GGACR/Slayer/Frame Data

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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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). 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.
Cancels
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. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Slayer
File:GGXXACPR Slayer Icon.png
GGXXACPR_Slayer_Icon.png
0.96 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] Total 27+3 after landing 8~Until landing Feet
6H 40 20 6 Mid 5 SJRF 3.84 21 6 13 +0 18 24 36 + GBounce 15
5D 22 8 20 High 3 R 2.64 24 3 20 -9 13 Launch 14 13
5[D] Total 34
2P 14 3 7 Mid 1 CR 1.44 4 2 5 +3 9 13 16 11
2K 18 5 7 90% Low 2 R 2.64 6 2 11 -1 3~4F, 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% Low 5 R 3.84 13 2 22 -5 5~14F Below knees 18 Stagger 49 40 0
2D 34 15 6 Low 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 0.52 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 2.00/- Total 23
236[K] K Mappa Hunch Feint 2.00/- Total 27
214P P Dandy Step F 2.50/- Total 30 1~3F Strike
214K K Dandy Step F 2.50/- Total 38 1~6F Strike
214S S Dandy Step 2.50/- Total 30 6~13F Above Knees
14~17F Upper Body
214H H Dandy Step 2.50/- Total 40 15~22F Above Knees
23~27F Upper Body
Dandy > P Pilebunker 80 20 10 Forced 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 5~28F Armor 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 Until landing+11 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 30


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 strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Slayer 5P.pngGuard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
6P - - - 5D jump
2PGGAC Slayer 2P.pngGuard:
Mid
Startup:
4
Recovery:
5
Advantage:
+3
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, sp
2K*GGAC 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, sp
f.SGGAC Slayer fS.pngGuard:
Mid
Startup:
13
Recovery:
8
Advantage:
+4
- 6K - - 5D jump, sp
2S*GGAC Slayer 2S.pngGuard:
Mid
Startup:
8
Recovery:
15
Advantage:
-7
- 6K - 2H 5D, 2D jump, sp
5HGGAC Slayer 5H.pngGuard:
Mid
Startup:
13
Recovery:
18
Advantage:
-4
- - - - 5D, 2D jump, sp
2HGGAC Slayer 2H.pngGuard:
Low
Startup:
13
Recovery:
22
Advantage:
-5
- - - - - -
6HGGAC Slayer 6H.pngGuard:
Mid
Startup:
21
Recovery:
13
Advantage:
+0
- - - - - jump, sp
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, sp
j.2KGGAC Slayer j2K.pngGuard:
High/Air
Startup:
13
Recovery:
16
Advantage:
-
- - - - - sp
j.SGGAC Slayer jS.pngGuard:
High/Air
Startup:
3
Recovery:
6
Advantage:
-
- j.2K - - - jump, sp
j.HGGAC Slayer jH.pngGuard:
High/Air
Startup:
14
Recovery:
7
Advantage:
-
- j.2K - - - sp
j.DGGAC Slayer jD.pngGuard:
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.