GGACR/Testament/Frame Data: Difference between revisions

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! {{MiniMoveCard|game=GGACR|chara=Testament|input=5D}}
! {{MiniMoveCard|game=GGACR|chara=Testament|input=5D}}

Revision as of 14:27, 18 March 2022

 Testament

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

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

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 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

Error: No field named "backdash" found for any of the specified database tables.

Normal Moves

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 9 3 8 Mid 1 CSJR 1.44 6 3 7 0 9 10 10 11
5K 18 10 7 Mid 3 SJR 2.64 7 4 12 -2 13 14 14 13
c.S 24 10 7 Mid 3 SJR 2.64 5 6 15 -7 13 14 14 13
f.S 28 10 7 Mid 3 SR 2.64 11 6 13 -5 13 14 15 13
5H 36 20 6 Mid 5 SR 3.84 10 4 18 -3 18 19 18 15
5D 15 8 7 High 3 F 2.64 31 6 18 +3 13 Launch 14 13
6P 24 8 7 85% High 3 SR 2.64 17 3 26 -15 1~5F Upper Body
6~19F Above Knees
13 Crouch 15 14 13
6K 28 10 7 Mid 3 SR 2.64 15 6 23 -15 13 14 17 13
6H 55 20 6 Mid 5 RF 3.84 15 6 28 -15 18 Launch 36 15
3H 15×4 10×4 5×4 Mid 3 SR 2.64×4 14 2,2,(2),2,2 17 -5 13 Stagger 31 14 6
2P 8 3 8 90% Mid 1 CSR 1.44 5 4 12 -6 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 6 4 11 -5 9 10 10 11
2S 26 10 7 Mid 3 SR 2.64 10 6 16 -8 13 14 14 13
2H 38 20 6 Mid 5 SRF 3.84 16 3 20 -4 6~12F Strike 18 19 18 15
2D 38 11 6 Low 4 SR 3.84 14 3 30 -16 16 Down 16 14
j.P 10 3 8 High/Air 1 CSR 1.44 5 6 12 9 10 10 11
j.K 18 8 7 High/Air 3 SR 2.64 6 5 12 13 14 14 13
j.S 28 8 7 High/Air 3 SJR 2.64 8 3 16 13 14 14 13
j.H 34 8 7 High/Air 3 SR 2.64 13 5 15 13 14 14 13
j.D 44 8 7 High/Air 3 SR 2.64 10 6 20+5 after landing 13 Down 14 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 60 6 Forced 50% 45 pixels 4.00 Down
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 13 3 18 -7 1~18F All
19~30F Above Knees, Throw
31~33F Upper Body
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

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 Phantom Soul 5 0 7 All 2 1.00/4.80 30 120 Total 58 +2 11 12 12 12
236K K Phantom Soul 5 0 7 All 2 1.00/4.80 31 150 Total 47 11 12 12 12
Tackle Curse Tackle 20 0 7 All 3 -/1.20 35 24 16 13 Launch 28 + WBounce 14 + WBounce 13
Dive Curse Dive 20 0 7 All 3 -/1.20 35 32 16 13 Launch 28 + WBounce 14 + WBounce 13
Feathers Curse Crow Feathers 5×3 0 8×3 All 1 -/1.20×3 26 51 Total 42 9 10 10 11
Overhead Curse Overhead 30 0 6 75% High/Air 5 -/1.20 (1~47)+29 8 14 18 Down 18 19
214P Badlands 26×2 14×2 10×2 All 4 R 2.50/3.60×2 17 3(6)2 13+15 after landing -13 16 Launch 48, 52 6, 14
j.214P Air Badlands 24×2 14×2 10×2 All 4 R 2.50/3.60×2 12 3(6)2 Until landing+12 -7 16 Launch 58, 48 6, 14
41236S S EXE Beast 36 0 7 All 3 F 2.00/4.80 22~81+6 20 Total 38 +16 13 Launch 16 13
41236H H EXE Beast 30 0 6 All 5 F 2.00/1.20 23~82+6 16 Total 40 +22 18 Launch 18 15
214K Warrant RF 1.50/- Total 52 2~19F Guard Strike
214K Attack Warrant 10 10 7 Mid 3 RF -/9.60 24 15 19 -20 1~32F Strike 13 Launch Down 13
22P/K Lucht Warrant 0.50/- Total 42 15~16F Lower Body
214S HITOMI 30 0 7 90% Mid 3 F 2.00/4.80 See notes 4 Total 27 1~2F Strike 9 Launch 38 13
214S Powered Up HITOMI (Powered Up) 10 10 7 90% Mid 3 F 2.00/4.80 See notes 3 Total 24 1~2F Strike 13 Launch Down 13
214H Zeinest 10 0 15 All 1 1.00/4.80 11 601 Total 29 +2 9 Launch 48 11
j.214H Air Zeinest 10 0 15 All 1 1.00/4.80 10 601 Total 28 9 Launch 48 11
214H Powered Up Zeinest (Powered Up) 10 14 15 90% All 4 1.00/4.80 11 421 Total 29 +12 16 Launch 128 14
j.214H Powered Up Air Zeinest (Powered Up) 10 14 15 90% All 4 1.00/4.80 8 421 Total 26 16 Launch 128 14

※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

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
214D Grave Digger 58 14 9 All 4 R 14 6 16+3 after landing -8 3~11F Strike 16 Launch 55 + WBounce 14
j.214D Air Grave Digger 58 20 9 All 5 R 12 6 Until landing+3 -9 1~9F Strike 18 Launch 55 + WBounce 15
236D FB Phantom Soul 5 0 7 2 80 180 Total 35 11 12 12 12

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
632146H H Nightmare Circular 60 20 15 All 5 8+5 16 9 +9 1~8F All 18 Down 18 15
632146S S Nightmare Circular 60 20 15 All 5 0+226 16 Total 21 1~9F All 18 Down 18 15
236236H Master of Puppet 30×2 3, 20 8, 6 Forced 90% Mid 1, 5 RF 7+4 6(12)2 41 -24 7~12F Strike 9, 18 Stagger 85, Launch Down 11, 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 Seventh Sign Fatal 20 Mid 28+4 3 60 -44

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Testament 5P.pngGuardMidStartup6Recovery7Advantage0 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGAC Testament 2P.pngGuardMidStartup5Recovery12Advantage-6 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6PGGAC Testament 6P.pngGuardHighStartup17Recovery26Advantage-15 - - c.S, f.S, 2S 5H, 6H 5D Sp
5KGGAC Testament 5K.pngGuardMidStartup7Recovery12Advantage-2 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
2KGGAC Testament 2K.pngGuardLowStartup6Recovery11Advantage-5 6P - c.S, f.S, 2S 2H 5D, 2D Sp
6KGGAC Testament 6K.pngGuardMidStartup15Recovery23Advantage-15 6P - - 5H, 6H 5D Sp
c.SGGAC Testament cS.pngGuardMidStartup5Recovery15Advantage-7 6P - f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
f.SGGAC Testament fS.pngGuardMidStartup11Recovery13Advantage-5 - 6K 2S 5H, 2H, 3H 2D Sp
2SGGAC Testament 2S.pngGuardMidStartup10Recovery16Advantage-8 - 6K - 5H, 2H 5D, 2D Sp
5HGGAC Testament 5H.pngGuardMidStartup10Recovery18Advantage-3 - - - - - Sp
2HGGAC Testament 2H.pngGuardMidStartup16Recovery20Advantage-4 - - - - 5D, 2D Sp
6HGGAC Testament 6H.pngGuardMidStartup15Recovery28Advantage-15 - - - - - -
3HGGACR Testament 3H.pngGuardMidStartup14Recovery17Advantage-5 - - - - - Sp (1-2nd hits)
5DGGAC Testament 5D.pngGuardHighStartup31Recovery18Advantage+3 - - - - - homing jump
2DGGAC Testament 2D.pngGuardLowStartup14Recovery30Advantage-16 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC Testament jP.pngGuardHigh/AirStartup5Recovery12Advantage- j.P j.K j.S j.H j.D Sp
j.KGGAC Testament jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S - j.D Sp
j.SGGAC Testament jS.pngGuardHigh/AirStartup8Recovery16Advantage- j.P - - j.H - Jump, Sp
j.HGGAC Testament jH.pngGuardHigh/AirStartup13Recovery15Advantage- - - - - j.D Sp
j.DGGAC Testament jD.pngGuardHigh/AirStartup10Recovery20+5 after landingAdvantage- - - - - - 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

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