 6 4 3 +7 25 14 7 13 14 14 13 N/A
5K Low 1 CSJR 5 7 7 -4 16 3 8 85% 9 10 10 11 N/A
c.S Mid 4 SJR 9 2 18 -3 30 14 6 16 17 16 14 N/A
f.S Mid 4 SR 10 5 20 -8 38 14 6 16 17 16 14 N/A
5H Mid 5 RF 5 7 29 -17 41 28 6 18 19 24 15 5~8F
5D High 3 R 24 4 22 -12 15 8 20 13 Launch 48 18 13 N/A
6P (1) Mid 5 11 2 36 -4 30 20 6 90% 1~3F Upper Body
4~18F Above Knees
18 Launch 80 15 N/A
6P (2-3) Mid 5 5 2 36 -4 20 20 6 90% 4~6F Above Knees 18 Launch 28 18 15 N/A
6H Lv1 All 1 F 1.44 13 12 12 -9 12 0 8 9 10 10 5 10~12F
6H Lv2 All 2 F 2.64 16 14 7 +3 30 0 7 11 12 12 12 13~14F
6H Lv3 All 3 F 2.64 19 11 17 -1 50 0 7 13 14 14 13 16~17F
2P Mid 2 SR 6 4 5 +3 18 6 7 85% 11 12 12 12 N/A
2K Low 2 R 7 11 9 -8 12 5 7 7~22F Low Profile 11 12 12 12 N/A
2S Low 3 R 10 3 20 -9 34 8 7 13 Down 14 6 N/A
2S Heat Low 3 R 10 3,3 17 +1 37, 20 8, 10 7×2 13 Launch Down, 34 6, 13 N/A
2H Mid 4 F 14 Total 51 -7 50 0 6 16 Launch 28 16 14 19~21F
2H Heat Mid→ All 4 F 14 Total 51 -7 50 0 6 16 Launch 28 16 14 19~21F
2D 38 106 Total 24 N/A
j.P High/Air 2 SJR 7 8 4 20 5 7 11 12 12 12 N/A
j.K High/Air 2 SJR 7 12 16 22 5 7 11 12 12 12 N/A
j.S High/Air 3 SJR 9 2 23 -7 30 8 7 13 14 14 13 N/A
j.H High/Air 4 SR 8 3 41 -7 28 11 6 16 17 20 14 N/A
j.D High/Air 2 SR 8 2×12 12+8 after landing 10×12 8×12 1×12 11 12 18 6 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Ground Throw 45 pixels RF 4.00 60 6×2 Forced 50% Down + GBounce 59~60F
Air Throw 88 pixels 4.00 60 6 Forced 50% Down N/A
Dead Angle Attack Mid 3 R 4 7 29 -22 25 10 7 50% 1~10F All 13 28 + WBounce 14 13 N/A

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
Overheat Overheat Explosion Unblockable 3 1 Until it hits 35 to self 7 to self Launch 60 N/A
Knockdown > PK Delayed Wakeup Total 58 1~End All N/A
236S Lv1 Don't get Coc-KY! Lv 1 All 2 24 4×3 Total 57 +22 10×3 0 7×3 11 12 12 12 N/A
236S Lv2 Don't get Coc-KY! Lv 2 All 2 24 4×4 Total 57 +38 14×4 0 7×4 11 12 12 12 N/A
236S Lv3 Don't get Coc-KY! Lv 3 All 2 24 4×5 Total 57 +54 18×5 0 7×5 11 12 12 12 N/A
214S Lv1 Fun-KY Lv 1 Mid 3 R 21 12 7+4 after landing +2 30 6 7 7~39F Feet 13 14 18 13 N/A
214S Lv2 Fun-KY Lv 2 Mid 5 R 13 19 7+6 after landing +5 40 6 6 7~38F Feet 18 19 18 15 N/A
214S Lv3 Fun-KY Lv 3 Mid 5 R 11 24 7+3 after landing +8 50 6 6 7~41F Feet 18 Launch 20 15 N/A
623H Lv1 Hun-KY Homerun Lv 1 Mid 3 RF 9 3 38+8 after landing -35 30 10 7 1~8F Throw 13 Launch 20 13 24~25F
623H Lv2 Hun-KY Homerun Lv 2 Mid 2, 4 RF 3 2(4)3 35+8 after landing -29 30, 50 6, 14 7, 6 1~7F All 11, 16 Launch 30, 40 6, 14 22~23F
623H Lv3 Hun-KY Homerun Lv 3 Mid 5×2 RF 3 4(6)4 29+8 after landing -22 16, 50 20×2 6×2 1~17F All 18 Launch 30 6, 15 23~24F
j.623H Lv1 Hun-KY Homerun Lv 1 All 3 RF 9 3 Until landing+8 -35 30 10 7 1~8F Throw 13 Launch 20 13 24~25F
j.623H Lv2 Hun-KY Homerun Lv 2 High/Air, All 3 RF 3 2(4)3 Until landing+8 -29 30, 50 5, 14 7, 6 90%, 100% 1~7F All 13 Launch 30, 40 6, 13 23~24F
j.623H Lv3 Hun-KY Homerun Lv 3 High/Air, All 5×2 RF 3 4(6)4 Until landing+8 -22 40, 50 15, 20 6×2 90%, 100% 1~17F All 18 Launch 30, 40 6, 15 23~24F
j.236S Lv1 Jun-KY Bargain Lv 1 All 2 11 Total 47+14 after landing 20 0 7 11 12 12 12 N/A
j.236S Lv2 Jun-KY Bargain Lv 2 All 3 7 Total 31+14 after landing 60 0 7 13 14 25 13 N/A
j.236S Lv3 Jun-KY Bargain Lv 3 All 5 9 Total 39+14 after landing 75 0 6 18 19 18 15 N/A
66X Spi-KY Mid 5 RF -/See notes 13 9 19 0 50 20 6 5~8F Upper Body
9~18F All
18 Launch 60 15 9~11F
63214K S-KY-line 70 pixels -/See notes 7 1 37 2×N, 50 6, 7 Forced 70% 1~7F Throw Down N/A

Force Breaks

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
j.214D Today's S-KY's Beautiful Total 67

Overdrives

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
236236S What's Useless Will Always Be So Mid 4 R 2+2 2×N 9 +6 6×N 3×N 1×N 16 17 60 7
236236S > 236S Headbutt Mid 5 R 7 [3] 3 27 [20] -11 [-4] 70 [95] 20 6 18 Launch 60 [+ WBounce] 15
623H Whac-KY Blow Mid 5 R 13+0 12(15)20 26+10 landing 30, 110 6×2 1~9F All
10~69F Strike
18 Launch 120 + WBounce 15
236236P Ris-KY Lovers 10+12
236236P Explosion Ris-KY Lovers (Self Destruct) Mid 2 1 3×27 Total 134 +118 12×27 6×27 3×27 11 Launch 60 6

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 13 Luck-KY All 5 9+9 4 26 -11 Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC RoboKy 5P.pngGuardMidStartup6Recovery3Advantage+7 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2PGGAC RoboKy 2P.pngGuardMidStartup6Recovery5Advantage+3 - 2K c.S, f.S 5H, 2H, 6H 5D, 2D Special, Super
6PGGAC RoboKy 6P.pngGuardMidStartup11Recovery36Advantage-4 6P[+] - - - - -
5KGGAC RoboKy 5K.pngGuardLowStartup5Recovery7Advantage-4 5P[*][+], 2P[*][+] 5K[+] c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC RoboKy 2K.pngGuardLowStartup7Recovery9Advantage-8 - - 2S 2H, 6H 2D -
c.SGGAC RoboKy cS.pngGuardMidStartup9Recovery18Advantage-3 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC RoboKy fS.pngGuardMidStartup10Recovery20Advantage-8 - - - 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC RoboKy 2S.pngGuardLowStartup10Recovery20Advantage-9 - - - 5H[*], 2H 2D -
5HGGAC RoboKy 5H.pngGuardMidStartup5Recovery29Advantage-17 - - - - - -
2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7 - - - - - -
6HGGAC RoboKy 6H-1.pngGuardAllStartup13Recovery12Advantage-9 - - - - - -
5DGGAC RoboKy 5D.pngGuardHighStartup24Recovery22Advantage-12 - - - - - Homing Jump
2DGGAC RoboKy 2D.pngGuardStartup38RecoveryTotal 24Advantage- - - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC RoboKy jP.pngGuardHigh/AirStartup7Recovery4Advantage- j.P j.K j.S j.H j.D Jump, Special
j.KGGAC RoboKy jK.pngGuardHigh/AirStartup7Recovery16Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGAC RoboKy jS.pngGuardHigh/AirStartup9Recovery23Advantage-7 j.P - - j.H - Jump, Special
j.HGGAC RoboKy jH.pngGuardHigh/AirStartup8Recovery41Advantage-7 - - - - - Special
j.DGGAC RoboKy jD.pngGuardHigh/AirStartup8Recovery12+8 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 6P is cancellable into self up to 2 times
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/Robo-Ky/Data.
Systems Pages