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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
1.30
4
1.125
1/5F
1.0
50
21F
30F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
4.7
3.9
14.0
0.55
85
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
21
1~9F
8.5
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
3F
3
28.0
1.4
41F
6.0
5.0
High Jump Values
Prejump
High Jump vY
High Jump Gravity
High Jump Duration
Forwards High Jump vX
Backwards High Jump vX
3F
29.0
1.1
54F
8.0
7.0
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
16F
21.0
6F
12F
16.0
60
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
10
18
10
18
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
170
36
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 4 2 6 CSJR N/A 9 10 10 11 6 1.44 3 8 5K Mid 1 -3 5 5 8 CSJR 85% N/A 9 10 10 11 12 1.44 3 8 c.S Mid 3 +2 4 1 11 SJR N/A 13 14 14 13 28 2.64 10 7 f.S Mid 3 -6 6 1 19 SJR N/A 13 14 14 13 26 2.64 10 7 5H Mid 5 0 7 7 12 SJR N/A 18 19 18 15 36 3.84 20 6 5D High 3 +1 27 4 9 R N/A 13 Launch 48 14 13 17 2.64 8 20 6P Mid 3 -1 9 3(9)5 10 SJR 1~11F Above Knees 90% N/A 13 14 14 13 18×2 2.64×2 10×2 7×2 6K High/Air 2 -1 19 7 3+3 after landing RF 75% 16~18F 11 12 12 12 20 2.64 5 7 6H Mid 5 -2 17 6 15 SJR N/A 18 Stagger 35 18 + GBounce 15 60 3.84 20 6 2P Mid 1 +1 4 2 7 CSR 80% N/A 9 10 10 11 6 1.44 3 8 2K Low 1 -1 5 4 7 CSR 70% N/A 9 10 10 11 8 1.44 3 8 2S Mid 3 -1 7 4 11 SR N/A 13 14 14 13 28 2.64 10 7 2H Mid 5 -10 7 10 19 SR 80% N/A 18 Launch 30 15 34 3.84 20 6 2D Low 2 -8 9 2 18 SR 5~10F Feet N/A 11 Down 12 12 26 2.64 5 7 j.P High/Air 1 5 4 4 CSR N/A 9 10 10 11 8 1.44 3 8 j.K High/Air 1 5 6,2 8 CSJR N/A 9 10 10 11 16×2 1.44×2 3×2 8×2 j.2K High/Air 1 8 Until landing 0 SR N/A 9 10 10 5 16×3 1.44×3 3×3 8×3 j.S High/Air 3 9 10 18 SJR N/A 13 14 14 13 28 2.64 8 7 j.H High/Air 3 8 6,6 26 SR 90% N/A 13 14 14 13 26×2 2.64×2 8×2 7×2 j.D High/Air 3 6 8 18+5 after landing SR 80% N/A 13 Down 18 13 32 2.64 8 7
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 36 pixels Forced 50% Down 60 4.00 6 Air Throw 88 pixels Forced 50% Down 60 4.00 6 Dead Angle Attack All 3 -6 11 5 15 R 1~15F All 16~25F Throw 50% 13 Launch 28 + WBounce 14 + WBounce 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 j.46 Sankaku Tobi N/A 236P Alpha Blade Mid 4 -32 18 15 34 after landing R 5~17F Low Profile N/A 16 Launch 36 0 44 1.50/3.60 14 6 j.236P Air Alpha Blade All 3 -22 14 14 Until landing+21 RF 4~13F Low Profile 14~16F 13 Launch 45 0 40 0.75/3.60 10 10 236P > H Alpha Plus Mid 4 -7 8 12 12 RF 6~7F 16 Down 40 14 38 1.50/6.00 14 6 623S Beta Blade Mid 3 -35 5 22 17+10 after landing RF 1~8F All 9~12F Strike 29~30F 13 Launch 37 13 45 2.00/6.00 10 7 j.623S Air Beta Blade All 5 3 18 Until landing+8 R 1~4F Strike N/A 18 Launch 22 15 40 2.00/4.80 20 6 41236H Gamma Blade All 3 +5 15 9 29 N/A 13 13 32 2.00/1.20 0 20 22P P Tsuyoshi-shiki Ten'i Total 25 9~11F Strike N/A 0.50/- 22K K Tsuyoshi-shiki Ten'i Total 30 10~12F Strike N/A 0.50/- 22S S Tsuyoshi-shiki Ten'i Total 31 F 10~15F Strike 16~18F 0.50/- 22H/D H/D Tsuyoshi-shiki Ten'i Total 20 F 10~12F Strike 13~14F 0.50/- 214K Tsuyoshi-shiki Meisei Total 29 N/A 41236K Genrou Zan 10 pixels 29 12 10 after landing F 12~13F, 17~41F Strike Forced 50% 35~36F on hit Down 90 3.00/6.00 6 236S Resshou Mid 3 -1 13 5 10 R N/A 13 17 26 13 18 1.25/3.00 10 7 236S > 236S Rokusai Low 5 -7 8 1 25 R 6~8F Feet N/A 18 19 18 15 22 1.25/3.00 15 6 236S > 236K Senshuu High 4 -11 25 6 10+12 after landing RF 9~10F Low Profile 15~17F 16 Launch 25 + GBounce 14 30 1.25/4.80 11 6 j.214P Slow Shuriken (Slow) All 1 23 Until landing+6 N/A 11 12 12 0 1 -/1.44 0 0 j.214P Fast Shuriken (Fast) All 2 8 16+3 after landing 80% N/A 11 12 12 12 1 1.00/2.64 0 0
※1: If Chipp is hit, the extended part of the move disappears.(Chipp's Gamma Blade shadow, the Shurikens)
Force Breaks
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 236P > D FB Alpha Plus Mid 4 -23 27 15 25 R 90% 16 Launch 60 0 44 14 10 623D FB Beta Blade All 4 -28 4 13(7)3,5,5 30+5 after landing R 1~6F All 7~26F Strike 16 Launch 40, 50×3 7 30, 20×3 14×4 6×4 j.623D FB Air Beta Blade All 4 4 11(7)3,5,5 Until landing+5 R 1~24F Strike 16 Launch 40, 50×3 7 30, 20×3 14×4 6×4 41236D FB Gamma Blade All 3 +15 15 9 19 13 13 32 -/0.24 0 20 41236K > D Genrou Zan You Mid 5 -17 1 10 29+3 after landing R Forced 85% 18 Launch 60 0 70 20 6
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 632146H Zansei Rouga Mid 5 21+4 Until landing+32 RF 1~30F All 31~33F Strike 25~28F, first 4F active of 3rd hit 18 Launch 120 15×5, 0 30×5, 110 20×6 6×6 236236K Banki Messai Mid 3×26, 5×4 -48 1+2~19 See notes 47+10 after landing R N/A 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4 7×26, 30×4 10×26, 20×4 2×26, 6×4 236236K Banki Messai Mid 3×26, 5×4 -48 1+2~19 See notes 47+10 after landing R N/A 13×26, 18×4 14×26, Launch×4 14×26, 28, 57×3 0×26, 7×4 7×26, 30×4 10×26, 20×4 2×26, 6×4
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 Delta End Mid 56+0 119 43+16 after landing Fatal 3
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 4 Recovery 6 Advantage +2
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuard Mid Startup 4 Recovery 7 Advantage +1
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuard Mid Startup 9 Recovery 10 Advantage -1
-
-
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
5KGuard Mid Startup 5 Recovery 8 Advantage -3
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 5 Recovery 7 Advantage -1
6P
5K, 2K
c.S, f.S, 2S
2H
5D, 2D
Special, Super
6KGuard High/Air Startup 19 Recovery 3+3 after landing Advantage -1
-
-
-
-
-
-
c.SGuard Mid Startup 4 Recovery 11 Advantage +2
6P
6K
f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 6 Recovery 19 Advantage -6
-
-
2S
5H, 2H
5D
Jump, Special, Super
2SGuard Mid Startup 7 Recovery 11 Advantage -1
-
-
-
5H, 2H
5D
Special, Super
5HGuard Mid Startup 7 Recovery 12 Advantage 0
-
-
-
-
5D
Jump, Special, Super
2HGuard Mid Startup 7 Recovery 19 Advantage -10
-
6K
-
-
5D, 2D
Special, Super
6HGuard Mid Startup 17 Recovery 15 Advantage -2
-
-
-
-
-
Jump, Special, Super
5DGuard High Startup 27 Recovery 9 Advantage +1
-
-
-
-
-
Homing Jump
2DGuard Low Startup 9 Recovery 18 Advantage -8
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 5 Recovery 4 Advantage -
j.P
j.K
j.S
j.H
j.D
Special
j.KGuard High/Air Startup 5 Recovery 8 Advantage -
j.P
j.K
j.S
j.H
j.D
Jump, Special
j.2KGuard High/Air Startup 8 Recovery 0 Advantage -
-
-
-
-
-
Special
j.SGuard High/Air Startup 9 Recovery 18 Advantage -
-
-
-
j.H
-
Jump, Special
j.HGuard High/Air Startup 8 Recovery 26 Advantage -
-
-
-
-
-
Special
j.DGuard High/Air Startup 6 Recovery 18+5 after landing Advantage -
-
-
-
-
-
Special
5D can be only canceled into Homing Jump on ground hit
5K gatlings into 5P, 2P, and 2K from the 6th frame
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
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