GGACR/Testament/Frame Data: Difference between revisions

From Dustloop Wiki
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*Untechable for 15F
*Untechable for 15F
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*Staggers opponent on CH (max 47F)
*Staggers opponent on CH (max 47F)
*Pulls in the opponent on air hit (untechable for 18F)
*Pulls in the opponent on air hit (untechable for 18F)
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*Upper body invincible 1~5F
*Above knees invincible 6~19F
*Initial prorate 85%
*Initial prorate 85%
*Forces opponent into crouching state on ground hit
*Forces opponent into crouching state on ground hit
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*Untechable for 17F
*Untechable for 17F
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*Knocks down opponent on ground hit
*Knocks down opponent on ground hit
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*Staggers opponent on ground hit (max 31F)
*Staggers opponent on ground hit (max 31F)
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*Testament is in CH state from 1~24F
*Testament is in CH state from 1~24F
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*Initial prorate 90%
*Initial prorate 90%
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*Initial prorate 70%
*Initial prorate 70%
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*Strike invincible 6~12F
*FRC timing 14~15F
*FRC timing 14~15F
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*Fully extended on 13F
*Fully extended on 13F
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*Knocks down opponent on hit
*Knocks down opponent on hit
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*Knocks down opponent on hit
*Knocks down opponent on hit
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*Fully invincible 1~18F
*Above knees invincible and throw invincible 19~30F
*Upper body invincible 31~33F
*Wall bounces opponent on hit (untechable on ground hit for 28F)
*Wall bounces opponent on hit (untechable on ground hit for 28F)
*Initial prorate 50%
*Initial prorate 50%
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*Opponent is marked 12F after hit
*Opponent is marked 12F after hit
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*Opponent is marked 12F after hit
*Opponent is marked 12F after hit
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*Wall bounces opponent on hit (untechable for 28F on ground hit)
*Wall bounces opponent on hit (untechable for 28F on ground hit)
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*Wall bounces opponent on hit (untechable for 28F on ground hit)
*Wall bounces opponent on hit (untechable for 28F on ground hit)
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*Crow guranteed to attack after 1F, even if mark disappears
*Crow guranteed to attack after 1F, even if mark disappears
* see notes *2  
* see notes *2  
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*Knocks down opponent on hit
*Knocks down opponent on hit
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*Testament is airborne from 9~29F
*Testament is airborne from 9~29F
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*1st hit floats opponent on hit (untechable for 58F)
*1st hit floats opponent on hit (untechable for 58F)
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*Floats and pulls in opponent on hit (untechable for 16F, on CH for 26F)
*Floats and pulls in opponent on hit (untechable for 16F, on CH for 26F)
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*Floats opponent on hit (untechable for 18F, on CH for 32F)
*Floats opponent on hit (untechable for 18F, on CH for 32F)
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*Counters any blockable attack 2~19F
*Counter animation 52F total
*Counter animation 52F total
*Counterattack animation is strike invincible 1~32F
*Counterattack animation is strike invincible 1~32F
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*FRC timing 33~35F of the counterattack animation
*FRC timing 33~35F of the counterattack animation
*Poisons opponent on hit
*Poisons opponent on hit
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*When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack
*When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack
*Level 1 and 2: 12F, 3: 13F, 4:14F, 5: 15F.  
*Level 1 and 2: 12F, 3: 13F, 4:14F, 5: 15F.  
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*Strike invincible 1~2F
*Floats opponent on hit (untechable for 38F)
*Floats opponent on hit (untechable for 38F)
*Testament is in CH state during move
*Testament is in CH state during move
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*Strike invincible 1~2F
*Floats and poisons opponent on hit, fully untechable
*Floats and poisons opponent on hit, fully untechable
*Testament is in CH state during move
*Testament is in CH state during move
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*Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
*Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
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*Traps opponent on hit (traps for 48F, Frame Adv on hit is +33)
*Traps opponent on hit (traps for 48F, Frame Adv on hit is +33)
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*Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
*Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
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*Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F)
*Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F)
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*Testament teleports on 13F
*Testament teleports on 13F
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*Fully invincible 3~11F
*Testament is airborne from 3F onwards
*Testament is airborne from 3F onwards
*Wall bounces opponent on hit (untechable for 55F)
*Wall bounces opponent on hit (untechable for 55F)
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*Fully invincible 1~9F
*Wall bounces opponent on hit (untechable for 55F)
*Wall bounces opponent on hit (untechable for 55F)
*Testament is in CH state until landing
*Testament is in CH state until landing
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*Goes through other projectiles
*Goes through other projectiles
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*Fully invincible 1~8F
*Poisons opponent on hit
*Poisons opponent on hit
*Knocks down opponent on ground hit
*Knocks down opponent on ground hit
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*Fully invincible 1~9F
*Poisons opponent on hit
*Poisons opponent on hit
*Knocks down opponent on ground hit
*Knocks down opponent on ground hit
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*Strike invincible 7~12F
*1st hit staggers opponent on ground hit (max 85F)
*1st hit staggers opponent on ground hit (max 85F)
*1st hit blows back opponent and fully untechable on air hit
*1st hit blows back opponent and fully untechable on air hit
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*IK Mode preparation: 60F  
*IK Mode preparation: 60F  
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Revision as of 06:27, 10 March 2021

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System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P


5K


c.S


f.S


  • Untechable for 15F
5H


  • Staggers opponent on CH (max 47F)
  • Pulls in the opponent on air hit (untechable for 18F)
6P


  • Initial prorate 85%
  • Forces opponent into crouching state on ground hit
6K


  • Untechable for 17F
6H


  • Knocks down opponent on ground hit
  • Untechable for 32F
  • High floats opponent and fully untechable on CH
  • FRC timing 17~21F
3H


  • Staggers opponent on ground hit (max 31F)
  • Only the first two hits are special cancellable.
5D


  • Testament is in CH state from 1~24F
  • Attack will activate even if Tetament gets hit after 25F
  • Fully untechable on air CH
  • FRC timing 17~18F
2P


  • Initial prorate 90%
2K


  • Initial prorate 70%
2S


2H


  • FRC timing 14~15F
2D


j.P


j.K


j.S


j.H


j.D


  • Fully extended on 13F
  • Knocks down opponent on ground hit
  • Floats opponent and fully untechable on CH

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw


  • Knocks down opponent on hit
  • Gains 1 MoP stock on hit
  • Forced prorate 50%
DAA


  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
P Phantom Soul
236P


  • Opponent is marked 12F after hit
  • Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
  • Mark disappears in 16F if Testament uses another Phantom Soul; Mark disappears immediately if Testament is hit
  • Otherwise mark lasts for 591F
K Phantom Soul
236K


  • Opponent is marked 12F after hit
  • Projectile disappears if Testament gets hit or a 2nd Phantom Soul used
  • Mark disappears in 16F if Testament uses another Phantom Soul; Mark disappears immediately if Testament is hit
  • Otherwise mark lasts for 1011F
Crow High Tackle


  • Wall bounces opponent on hit (untechable for 28F on ground hit)
  • Crow immediately starts return animation on hit or block
  • Crow guranteed to attack after 1F, even if mark disappears
  • see notes *2
Crow Middle Tackle


  • Wall bounces opponent on hit (untechable for 28F on ground hit)
  • Crow immediately starts return animation on hit or block
  • Crow has hitstop 1F
  • Crow guranteed to attack after 1F, even if mark disappears
  • see notes *2
Crow Feathers


  • Crow guranteed to attack after 1F, even if mark disappears
  • see notes *2
Crow Transformation Attack


  • Knocks down opponent on hit
  • Initial prorate 75%
  • Crow guranteed to attack after 1F, even if mark disappears
  • Crow flies towards opponent's position for a maximum of 47F
  • Crow performs once he reaches opponent or after 47F, attack has startup of 29F
  • see notes *2
Badlands
214P


  • Testament is airborne from 9~29F
  • 1st hit floats opponent on hit (untechable for 48F)
  • 2nd hit floats and pulls in opponent on hit (untechable for 52F)
  • Testament is in CH state until landing
  • 1st hit has hitstop 6F
Air Badlands
j.214P


  • 1st hit floats opponent on hit (untechable for 58F)
  • 2nd hit floats and pulls in opponent on hit (untechable for 52F)
  • Testament is in CH state until landing
  • Listed Frame Adv is when Air Badlands is TKed (startup 16F, total 44F)
  • 2nd hit has hitstop 6F
S EXE Beast
41236S


  • Floats and pulls in opponent on hit (untechable for 16F, on CH for 26F)
  • Pushes the opponent in the same direction the EXE Beast is moving
  • Hold button to delay attack for up to 82F; Attack starts up 6F after button release
  • If Testament is hit during the Beast attack startup, the Beast disappears
  • Testament is in CH state from 1~30F
  • Listed Frame Adv is when S EXE Beast is performed as fast as possible (startup 22+6F)
  • FRC timing 13~15F
H EXE Beast
41236H


  • Floats opponent on hit (untechable for 18F, on CH for 32F)
  • Pushes the opponent in the same direction the EXE Beast is moving
  • Hold button to delay attack for up to 82F; Attack starts up 6F after button release
  • If Testament is hit during the Beast attack startup, the Beast disappears
  • Testament is in CH state from 1~24F
  • Listed Frame Adv is when H EXE Beast is performed as fast as possible (startup 23+6F)
  • FRC timing 2~9F
Warrant
214K


  • Counter animation 52F total
  • Counterattack animation is strike invincible 1~32F
  • Blows back opponent and fully untechable on hit
  • FRC timing 33~35F of the counterattack animation
  • Poisons opponent on hit
  • When counterattack is triggered, opponent will be unable to move for a limited time depending on the level of the attack that triggered the counterattack
  • Level 1 and 2: 12F, 3: 13F, 4:14F, 5: 15F.
HITOMI
214S


  • Floats opponent on hit (untechable for 38F)
  • Testament is in CH state during move
  • Initial prorate 90%
  • Trees disappear if Testament gets hit
  • Tree startup is 17F after opponent passes nearby
  • ???
  • After 16F, Tree will attack even if Testament gets hit
  • Tree is planted on 26F
  • Level 1 attack on block
  • FRC timing 16~18F
  • see notes *1
HITOMI (Powered Up)
214S


  • Floats and poisons opponent on hit, fully untechable
  • Testament is in CH state during move
  • Initial prorate 90%
  • Tree startup is 13F after opponent passes nearby
  • Uses one MoP stock on 1F
  • Tree is planted on 21F
  • Tree will not disappear even if Testament gets hit
  • FRC timing 16~18F
  • see notes *1
Zeinest
214H


  • Traps opponent on hit (traps for 48F, Frame Adv on hit is +30)
  • Trapped opponent is in airborne state, floats opponent 6F before end of trap
  • If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
  • see notes *1
Air Zeinest
j.214H


  • Traps opponent on hit (traps for 48F, Frame Adv on hit is +33)
  • Trapped opponent is in airborne state, floats opponent 6F after end of trap
  • If the opponent triggers the Zeinest with an attack, opponent's attack loses 1 active frame
  • Landing cancels recovery animation
  • see notes *1
Zeinest (Powered Up)
214H


  • Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +110F)
  • Trapped opponent is in airborne state, floats opponent 6F after end of trap
  • Opponent remains trapped even if hit (Hit stop frames also counts for the trap duration)
  • If opponent attacks net, they lose 1 active frame, and cannot move for 9F
  • Uses a MoP stock on 1F
Air Zeinest (Powered Up)
j.214H


  • Traps opponent on hit (traps for a max of 128F, Frame Adv on hit +113F)
  • Trapped opponent is in airborne state, floats opponent 6F before end of trap
  • Opponent remains trapped even if hit (Hit stop frames also counts for the trap duration)
  • If opponent attacks net, they lose 1 active frame, and cannot move for 9F
  • Uses a MoP stock on frame 1.
Lucht Warrant
22P/K


  • Testament teleports on 13F
  • Testament is in CH state from 1~12F
  • 1: Max of 2 out at one time. If a 3rd is performed, the oldest one immediately disappears.
  • 2: Listed frame data is for the crow. Crow's next attack occurs 61F after end of last attack.

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Grave Digger
214D


  • Testament is airborne from 3F onwards
  • Wall bounces opponent on hit (untechable for 55F)
  • Testament is in CH state until landing
Air Grave Digger
j.214D


  • Wall bounces opponent on hit (untechable for 55F)
  • Testament is in CH state until landing
  • TK Air Grave Digger has startup 16F, total 36F
FB Phantom Soul
236D


  • Goes through other projectiles
  • Disappears if it goes off-screen; Tracks opponent
  • Disappears if Testament is hit
  • Testament is in CH state from 1~23F

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
H Nightmare Circular
632146H


  • Poisons opponent on hit
  • Knocks down opponent on ground hit
  • Goes through other projectiles
S Nightmare Circular
632146S


  • Poisons opponent on hit
  • Knocks down opponent on ground hit
  • Goes through other projectiles
Master of Puppet
236236H


  • 1st hit staggers opponent on ground hit (max 85F)
  • 1st hit blows back opponent and fully untechable on air hit
  • 2nd hit knocks down opponent on hit
  • Forced prorate 90%
  • FRC timing 17~21F
  • Gives MoP stocks on hit(1st hit gives 2, 2nd gives 1)
  • Testament can hold a maximum of 4 stocks

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Seventh Sign
in IK Mode: 236236H


  • IK Mode preparation: 60F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 6H 5D Sp
5K 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
6K 6P - - 5H, 6H 5D Sp
c.S 6P - f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
f.S - 6K 2S 5H, 2H, 3H 2D Sp
2S - 6K - 5H, 2H 5D, 2D Sp
5H - - - - - Sp
2H - - - - 5D, 2D Sp
6H - - - - - -
3H - - - - - Sp (2nd hit +)
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Testament/Data.