GGACR/Slayer/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
System Data[edit]
Defense[edit]
x0.96
Guts Rating[edit]
2
Weight[edit]
Middleweight (1.0x)
Stun Resistance[edit]
70
Prejump[edit]
4f
Backdash[edit]
28f (1~>19f invuln)
Forward Dash[edit]
Total Duration 18f
Strike Invulnerable (Frames 5-15) / Throw Invulnerable (Frames 7-13)
Wakeup Time[edit]
54f (Face Up) / 48f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Teleport)
Normals[edit]
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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5P | 16 | 1.44 | 3 | 7 | 1 | Mid | CJR | 5 | 4 | 4 | +2 [+7 on hit] |
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5K | 22 | 2.64 | 6 | 6 | 2 | Mid | SJR | 6 | 3 | 8 | +1 [+7 on hit] |
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c.S | 30 | 2.64 | 10 | 6 | 3 | Mid | SJR | 7 | 4 | 10 | 0 [+7 on hit] |
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f.S | 30 | 2.64 | 10 | 6 | 3 | Mid | SJR | 13 | 2 | 8 | +4 [+7 on hit] |
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5H | 45 | 3.84 | 20 | 6 | 5 | Mid | SJR | 13 | 5 | 18 | -4 |
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6P | 45 | 3.84 | 20 | 6 | 5 | Mid | RF | 18 | 6 | 14 | -1 |
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6K | 22 | 2.64 | 10 | 7 | 3 | High/Air | R | 21 | 5 | 1+3 after landing | +5 |
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6[K] | - | - | - | - | - | - | - | - | - | 27 total + 3 after landing | - |
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6H | 40 | 3.84 | 20 | 6 | 5 | Mid | SJRF | 21 | 6 | 13 | +0 [+6 on hit] |
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5D | 22 | 2.64 | 8 | 20 | 3 | High | R | 24 | 3 | 20 | -9 |
5[D] | - | - | - | - | - | - | - | - | - | 34 total | - |
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2P | 14 | 1.44 | 3 | 7 | 1 | Mid | CR | 4 | 2 | 5 | +3 [+7 on hit] |
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2K | 18 | 2.64 | 5 | 7 | 2 | L | R | 6 | 2 | 11 | -1 [+6 on hit] |
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2S | 32 | 2.64 | 10 | 6 | 3 | Mid | SJR | 8 | 6 | 15 | -7 |
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2H | 42 | 3.84 | 15 | 6 | 5 | L | R | 13 | 2 | 22 | -5 |
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2D | 34 | 3.84 | 15 | 6 | 5 | L | R | 7 | 15 | 12 | -8 |
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j.P | 10 | 1.44 | 3 | 8 | 1 | High/Air | CR | 5 | 3 | 7 | - |
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j.K | 22 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 6 | 5 | 6 | - |
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j.2K | 22 | 3.60 | 10 | 10 | 3 | High/Air | R | 13 | 3 | 16 | - |
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j.S | 16x4 | 2.64x4 | 10x4 | 6x4 | 3 | High/Air | SJR | 3 | 2(2)2(4)2(2)2 | 6 | - |
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j.H | 36 | 2.64 | 10 | 6 | 3 | High/Air | SR | 14 | 5 | 7 | - |
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j.D | 40 | 2.64 | 10 | 6 | 3 | High/Air | SJR | 7 | 5 | 19+5 after landing | - |
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Universal Mechanics[edit]
Specials[edit]
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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P Mappa Hunch 236P |
40 | 2.00/4.80 | 20 | 6 | 5 | Mid | R | 11 | 3 | 17 | -1 |
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K Mappa Hunch 236K |
40 | 2.00/4.80 | 20 | 6 | 5 | Mid | R | 14 | 6 | 16 | -3 |
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Mappa Hunch Feint 236[P/K] |
- | - | - | - | - | - | - | - | - | 23 Total | - |
- | - | - | - | - | - | - | - | - | 27 Total | - | |
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P Dandy Step 214P |
- | 2.50/- | - | - | - | - | F | - | - | 30 Total | - |
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K Dandy Step 214K |
- | 2.50/- | - | - | - | - | F | - | - | 38 Total | - |
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S Dandy Step 214S |
- | - | - | - | - | - | - | - | - | 30 Total | - |
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H Dandy Step 214H |
- | - | - | - | - | - | - | - | - | 40 Total | - |
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Pilebunker Dandy > P |
80 | 3.00/7.20 | 20 | 10 | 5 | Mid | R | 3 | 3 | 33 | -17 |
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Crosswise Heel Dandy > K |
23, 27 | 3.00/4.80x2 | 10x2 | 7,10 | 3 | Mid | R | 6 | 4(9)7 | 16+5 after landing | -14 |
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Under Pressure Dandy > S |
36 | 2.50/7.20 | 10 | 7 | 3 | Mid | R | 5 | 2 | 15 | -3 |
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It's Late Dandy > H |
52 | 2.50/7.20 | 15 | 6 | 5 | High | R | 18 | 6 | 9 | +4 [+8 on hit] |
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It's Late Under Pressure > H |
52 | 2.50/7.20 | 15 | 6 | 5 | High | R | 14 | 6 | 12 | +1 |
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Bloodsucking Universe 236H |
55 | /6.00 | 6 | - | - | 92 pixels | F | 7 | 2 | - | - |
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Undertow 632146P |
60 | 2.00/7.20 | 20 | 6 | 3 | Mid | RF | 28 | 3 | 13 | -2 |
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Footloose Journey j.214K |
26x3 | 2.00/3.60x3 | 14x3 | 6x3 | 4 | All | R | 5 | 2(2)x6 | 11 after landing | - |
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Force Breaks[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 6P | - | - | - | 5D | j |
2P | 6P | - | - | - | 5D | - |
6P | - | - | - | - | - | - |
5K | 6P | 6K | - | - | 5D | j, sp |
2K* | - | - | 2S | 2H | 5D, 2D | - |
6K | - | - | - | - | - | - |
c.S | - | - | f.S | - | 5D | j, sp |
f.S | - | 6K | - | - | 5D | j, sp |
2S+ | - | 6K | - | 2H | 5D, 2D | j |
5H | - | - | - | - | 5D, 2D | j, sp |
2H | - | - | - | - | - | - |
6H | - | - | - | - | - | j, sp |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | - |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.k | - | - | - | - |
j.K | - | j.2K | - | - | - | j, sp |
j.2K | - | - | - | - | - | sp |
j.S | - | j.2K | - | - | - | j, sp |
j.H | - | j.2K | - | - | - | sp |
j.D | - | 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)
[edit]
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To edit frame data, edit values in GGACR/Slayer/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.
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