GGACR/Slayer/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Slayer x0.96 2 4F Middleweight (x1.0) 28F (1~>19F invuln) 18F (5~>13F strike invuln, 7~>13F throw invuln) 0.875 54F 48F No Run
Teleport Dash


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 16 3 7 Mid 1 CJR 1.44 5 4 4 +2 9 14 15 11
5K 22 6 6 Mid 2 SJR 2.64 6 3 8 +1 11 17 17 12
c.S 30 10 6 Mid 3 SJR 2.64 7 4 10 0 13 20 17 13
f.S 30 10 6 Mid 3 SJR 2.64 13 2 8 +4 13 16 14 13
5H 45 20 6 Mid 5 SJR 3.84 13 5 18 -4 18 19 30 + Slide 30 15
6P 45 20 6 90% Mid 5 RF 3.84 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
18 19 26 + WBounce 15
6K 22 10 7 90% High/Air 3 R 2.64 21 5 1+3 after landing +5 8~21F Lower Body 13 14 14 13
6[K] 27 total + 3 after landing 8~Until L Feet
6H 40 20 6 Mid 5 SJRF 3.84 21 6 13 +0 [+6 on hit] 18 24 36 + GBounce 15
5D 22 8 20 High 3 R 2.64 24 3 20 -9 13 Launch 14 13
5[D] 34 total
2P 14 3 7 Mid 1 CR 1.44 4 2 5 +3 [+7 on hit] 9 13 16 11
2K 18 5 7 90% L 2 R 2.64 6 2 11 -1 [+6 on hit] 3~4F Feet, 12~15F Feet 11 18 12 12
2S 32 10 6 Mid 3 SJR 2.64 8 6 15 -7 5~9F Upper Body 13 14 14 13
2H 42 15 6 Forced 80% L 5 R 3.84 13 2 22 -5 5~14F Below knees 18 Stagger 49 40 0
2D 34 15 6 L 5 R 3.84 7 15 12 -8 18 Down 26 15
j.P 10 3 8 High/Air 1 CR 1.44 5 3 7 9 10 14 11
j.K 22 10 7 High/Air 3 SJR 2.64 6 5 6 13 14 19 13
j.2K 22 10 10 High/Air 3 R 3.60 13 3 16 13 Launch 33 13
j.S 16×4 10×4 6×4 High/Air 3 SJR 2.64×4 3 2(2)2(4)2(2)2 6 13 14 19 6
j.H 36 10 6 80% High/Air 3 SR 2.64 14 5 7 13 14 23 13
j.D 40 10 6 High/Air 3 SJR 2.64 7 5 19+5 after landing 13 14 20 13


Universal Mechanics

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
Ground Throw Ground Throw 52 6, 7 Forced 50% 49 pixels 4.50
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 6 50% All 3 R 2.64 18 6 17 -9 1~23F All
24~36F Throw
13 Launch Down 13


Specials

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
236P P Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 11 3 17 -1 18 19 25 15
236K K Mappa Hunch 40 20 6 Mid 5 R 2.00/4.80 14 6 16 -3 18 19 27 15
236[P] P Mappa Hunch Feint 23 Total
236[K] K Mappa Hunch Feint 27 Total
214P P Dandy Step F 2.50/- 30 Total 1~3F Strike
214K K Dandy Step F 2.50/- 38 Total 1~6F Strike
214S S Dandy Step 30 Total 6~13F Above Knees
14~17F Upper Body
214H H Dandy Step 40 Total 15~22F Above Knees
23~27F Upper Body
Dandy > P Pilebunker 80 20 10 Forcecd 80% Mid 5 R 3.00/7.20 3 3 33 -17 18 Launch 50 + Slide 26 15
Dandy > 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
Dandy > S Under Pressure 36 10 7 Mid 3 R 2.50/7.20 5 2 15 -3 13 14 24 13
Dandy > H It's Late 52 15 6 High 5 R 2.50/7.20 18 6 9 +4 [+8 on hit] 5~17F Throw 18 22 Down 15
Dandy > S > H It's Late 52 15 6 High 5 R 2.50/7.20 14 6 12 +1 1~13F Throw 18 19 Down 15
236H Bloodsucking Universe 55 6 Forced 60% 92 pixels F /6.00 7 2
632146P Undertow 60 20 6 50% Mid 3 RF 2.00/7.20 28 3 13 -2 13 Launch 36 + GBounce 13
j.214K Footloose Journey 26×3 14×3 6×3 All 4 R 2.00/3.60×3 5 2(2)×6 11 after landing 16 Launch 24 7


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 62 15
214D FB Dandy Step Total 30 1~12F Strike
13~17F Low Profile
Dandy > D FB Pilebunker 90 20 6 Mid 5 R 3 3 31 -3


Overdrives

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
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
j.214214S Up and Close Dandy 100[160] 20[20] 6[6] Mid[All] 5[5] R[-] 7+2 until landing [6] 20 after landing 1~10F Strike 18 Stagger 46 18 7
236236H Eternal Wings 88 20 6 Mid 5 R 5+2 18 36 + 7 after landing -42 1~24F Strike 18 Launch Down 15


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 10+10 10 25 -16 10~17F


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Slayer 5P.png
Guard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
6P - - - 5D jump
2P
GGAC Slayer 2P.png
Guard:
Mid
Startup:
4
Recovery:
5
Advantage:
+3 [+7 on hit]
6P - - - 5D -
6P
GGAC Slayer 6P.png
Guard:
Mid
Startup:
18
Recovery:
14
Advantage:
-1
- - - - - -
5K
GGAC Slayer 5K.png
Guard:
Mid
Startup:
6
Recovery:
8
Advantage:
+1
6P 6K - - 5D jump, sp
2K*
GGAC Slayer 2K.png
Guard:
L
Startup:
6
Recovery:
11
Advantage:
-1 [+6 on hit]
- - 2S 2H 5D, 2D -
6K
GGAC Slayer 6K.png
Guard:
High/Air
Startup:
21
Recovery:
1+3 after landing
Advantage:
+5
- - - - - -
c.S
GGAC Slayer cS.png
Guard:
Mid
Startup:
7
Recovery:
10
Advantage:
0
- - f.S - 5D jump, sp
f.S
GGAC Slayer fS.png
Guard:
Mid
Startup:
13
Recovery:
8
Advantage:
+4
- 6K - - 5D jump, sp
2S*
GGAC Slayer 2S.png
Guard:
Mid
Startup:
8
Recovery:
15
Advantage:
-7
- 6K - 2H 5D, 2D jump, sp
5H
GGAC Slayer 5H.png
Guard:
Mid
Startup:
13
Recovery:
18
Advantage:
-4
- - - - 5D, 2D j, sp
2H
GGAC Slayer 2H.png
Guard:
L
Startup:
13
Recovery:
22
Advantage:
-5
- - - - - -
6H
GGAC Slayer 6H.png
Guard:
Mid
Startup:
21
Recovery:
13
Advantage:
+0 [+6 on hit]
- - - - - jump, sp
5D
GGAC Slayer 5D.png
Guard:
High
Startup:
24
Recovery:
20
Advantage:
-9
- - - - - homing jump
2D
GGAC Slayer 2D.png
Guard:
L
Startup:
7
Recovery:
12
Advantage:
-8
- - - - - -
Air Gatlings
P K S H D Cancel
j.P
GGAC Slayer jP.png
Guard:
High/Air
Startup:
5
Recovery:
7
Advantage:
j.P j.K - - - -
j.K
GGAC Slayer jK.png
Guard:
High/Air
Startup:
6
Recovery:
6
Advantage:
- j.2K - - - jump, sp
j.2K
GGAC Slayer j2K.png
Guard:
High/Air
Startup:
13
Recovery:
16
Advantage:
- - - - - sp
j.S
GGAC Slayer jS.png
Guard:
High/Air
Startup:
3
Recovery:
6
Advantage:
- j.2K - - - jump, sp
j.H
GGAC Slayer jH.png
Guard:
High/Air
Startup:
14
Recovery:
7
Advantage:
- j.2K - - - sp
j.D
GGAC Slayer jD.png
Guard:
High/Air
Startup:
7
Recovery:
19+5 after landing
Advantage:
- j.2K - - - sp


  • 5D can be only canceled into Homing Jump on ground hit
  • 2K has a "late" gatling window of F11-14, and thus the gatlings may feel like links, rather than "true gatlings"
  • 2S has a "late" gatling window of F11-21, and thus the gatlings may feel like links, rather than "true gatlings"
  • Chart imported from AC Slayer, please note any +R changes as necessary
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Slayer/Data.