Gargoyle Frame Data

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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.

Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.

Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.

Recovery - The duration of frames in which the move is no longer active.

Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.

Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.

Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.

Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).

Invuln - Invulnerability properties will be described here.

5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 3 3 +3 8 - LH -
Jab. Garg jabs slightly upward with good range, so it's good for punishing things, starting air juggles, etc. It also makes a good round opener if you walk forward slightly. For most uses, though, you'll want something more powerful.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 7 7 -1 30 - LH -
Fierce. Garg leans forward and hits with both claws. Quite slow, does decent damage, but totally safe, so use it as a poke when you want to be cautious. Chains into low short for the extra tidbit of damage.
6K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 5 +1 12 - LH -
Short. Garg does your average small kick forward, with the usual insane priority and speed. Chains into another f+K or K if you want some free damage, but mainly there to stop things from coming your way or at least trade with them. Anybody can benefit from safe fast mid-hitting normals, and that's where this shines.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 8 -1 22 - LH -
Forward. Only fractionally slower and the same animation as his short, making it useful when you know something's coming but you don't want to take a big risk. Because Garg is fast in general, this will often beat slow bots' versions of the same move in case you get in poking wars.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
6 9 13 -15 22 - LH -
Roundhouse. Garg does a flying two-legged kick with plenty of priority and speed but insane recovery. Ironically, you'll mainly be using this against airborne opponents, as it moves Garg forward quite a bit and doesn't tend to miss as spectacularly as a Wing Charge. On the ground, Wing Charge is just as unsafe and a lot more deadly.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 3 3 +3 8 - LH -
Low jab. Average, except for the large hitstun it generates, meaning it links into any number of nasty things, especially up close. Of course, you need very good timing and spacing to get these to connect, but once you do, your Garg will be fearsome because it can start its many tricks off the totally safe low jab.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 5 5 +2 22 - LH -
Low strong. Not all that great, as it has just as much of a range problem as low jab and doesn't link to as much useful stuff, and it's slower to boot. Use in combos only.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 7 0 24 - LH -
Low fierce. Garg sticks out his little claw as much as he can, which isn't very far. This move is comparable in speed, range, and damage to most bots' low strongs, and in fact should probably be his low strong. It's still quite useful, though, as it's decently fast, links to many attacks, and generally keeps bad people away from you so you can start jumping.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 3 +2 10 - L -
Low short. Garg's low short is his fastest move, and since Garg has compelling reasons to make opponents stand up, it'll often randomly hit. Use it as an annoyance, or chain into low jab to buy yourself some time.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 6 6 -1 20 - L -
Low forward, same as low short but slower. With all Garg has going for him, you'd expect this move to chain into Wing Charge or something. Instead, it just gets you low fierce for OK damage. Really, if you think the opponent isn't blocking low, you can at least try to sweep them.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 7 9 -7 30 - L -
Sweep. Garg's sweep is slow-moving and kinda small but starts hitting early in the motion, meaning you can use it to play footsies if you're feeling adventurous. More often it'll just get blocked and the opponent will breathe a sigh of relief. Garg's lacking in the range department, so this is often a good finisher to a string of blocked moves to set up your jump.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 12 6 - 25 - H -
Garg slowly goes into Wing Charge position, but doesn't actually fly anywhere, just sticks the claws out. Bears a suspicious resemblance to a lot of other generic jump punch attacks in the game, and it's not very good because of its limited range. Easier to combo after than jumpkick, at least.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 12 4 - 25 - H -
The absurd jumpkick. Garg extends his leg way down at a slight angle and folds the other one beneath him. It crosses up, it stuffs most anti-airs under the right conditions, its only weakness is slow startup and recovery. Of course, the startup won't be a problem if you wait a bit, as your opponent will be too busy not getting hit by the expected dive.
j.2K Diving Claw Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 41 - - 32 - H -
Diving Claw. Garg arrows down to the ground with both legs out; if he hits, he flies the opponent up into the wall. Gargoyle's signature move, it has zero startup (making it the fastest non-throw move in the game), brings them to the corner and knocked down, and will beat nearly anything if you aim it right. (Did I mention you can aim it left and right?) Speed Kick, Chronos' knee, the first few frames of Flip Kick, anything. It's hard to punish, but it can be punished if you get too predictable - but they have to block it first. Switch to your other, safer air moves and commence the beating.
656P Wing Charge (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 14 2 -9 25 - H -
Wing Charge. Garg flies forward in a slight arc quite fast with both hands extended. It's got much more priority than equivalent rush moves like Rolling Thunder or Headbutt while it's going, but is quite unsafe when blocked. A no-brainer for combos or if someone does a slow move - I've even seen it trade with Flail's roundhouse. Since you're airborne for the vast majority of the move, it also stuffs low kicks often. Mash df+P after this move hits; sometimes you'll be able to juggle into an air combo.
Air Wing Charge. Chains into Diving Claw right up until it hits, providing a much-needed margin of safety since it's horribly punishable when blocked. This is Garg's biggest gamble: you can do it very close to the ground to smash anyone who blocks or attacks low (or tries to counterattack your Rising Talon), you can do it just above head height and Diving Claw any attempt to punish you, you can do it at the top of the screen to put yourself out of danger for a while. Under most conditions, you can juggle with a Wing Charge for almost certain death for the opponent. If you're sure it'll hit or whiff, don't hesitate to bring out the dreaded Air Wing Charge.
236P Rising Talon Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 20 0 -10 34 - H 1-23 Jumping
Rising Talon. (Logically, it should be the Rising Claw and air d+K should be the Diving Talon, but whatever.) Gargoyle does the only genuine dragon punch move in the game, launching himself upward at a slight angle with both hands in front of him. This move is invincible to any jumping move (it will pass harmlessly through an air Rising Blade or an Overhead Throw), so it's perfect anti-air, and at point-blank range as he flies upward it has a lot of priority on the ground as well. It chains into Air Wing Charge at any time for boatloads of damage (especially if you cancel immediately), or if you want to be safe, you can just let it finish and you'll be in a normal jump situation at the top of the screen, able to jumpkick / dive / fly your way out of trouble. There's really no disadvantage to using this move whenever you think it will hit, unless you whiff it right in front of someone, in which case they can jab your feet as you fly up and kill you. Just get your spacing right and you'll be fine.