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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
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 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 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 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
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 5 Recovery 6 Advantage +2
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+] , 6K
c.S, f.S, 2S
6H
5D
Jump, Special, Super
2PGuard Mid Startup 6 Recovery 7 Advantage 0
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+] , 6K
c.S, f.S, 2S
-
5D
Special, Super
6PGuard Mid Startup 8 Recovery 9 Advantage -3
-
6K
-
-
5D
Jump (2nd hit), Special, Super
5KGuard Mid Startup 8 Recovery 6 Advantage +1
6P
-
c.S, f.S, 2S
-
5D
Jump, Special, Super
2KGuard Low Startup 5 Recovery 6 Advantage -1
6P
6K
c.S, f.S, 2S
-
5D
Special, Super
6KGuard Mid Startup 12 Recovery 6 Advantage +2
-
-
-
5H, 2H
-
Special, Super
c.SGuard Mid Startup 8 Recovery 11 Advantage +1
6P
-
f.S, 2S
5H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 9 Recovery 8 Advantage 0
-
-
2S
-
5D
Jump, Special, Super
2SGuard Mid Startup 11 Recovery 9 Advantage +2
-
-
f.S
-
5D
Special, Super
5HGuard Mid Startup 9 Recovery 24 Advantage -6
-
-
-
-
-
Special, Super
2HGuard Mid Startup 15 Recovery 8 Advantage +4
-
-
-
-
-
-
6HGuard Mid Startup 15 Recovery 28 Advantage -17
-
-
-
-
2D
Jump, Special, Super
5DGuard High Startup 27 Recovery 26 Advantage -9
-
-
-
-
-
Homing Jump
2DGuard Low Startup 8 Recovery 13 Advantage -8
-
-
-
-
-
Jump, Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 5 Recovery 10 Advantage -
j.P
j.K
j.S
j.H
j.D
Special
j.KGuard High/Air Startup 7 Recovery 12 Advantage -
j.P
-
j.S
-
j.D
Jump, Special
j.SGuard High/Air Startup 8 Recovery 19 Advantage -
j.P
-
-
j.H
j.D
Special
j.HGuard High/Air Startup 15 Recovery 0 Advantage -
-
-
-
-
-
Special
j.DGuard High/Air Startup 9 Recovery 21+6 after landing Advantage -
-
-
-
-
-
-
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
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