GGACR/Venom/Frame Data

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< GGACR‎ | Venom
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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. 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

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.06 1 1.0 1/5F 1.0 60 26F 21F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.45 2.75 8.12 0.34 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~7F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
4F 2 22.0 1.1 41F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
4F 26.0 1.1 49F 5.0 5.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 7F 22F 16.5 6F 12F 13.0 80

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
140 43 88

Normals

input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 1 -2 6 3 9 CSJR 85% 9 10 10 11 6 [26] 1.44 3 8
5K Mid 1 -8 7 3 15 SJR 90% 9 10 10 11 12 [32] 1.44 3 8
c.S Mid 4 -10 5 2,2,7 20 SJR 100% 16 17×2, Launch 28 16 14 16×3 [32] 3.84×3 14×3 8×3
f.S Mid 3 -6 9 2 18 SR 100% 13 14 14 13 24 [38] 2.64 10 7
5H Mid 5 -6 10 7 18 SR 100% 18 Stagger 39 18 15 38 [42] 3.84 20 6
5D High 3 -12 25 3(2)3 18 R 100% 13 Launch 48 14 13 20 [50] 2.64 8 20
6P Mid 3 -12 9 6 20 SR 1~4F Above Knees
5~11F Upper Body
90% 13 14 22 13 28 [36] 2.64 10 7
6K Mid 3 -13 16 2 25 SR 90% 13 14 35 + GBounce 13 28 [40] 2.64 10 7
6H Mid 5 -14 15 6 27 SR Forced 90% 18 Down 30 15 48 [50] 3.84 20 9
2P Mid 1 -4 7 4 10 CSR 80% 9 10 10 11 7 [26] 1.44 3 8
2K Low 1 -2 5 3 9 SR 70% 9 10 10 11 8 [30] 1.44 3 8
2S Mid 3 -7 6 1 20 SR 100% 13 14 14 13 22 [34] 2.64 10 7
2H Mid 4 -7 7 6,3 21 SR 100% 16 17 16 14 20×2 [44] 3.84×2 14×2 6×2
2D Low 3 -14 6 2(11)4 24 SR 6~33F Low Profile 100% 13 Launch 14, 30 13 19×2 [38] 2.64×2 8×2 7×2
j.P High/Air 1 7 6 9 CSR 100% 9 10 10 11 10 [28] 1.44 3 8
j.K High/Air 3 8 12 12 SR 100% 13 14 14 13 12 [32] 2.64 8 7
j.S High/Air 3 7 5 21 SJR 100% 13 14 14 13 24 [37] 2.64 8 7
j.H High/Air 3 10 8 18 SR 100% 13 14 30 13 36 [46] 2.64 8 7
j.D High/Air 3 7 8 13+6 after landing SR 100% 13 14 24 + WBounce 13 40 [50] 2.64 8 10

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
Ground Throw 43 pixels Forced 50% N/A Launch 23 + 16 5×7 4.00 6
Air Throw 88 pixels F Forced 50% 45~47F 23 + 16 5×7 4.00 6
Dead Angle Attack Mid 3 -8 11 3 19 R 1~13F All
14~29F Throw
50% N/A 13 Launch 100 + WStick 28 13 24 0.52 10 7

Specials

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
214X Summoning Ball 11 Total Duration 26 15 N/A 0.50/-
j.214X Air Summoning Ball 9 Total Duration 35 26 N/A 0.50/-
[4]6S S Stinger Aim All 3 +2 13 Until Hit Total 37 F 16~18FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits 13 14 14 13 30 [30] 1.50/1.44 3 6
[4]6H H Stinger Aim All 3 -13 9 Until Hit Total 48 F 15~17FFRC with a slight delay after the ball is fired; at close range this will be after the ball hits 13 14 14 13 46 [46] 1.50/1.44 3 6
[4]6[S] Enhanced S Stinger Aim All 5 see notes 6 after release Until Hit 30 after release F 9~11F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits 18 19 18 7 22×2~6 [30] 1.50/1.20×2~6 20×2~6 6×2~6
[4]6[H] Enhanced H Stinger Aim All 5 see notes 5 after release Until Hit 44 after release F 11~13F after releaseFRC with a slight delay after the ball is fired; at close range this will be after the ball hits 18 19 18 7 26×2~6 [46] 1.50/1.20×2~6 20×2~6 6×2~6
[2]8S S Carcass Raid All 3 +8 16 Until Hit Total 34 N/A 13 14 14 13 36 [35] 1.50/1.44 3 6
[2]8H H Carcass Raid All 3 -9 13 Until Hit Total 48 N/A 13 14 14 13 50 [49] 1.50/1.44 3 6
[2]8[S] Enhanced S Carcass Raid All 5 see notes 9 after release Until Hit 27 after release N/A 18 19 18 7 24×2~6 [35] 1.50/1.20×2~6 20×2~6 6×2~6
[2]8[H] Enhanced H Carcass Raid All 5 see notes 6 after release Until Hit 41 after release N/A 18 19 18 7 27×2~6 [49] 1.50/1.20×2~6 20×2~6 6×2~6
[4]6S > P Cancel Total 5 N/A
421X Dubious Curve Mid 5 -3 21 3 19 RF 1~17F Feet 21~22FThe first two active frames; FRC just as Dubious Curve hits 18 Launch 37 + Slide 26 15 32 1.00/3.12 20 6
623S S Double Head Morbid Mid 4 -15 9 8 24 R N/A 16 Launch 25 6 44 [37] 1.30/2.16 14 6
623H H Double Head Morbid Mid 3 -16 15~ 4×6 18 R N/A 13 Launch 24 6 21×4 [40] 2.00/2.64×4 10×4 7×4
j.236S S Mad Struggle High/Air 3 +7 18 Until landing 6 after landing R N/A 13 14×4 14×4 13 12×4 [37] 1.50/2.40×4 8×4 7×4
j.236H H Mad Struggle High/Air×4, Mid×3 3 -8 16 Until landing,(5)2,6,2 20 R 1~7F Strike
8~9F Upper Body & FeetF
10~31F Feet
N/A 13 14×4, Launch×3 14×4, 80×3 13 15×4 [37], 15×3 [40] 1.50/2.40×4, 7.20×3 8×4, 10×3 7×7
623K Teleport 15 (5 Intangible) 2 10~15F Strike
16~20F All
N/A
Hit Ball Hit Ball All 3 Variable N/A Until Hit N/A N/A 13 14 14 13 Ball Damage -/1.44 3 6
Lightning Ball Lightning Ball All 3 Variable N/A Until Hit N/A N/A 13 14 14 6 [BallDamage÷2] x3 -/0.96×3 3×3 5×3
*: Damages listed in [ ] is the Hit Ball damage for balls hit by the listed attack

Force Breaks

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
[4]6D FB Stinger Aim All 3 -3 9 Until Hit Total 38 F 15~17FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits 13 14 14 13 46×2 [46] -/0.28 3 6
[4]6[D] FB Charged Stinger Aim All 5 see notes 5 after release Until Hit 34 after release F 11~13F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits 18 19 18 7 26×2~6 [46] -/0.24×2~6 20×2~6 6×2~6
[2]8D FB Carcass Raid All 3 +7 13 Until Hit Total 32 N/A 13 14 14 13 35 [34] -/0.28 3 6
[2]8[D] FB Charged Carcass Raid All 5 see notes 6 after release Until Hit 25 after release N/A 18 19 18 7 23×2~6 [33] -/0.24×2~6 20×2~6 6×2~6
623D FB Double Head Morbid Mid 3 -14 15~ 4×5,6 22 R N/A 13 Launch 34 6 14×6 [40] 0.40/- 10×6 3×6
j.236D FB Mad Struggle All, High/Air 5 +19 14 2(2)2 6 R 100%, Forced 90% N/A 18, 26 19, Launch 39, 43 + GBounce 0, 15 10, 30 [50] 20, 15 0, 9
※1: in CH state till end of recovery. Cancelable. Charging increases number of hits (2,3 or 6). Ball is released 6F after button is released. Dizzy modifier x0.
※2: Balls affected by this move can reflect horizontally off of the left and right walls once. Additionally, they may reflect horizontally off of the opponent once; this does not count against total reflections.
※3: Balls affected by this move can reflect off the ceiling three times.
※4: Placed balls will only reflect once, unless interfered with. Reflecting off the CRound does not count against total reflections.

Overdrives

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
2141236S Dark Angel All 5 7+18 Total Duration 35 10 7~15F Strike 18 19 60 0 10×28 3×28 2×28
j.236236H Red Hail All 3 10+0 Total Duration 91 25+9 after landing 13 14 14 13 26×8 [26] 3×8 6×8
632146X Tactical Arch 12 Total Duration 29 Total 17

Instant Kill

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
236236H Dimmu Borgir All -20 15+11 6 33 1~19F Strike Fatal 20

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Venom 5P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Venom 2P.pngGuardMidStartup7Recovery10Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGACR Venom 6P.pngGuardMidStartup9Recovery20Advantage-12 - - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC Venom 5K.pngGuardMidStartup7Recovery15Advantage-8 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Venom 2K.pngGuardLowStartup5Recovery9Advantage-2 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGACR Venom 6K.pngGuardMidStartup16Recovery25Advantage-13 - - f.S, 2S 5H, 2H 5D, 2D Special, Super
c.SGGAC Venom cS.pngGuardMidStartup5Recovery20Advantage-10 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Venom fS.pngGuardMidStartup9Recovery18Advantage-6 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Venom 2S.pngGuardMidStartup6Recovery20Advantage-7 - - - 5H, 2H 5D, 2D Special, Super
5HGGAC Venom 5H.pngGuardMidStartup10Recovery18Advantage-6 - - - - - Special, Super
2HGGAC Venom 2H.pngGuardMidStartup7Recovery21Advantage-7 - - - - 5D, 2D Special, Super
6HGGAC Venom 6H.pngGuardMidStartup15Recovery27Advantage-14 - - - - - Special, Super
5DGGAC Venom 5D.pngGuardHighStartup25Recovery18Advantage-12 - - - - - Homing Jump
2DGGAC Venom 2D.pngGuardLowStartup6Recovery24Advantage-14 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Venom jP.pngGuardHigh/AirStartup7Recovery9Advantage- j.P[+] j.K[+] j.S[+] j.H[+] j.D Special, Super
j.KGGAC Venom jK.pngGuardHigh/AirStartup8Recovery12Advantage- j.P - j.S - j.D Special, Super
j.SGGAC Venom jS.pngGuardHigh/AirStartup7Recovery21Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGAC Venom jH.pngGuardHigh/AirStartup10Recovery18Advantage- - - - - j.D Special, Super
j.DGGAC Venom jD.pngGuardHigh/AirStartup7Recovery13+6 after landingAdvantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • j.P is whiff cancellable from 16F onwards
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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