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 |
---|---|---|---|---|---|---|---|
1.18 | 5 | 1.0 | 1/5F | 1.1 | 55 | 21F | 25F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
---|---|---|---|---|
2.8 | 2.7 | 8.0 | 0.35 | 105 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~9F | 8.5 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Gravity | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 23.0 | 1.1 | 43F | 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 |
---|---|---|---|---|---|
3F | 25.0 | 1.1 | 47F | 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 | 6F | 17F | 16.5 | 6F | 12F | 12.5 | 30 |
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 |
---|---|---|
170 | 40 | 88 |
Normal Moves
input | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
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input | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
5P | Mid | 1 | +2 | 5 | 2 | 6 | CSJR | N/A | 9 | 10 | 10 | 11 | 8 | 1.44 | 3 | 8 | |||
5K | Mid | 2 | +1 | 8 | 5 | 6 | SJR | N/A | 11 | 12 | 12 | 12 | 14 | 2.64 | 6 | 7 | |||
c.S | Mid | 3 | +1 | 8 | 2 | 11 | SJR | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 10 | 7 | |||
f.S | Mid | 3 | 0 | 9 | 6 | 8 | SJR | N/A | 13 | 14 | 14 | 13 | 30 | 2.64 | 10 | 7 | |||
5H | Mid | 5 | -6 | 9 | 1 | 24 | SR | N/A | 18 | 19 | 18 | 15 | 40 | 3.84 | 20 | 6 | |||
5D | High | 5 | -9 | 27 | 2 | 26 | R | N/A | 18 | Launch 48 | 18 | 15 | 20 | 3.84 | 15 | 20 | |||
6P | Mid | 1, 2 | -3 | 8 | 6(2)4 | 9 | SR, SJR | 1~13F Above Knees | 90% | N/A | 9 | 10, 12 | 10, 20 | 11, 12 | 15, 25 | 1.44×2 | 3×2 | 8, 5 | |
6K | Mid | 4 | +2 | 12 | 9 | 6 | SR | 1~11F Throw | N/A | 16 | 17 | 16 | 14 | 24 | 3.84 | 14 | 6 | ||
6H | Mid | 5 | -17 | 15 | 8 | 28 | SJR | N/A | 18 | 19 | 18 | 15 | 56 | 3.84 | 20 | 6 | |||
2P | Mid | 1 | 0 | 6 | 3 | 7 | CSR | 80% | N/A | 9 | 10 | 10 | 11 | 8 | 1.44 | 3 | 8 | ||
2K | Low | 1 | -1 | 5 | 5 | 6 | SR | 80% | N/A | 9 | 10 | 10 | 11 | 12 | 1.44 | 3 | 8 | ||
2S | Mid | 3 | +2 | 11 | 3 | 9 | SR | N/A | 13 | 14 | 14 | 13 | 32 | 2.64 | 10 | 7 | |||
2H | Mid | 3 | +4 | 15 | 4(2)6(2)2 | 8 | R | N/A | 13 | Stagger 24 | 26 | 6 | 18×3 | 2.64×3 | 10×3 | 7×3 | |||
2D | Low | 3 | -8 | 8 | 9 | 13 | SJR | 80% | N/A | 13 | Down | 14 | 13 | 30 | 2.64 | 8 | 7 | ||
j.P | High/Air | 1 | 5 | 8 | 10 | SR | N/A | 9 | 10 | 10 | 11 | 10 | 1.44 | 3 | 8 | ||||
j.K | High/Air | 3 | 7 | 8 | 12 | SJR | N/A | 13 | Launch | 25 | 13 | 18 | 2.64 | 8 | 7 | ||||
j.S | High/Air | 3 | 8 | 7 | 19 | SR | N/A | 13 | 14 | 14 | 13 | 32 | 2.64 | 8 | 7 | ||||
j.H | High/Air | 5 | 15 | Until landing | 0 | SR | N/A | 18 | 19 | 20 | 15 | 40 | 3.84 | 15 | 6 | ||||
j.D | High/Air | 4 | 9 | 3 | 21+6 after landing | RF | 90% | 9~11F | 16 | Launch | 35 | 14 | 50 | 3.84 | 11 | 8 |
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 | 40 pixels | Forced 50% | Launch 60 + Slide 46 | 60 | 6.88 | 6×2 | ||||||||||||
Air Throw | 88 pixels | Forced 50% | 60 + WBounce | 60 | 4.00 | 6 | ||||||||||||
Dead Angle Attack | All | 3 | -4 | 6 | 7(2)3 | 6 | JR | 1~17F All 18~20F Throw | 50% | 13 | Launch | 28 | 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 | |
236K | Tatami Gaeshi | All | 3 | -6 | 15 | 24 | 9 | F | 90% | 23~26F | 13 | Launch [14] | 32 + WBounce | 13 | 40 [20] | 2.50/1.20 | 0 | 7 | ||
j.236K | Air Tatami Gaeshi | All | 3 | 18 | Until landing+16 | F | 90% | 18~19F | 13 | Launch [14] | 36 + WBounce | 6 [13] | 40 [20] | 2.50/1.20 | 0 | 7 | ||||
j.623S | Youzansen | High/Air | 3 | -25 | 6 | 12 | 15+11 after landing | RF | 1~3F Strike | 3~4F | 13 | Launch | 28 | 13 | 44 | 1.00/4.80 | 8 | 7 | ||
623P | Youshijin | Mid | 3 | -17 | 12 | 6 | 25 | R | 70% | N/A | 13 | Launch 48 | 36 | 6 | 24 | 1.50/3.60 | 10 | 12 | ||
63214K | Suzuran | Total 30 | 4~25F High Guardpoint | N/A | 2.00/- | |||||||||||||||
41236H | Kabari | Mid | 4 | +2 | 20 | 11 | 15 | R | 80% | N/A | 16 | Stagger 33 | 36 + Slide 27 | 14 | 12 | 2.00/4.80 | 14 | 3 | ||
41236H > S | Tetsuzansen | Mid | 4 | -17 | 12 | 3(11)4 | 16 | RF | 1~5F All 6~11F Throw | Forced 90%, Forced 80% | 12~13F | 16 | Launch | 32 | 14 | 36, 15 | 2.00/9.60×2 | 14×2 | 6, 10 | |
Guard > 412P | Zakuro | All | 1 | 9 | 1 | 32 | RF | Initial 75%, Forced 75% | 12~13F on hit | Down | 11 | 0, 22×5, 16 | 2.50/0, 2.50×6 | 3 | 8, 6×6 | |||||
Guard > 412K | Mawarikomi | Total 34 | F | 1~24F Strike | 21~23F | 3.75/- | ||||||||||||||
Guard > 412S | Sakura | Mid | 5 | -16 | 10 | 1 | 34 | RF | 1~8F Above Knees | 10~11F | 18 | Stagger 50 | 40 + WStick 20 | 15 | 30 | 2.25/5.40 | 20 | 15 | ||
Guard > 412H | Ouren | All | 4 | -15 | 19~ | 2 | 14+16 after landing | RF | 1~3F High Profile 14~26F Strike | 70% | 4~6F | 16 | Launch | 35 | 14 | 34 | 2.25/7.20 | 14 | 6 |
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 | |
Guard > 412D | Baku | Mid | 5 | -3 | 11 | 2 | 20 | R | 1~12F Strike | N/A | 18 | 27 | 18 | 15 | 30 | 20 | 6 | |||
412D > P/K/S | Baku: Sakura/Tsuki/Tsuru | Mid | 5 | -24 | 6+9 | 3 | 40 | R | 1~42F Strike | P: Forced 50% K/S: Forced 30% | N/A | 18 | Stagger 85 | 60 | 15 | 18 | 20 | 6 | ||
412D > X > P | P Followup | Mid | 4 | +9 | 15 | 3 | 5 | R | N/A | 16 | 17 | 80 | 14 | 15 | 14 | 6 | ||||
412D > X > K | K Followup | High/Air, Mid | 4 | +4 | 18 | 3(6)3(7)5 | 8 | R | N/A | 16 | 17, Launch | 40 | 14 | 10×2 | 11, 14 | 6×2 | ||||
412D > X > S | S Followup | Mid | 5 | +4 | 15 | 1 | 14 | R | N/A | 18 | 19 | 40 | 15 | 20 | 20 | 6 | ||||
412D > X > H | H Followup | High/Air | 5 | -13 | 8 | 16 | 16 | R | N/A | 18 | Launch | 40 | 15 | 24 | 15 | 6 | ||||
412D > X > D | D Followup | Mid | 3 | -7 | 9 | 3(4)8 | 20 | R | N/A | 13 | Launch | 60 | 13 | 5×7 | 10×7 | 7×7 | ||||
236D | Triple Tatami Gaeshi | All | 1 | -3 | 14 | 16 | Total 47 | F | 90% | 20~22F | 9 | Launch | 32 + WBounce | 0×2, 11 | 30×3 | -/0.24×3 | 0 | 10×3 |
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 | |
236236S | Tsurane Sanzu Watashi | Mid | 5 | -5 | 7+1 | 6(9)5(11)2 | 22 | R | 1~9F Strike | 18 | 19 | 40 | 15 | 60×3 | 20×3 | 6×3 |
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 | Garyou Tensei | All | 1 | -10 | 7+10 | 72 | 6 | 1~12F Strike | 9 | 11 | Fatal | 3 |
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/Baiken/Data.