Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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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.
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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.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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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 |
---|---|---|---|---|---|---|---|
1.07 | 0 | 1.0 | 1/5F | 1.1 | 55 | 23F | 25F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
---|---|---|---|---|
3.0 | 2.7 | 8.0 | 0.35 | 105 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
15 | 1~8F | 8.5 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Gravity | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 21.0 | 1.05 | 41F | 6.5 | 6.5 |
High Jump Values
Prejump | High Jump vY | High Jump Gravity | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
3F | 24.0 | 1.05 | 47F | 6.5 | 6.5 |
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 | 6F | 20F | 17.5 | 6F | 12F | 13.0 | 60 |
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 |
---|---|---|
135 | 45 | 88 |
Normal Moves
input | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
5P | Mid | 1 | -1 | 6 | 2 | 9 | CSJR | 90% | N/A | 9 | 10 | 10 | 11 | 12 | 1.44 | 3 | 8 | ||
5K | Mid | 3 | -2 | 6 | 5 | 11 | SJR | N/A | 13 | 14 | 14 | 13 | 22 | 2.64 | 10 | 7 | |||
c.S | Mid | 4 | +3 | 7 | 2(10)2 | 12 | SJR | N/A | 16 | 17 | 16 | 14 | 22×2 | 3.84×2 | 14×2 | 6×2 | |||
f.S | Mid | 3 | -10 | 7 | 6 | 18 | SR | 3~4F Feet | N/A | 13 | 14 | 16 | 13 | 34 | 2.64 | 10 | 7 | ||
5D | High | 3 | -16 | 30 | 6 | 24 | SR | N/A | 13 | Launch 48 | 14 | 13 | 17 | 2.64 | 8 | 20 | |||
6P | Mid | 3 | -6 | 11 | 6 | 14 | SR | 1~2F, 13~14F Upper Body 3~12F Above Knees | 90% | N/A | 13 | 14 | 14 | 13 | 30 | 2.64 | 10 | 7 | |
3P | All | 3 | -5 | 8 | 12 | 7 | SR | 1~19F Lower Body 20~21F Feet | N/A | 13 | 14 | 14 | 13 | 24 | 2.64 | 10 | 7 | ||
6K | High | 4 | -4 | 23 | 6 | 15 | SRF | 9~19F Feet 23~34F Low Profile | 70% | 24~25F | 16 | 17 | 16 | 14 | 40 | 3.84 | 11 | 6 | |
6S | Mid | 4 | -18 | 10 | 6 | 29 | SJR | N/A | 16 | 17 | 16 | 14 | 46 | 3.84 | 14 | 6 | |||
2P | Mid | 1 | +3 | 7 | 4 | 3 | SR | 80% | N/A | 9 | 10 | 10 | 11 | 8 | 1.44 | 3 | 8 | ||
2K | Low | 1 | +1 | 5 | 3 | 6 | SR | 1~9F Low Profile | 70% | N/A | 9 | 10 | 10 | 11 | 12 | 1.44 | 3 | 8 | |
2S | Mid | 3 | -10 | 10 | 12 | 12 | SJR | 1~3F, 30~33F Low Profile 14~21F Feet | N/A | 13 | 14 | 14 | 13 | 30 | 2.64 | 10 | 7 | ||
2D | Low | 4 | -7 | 7 | 4 | 20 | SRF | 7~16F Feet | 9~10F | 16 | Down | 16 | 13 | 32 | 3.84 | 11 | 6 | ||
j.P | High/Air | 1 | 5 | 4 | 6 | CSR | N/A | 9 | 10 | 10 | 11 | 16 | 1.44 | 3 | 8 | ||||
j.K | High/Air | 2 | 6 | 8 | 12 | SJR | N/A | 11 | 12 | 12 | 12 | 24 | 2.64 | 5 | 7 | ||||
j.S | High/Air | 3 | 10 | 6 | 19 | SR | N/A | 13 | 14 | 14 | 13 | 30 | 2.64 | 8 | 7 | ||||
j.2S | High/Air | 3 | 10 | 6 | 25 | SJR | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 8 | 7 | ||||
j.D | High/Air | 2 | 15 | 3×6 | 16+4 after landing | SR | N/A | 11 | Launch | 22 | 6 | 24×3 | 2.64×3 | 5×3 | 7×3 |
- The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).
Universal Mechanics
name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
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name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
Ground Throw | 45 pixels | R | Forced 50% | Down + GBounce | 48 | 6.88 | 6×2 | |||||||||||
Air Throw | 88 pixels | Forced 50% | Down | 55 | 4.00 | 6 | ||||||||||||
Dead Angle Attack | All | 3 | -6 | 11 | 6 | 14 | R | 1~16F All | 50% | 13 | Down | 14 | 13 | 25 | 0.52 | 10 | 7 |
Special Moves
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 | |
XH | Ground Yoyo Placement | Varies on direction | N/A | |||||||||||||||||
j.XH | Air Yoyo Placement | Varies on direction | N/A | |||||||||||||||||
Knockdown > H | Knockdown Yoyo Placement | Total 38 | 1~End All | N/A | ||||||||||||||||
Ground Yoyo Recall | Ground Yoyo Recall | All | 4 | +22 | 12 | Total 20 | N/A | 16 | 17 | 16 | 14 | 40 | -/2.40 | 0 | 6 | |||||
Air Yoyo Recall | Air Yoyo Recall | All | 4 | +22 | 14 | Total 22 | N/A | 16 | 17 | 16 | 14 | 40 | -/2.40 | 0 | 6 | |||||
236K | Kick Start My Heart | Mid | 4 | -26 | 11 | 34 | 9 | R | 3~4F Feet | N/A | 16 | 17 | 16 | 14 | 30 | -/7.20 | 14 | 6 | ||
236K > P | Stop | Mid | 2 | -10 | 7 | 6 | 28 | N/A | 11 | Down | 12 | 12 | 40 | -/1.20 | 6 | 7 | ||||
236K > K | Shoot | Mid | 3 | -39 | 2 | 12 | 21+20 after landing | R | N/A | 13 | Launch | 24 | 13 | 50 | -/7.20 | 10 | 7 | |||
623P | Starship | Mid | 3 | -17 | 13 | 3×5 | 25 | RF | 1~9 All 10~16F Strike | 80% | 19~20F | 13 | Down, Launch×3 | 14 | 6 | 22×4 | 2.00/2.40×4 | 10×4 | 7×4 | |
j.623P | Air Starship | All | 2 | -5 | 13 | 3×5 | Until landing+10 | RF | 1~13F Strike | 80% | 19~20F | 11 | Launch | 24 | 6 | 18×3 | 2.00/3.00×3 | 6×3 | 5×3 | |
236H | Roger Rush | All | 4 | +80 | 28 | See notes | Total 32 | F | 16~17F | 16 | Stagger 35 | 16 | 14 | 36×3 | 2.00/1.20×3 | 0 | 8×3 | |||
j.236H | Air Roger Rush | All | 4 | 23 | See notes | Total 42 | N/A | 16 | Stagger 35 | 16 | 14 | 36×3 | 2.00/1.20×3 | 0 | 8×3 | |||||
214H | Jagged Roger | All | 3 | +36 | 38 | 105 | Total 32 | F | 22~23F | 13 | 14 | 14 | 6 | 20×3 | 2.00/1.20×3 | 0 | 7×3 | |||
j.214H | Air Jagged Roger | All | 3 | +29 | 29 | 105 | Total 37 | N/A | 13 | 14 | 14 | 6 | 20×3 | 2.00/1.20×3 | 0 | 7×3 | ||||
623H | Roger Hug | All | 3 | +20 | 34 | 27 | Total 40 | N/A | 13 | 14 | 14 | 13 | 30 | 2.00/4.80 | 0 | 7 | ||||
421H | Roger Get (Low Altitude) | All | 3 | 19 | Until landing | Total 30 | F | Forced 75% | 20~21F | 13 | 14 | 14 | 13 | 20 | 2.00/1.20 | 0 | 7 | |||
421H High | Roger Get (High Altitude) | All, Low | 3 | 18 | Until landing, (11)42 | Total 30 | F | Forced 75% | 20~21F | 13 | Stagger 45, Down | 14 | 13 | 20×2 | 2.00/1.20×2 | 0 | 7×2 | |||
j.421H | Air Roger Get (Low Altitude) | All | 3 | 19 | Until landing | Total 34 | F | Forced 75% | 20~21F | 13 | 14 | 14 | 13 | 20 | 2.00/1.20 | 0 | 7 | |||
j.421H High | Air Roger Get (High Altitude) | All, Low | 3 | 18 | Until landing, (11)42 | Total 34 | F | Forced 75% | 20~21F | 13 | Stagger 45, Down | 14 | 13 | 20×2 | 2.00/1.20×2 | 0 | 7×2 | |||
214K | Rolling Movement | N/A |
- ※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
- ※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
- ※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack
Force Breaks
input | name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
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input | name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
236D | FB Roger Rush | All | 3×2, 5 | +87 | 16 | 10(10)10(18)16 | Total 36 | F | 16~17F | 13×2, 18 | Stagger 35, Launch×2 | 40×2, 60 + WStick 31 | 13×2, 15 | 20×2, 50 | -/0×2, 0.24 | 10×2,20 | 8×2,15 | |||
j.236D | FB Air Roger Rush | All | 3×2, 5 | 23 | 10(10)10(18)16 | Total 33 | N/A | 13×2, 18 | Stagger 35, Launch×2 | 40×2, 60 + WStick 31 | 13×2, 15 | 20×2, 50 | 0.40/0×2, 0.24 | 10×2,20 | 8×2,15 | |||||
214D | FB Jagged Roger | All | 3 | +54 | 38 | 85 | Total 39 | F | 22~23F | 13 | 14 | 14 | 6 | 20×5 | 10×5 | 7×5 | ||||
j.214D | FB Air Jagged Roger | All | 3 | +47 | 29 | 85 | Total 37 | N/A | 13 | 14 | 14 | 6 | 20×5 | 0.40/- | 10×5 | 7×5 |
Overdrives
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 | |
632146S | Loop the Loop | Mid×7, High | 5, 2×6, 5 | -24 | 5+1 | 3(6)3(3)3,6,3,6,3,9(12)20 | 16 | RF | 5~7F Strike | 42~45F | 18, 11×6, 18 | 19, 12×5, Stagger 75, Launch | 60×7, 60 + GBounce | 15, 6×6, 15 | 20×7, 60 | 20, 6×6, 15 | 6, 7×6, 6 | |||
4123641236S | Maintenance Disaster | Mid | 1 | 4+0 | 48 | Total 44 | 1~4F All | N/A | 9 | Launch | 30 | 11 | 24×18 | 3×18 | 8×18 | |||||
632146H | Me and My Killing Machine | All | 3 | 1+23 | 117 | Total 32 | 1~14F All 15~21F Strike | N/A | 13 | Launch | 60 | 6 | 25×12 | 10×12 | 7×12 | |||||
412364H | Me and My Killing Machine (Delay) | All | 3 | 1+13 | 129 | Total 24 | 1~1F All | N/A | 13 | Launch | 60 | 6 | 25×6 | 10×6 | 7×6 |
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 | Shoot the Moon | All | 4 | -86 | 7+6 | 12 | 91 | 1~7F Strike | 16 | 14 | Fatal | 14 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
To edit frame data, edit values in GGACR/Bridget/Data.