GGACR/Slayer/Frame Data

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< GGACR‎ | Slayer

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
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 air 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
0.96 2 0.875 1/5F 1.0 70 48F 54F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
4.5 2.75 0.0 0.4 95.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
28 1~19F 0.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
4F 2 22.0 1.1 41F 6.5 6.5

High Jump Values

Prejump High Jump vY High Jump Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
4F

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 11F 15.0 6F 8F 14.0 60.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 15.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
160 49 88

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
5P 16 3 7 Mid 1 CJR 1.44 5 4 4 +2 9 14 15 11 N/A
5K 22 6 6 Mid 2 SJR 2.64 6 3 8 +1 11 17 17 12 N/A
c.S 30 10 6 Mid 3 SJR 2.64 7 4 10 0 13 20 17 13 N/A
f.S 30 10 6 Mid 3 SJR 2.64 13 2 8 +4 13 16 14 13 N/A
5H 45 20 6 Mid 5 SJR 3.84 13 5 18 -4 18 19 30 + Slide 30 15 N/A
5D 22 8 20 High 3 R 2.64 24 3 20 -9 13 Launch 48 14 13 N/A
5[D] Total 34 N/A
6P 45 20 6 90% Mid 5 RF 3.84 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
18 Launch 26 + WBounce 15 18~20F
6K 22 8 7 90% High/Air 3 R 2.64 21 5 1+3 after landing +5 8~21F Lower Body 13 14 14 13 N/A
6[K] Total 24+3 after landing 8~24F Feet N/A
6H 40 20 6 Mid 5 SJRF 3.84 21 6 13 +0 18 24 26 + GBounce 10 15 17~18F
2P 14 3 7 Mid 1 CR 1.44 4 2 5 +3 9 13 16 11 N/A
2K 18 5 7 90% Low 2 R 2.64 6 2 11 -1 3~4F, 12~15F Feet 11 18 12 12 N/A
2S 32 10 6 Mid 3 SJR 2.64 8 6 15 -7 5~9F Upper Body 13 14 14 13 N/A
2H 42 15 15 Forced 80% Low 5 R 3.84 13 2 22 -5 5~14F Below Knees 18 Stagger 49 40 0 N/A
2D 34 15 6 Low 5 R 3.84 7 15 12 -8 18 Down 26 15 N/A
j.P 10 3 8 High/Air 1 CR 1.44 5 3 7 9 10 14 11 N/A
j.K 22 8 7 High/Air 3 SJR 2.64 6 5 6 13 14 19 13 N/A
j.2K 22 8 15 High/Air 3 R 3.60 13 3 16 13 Launch 33 13 N/A
j.S 16×4 8×4 6×4 High/Air 3 SJR 2.64×4 3 2(2)2(4)2(2)2 6 13 14 19 6 N/A
j.H 36 8 6 80% High/Air 3 SR 2.64 14 5 7 13 14 23 13 N/A
j.D 40 8 6 High/Air 3 SJR 2.64 7 5 19+5 after landing 13 14 20 13 N/A
※1: Includes one sided hitstop

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 52 6, 7 49 pixels 4.00 Down
Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% All 3 R 0.52 18 6 17 -9 1~23F All
24~36F Throw
13 Launch Down 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236P P Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 11 3 17 -1 18 19 25 15 N/A
236K K Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 14 6 16 -3 18 19 27 15 N/A
236[P] P Mappa Hunch Feint 2.00/- Total 23 N/A
236[K] K Mappa Hunch Feint 2.00/- Total 27 N/A
214P P Dandy Step F 2.50/- Total 30 1~3F Strike 9~12F
214K K Dandy Step F 2.50/- Total 38 1~6F Strike 15~18F
214S S Dandy Step 2.50/- Total 30 6~13F Above Knees
14~17F Upper Body
N/A
214H H Dandy Step 2.50/- Total 40 15~22F Above Knees
23~27F Upper Body
N/A
Dandy &gt; P Pilebunker 80 20 10 Forced 80% Mid 5 R 3.00/7.20 3 3 33 -17 18 Launch 50 + Slide 26 15 N/A
Dandy &gt; K Crosswise Heel 23, 27 10×2 7,10 100%, Forced 85% Mid 3 R 3.00/4.80×2 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body
13 Launch 32, 42 6, 13 N/A
Dandy &gt; S Under Pressure 36 10 7 Mid 3 R 2.50/7.20 5 2 15 -3 13 14 24 13 N/A
Dandy &gt; H It's Late 52 15 6 High 5 R 2.50/7.20 18 6 9 +4 5~17F Throw 18 22 34 15 N/A
Dandy &gt; S &gt; H It's Late 52 15 6 High 5 R 2.50/7.20 14 6 12 +1 1~13F Throw 18 19 30 15 N/A
236H Bloodsucking Universe 55 6 Forced 60% 92 pixels F -/6.00 7 2 29 Stagger 33 26~27F on hit
632146P Undertow 60 10 7 50% Mid 3 RF 2.00/7.20 28 3 13 -2 5~28F Armor 13 Launch 26 + GBounce 10 13 24~27F
j.214K Footloose Journey 26×3 14×3 6×3 All 4 R 2.00/3.60×3 5 2(2)×6 Until landing+11 16 Launch 24 7 N/A

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D Big Bang Upper 80 20 18 Mid 5 R 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
18 Launch 66 15
214D FB Dandy Step Total 30 1~12F Strike
13~17F Low Profile
Dandy &gt; D FB Pilebunker 90 20 6 Mid 5 R 3 3 31 -3 30 Launch 80 + WStick 27

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
632146S Dead on Time 140 20 6 Forced 75% All 5 RF 7+1 10 31+21 after landing -43 7~9F Strike 18 Launch 50 + WStick 32 15 15~17F
236236H Eternal Wings 88 20 6 Mid 5 R 5+2 18 36+7 after landing -42 1~24F Strike 18 Launch 120 15 N/A
j.214214S Up and Close Dandy 100 [160] 20 [20] 6 [6] Mid [All] 5 R[-] 7+2 Until landing [6] 20 after landing 1~10F Strike 18 Stagger 46 [19] 100 [18] 7 [15] N/A

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H All Dead Fatal 20 All 5 10+10 10 25 -16 10~17F strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Slayer 5P.pngGuard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
5P[*][+], 2P[*][+], 6P[+] 5K[*][+], 2K[*][+] - - 5D Jump
2PGGAC Slayer 2P.pngGuard:
Mid
Startup:
4
Recovery:
5
Advantage:
+3
5P[*][+], 2P[*][+], 6P[+] - - - 5D -
6PGGAC Slayer 6P.pngGuard:
Mid
Startup:
18
Recovery:
14
Advantage:
-1
- - - - - -
5KGGAC Slayer 5K.pngGuard:
Mid
Startup:
6
Recovery:
8
Advantage:
+1
6P 6K - - 5D Jump, Special, Super
2KGGAC Slayer 2K.pngGuard:
Low
Startup:
6
Recovery:
11
Advantage:
-1
- - 2S[*] 2H[*] 5D[*], 2D[*] -
6KGGAC Slayer 6K.pngGuard:
High/Air
Startup:
21
Recovery:
1+3 after landing
Advantage:
+5
- - - - - -
c.SGGAC Slayer cS.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
0
- - f.S - 5D Jump, Special, Super
f.SGGAC Slayer fS.pngGuard:
Mid
Startup:
13
Recovery:
8
Advantage:
+4
- 6K - - 5D Jump, Special, Super
2SGGAC Slayer 2S.pngGuard:
Mid
Startup:
8
Recovery:
15
Advantage:
-7
- 6K[*] - 2H[*] 5D[*], 2D[*] Jump, Special, Super
5HGGAC Slayer 5H.pngGuard:
Mid
Startup:
13
Recovery:
18
Advantage:
-4
- - - 2H 5D, 2D Jump, Special, Super
2HGGAC Slayer 2H.pngGuard:
Low
Startup:
13
Recovery:
22
Advantage:
-5
- - - - - -
6HGGAC Slayer 6H.pngGuard:
Mid
Startup:
21
Recovery:
13
Advantage:
+0
- - - - - Jump, Special, Super
5DGGAC Slayer 5D.pngGuard:
High
Startup:
24
Recovery:
20
Advantage:
-9
- - - - - Homing Jump
2DGGAC Slayer 2D.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-8
- - - - - -
Air Gatlings
P K S H D Cancel
j.PGGAC Slayer jP.pngGuard:
High/Air
Startup:
5
Recovery:
7
Advantage:
j.P[+] j.K[+] - - - -
j.KGGAC Slayer jK.pngGuard:
High/Air
Startup:
6
Recovery:
6
Advantage:
- j.2K - - - Jump, Special, Super
j.2KGGAC Slayer j2K.pngGuard:
High/Air
Startup:
13
Recovery:
16
Advantage:
- - - - - -
j.SGGAC Slayer jS.pngGuard:
High/Air
Startup:
3
Recovery:
6
Advantage:
- j.2K - - - Jump[*], Special, Super
j.HGGAC Slayer jH.pngGuard:
High/Air
Startup:
14
Recovery:
7
Advantage:
- j.2K - - - Special, Super
j.DGGAC Slayer jD.pngGuard:
High/Air
Startup:
7
Recovery:
19+5 after landing
Advantage:
- j.2K - - - Jump, Special, Super


  • 5D can be only canceled into Homing Jump on ground hit
  • Delay gatling windows are: 5P – 10~12F; 2P – 9~10F; 2K – 11~14F; 2S – 11~18F
    • 5P > 6P and 2P > 6P use the delay window only on whiff
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

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