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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
1.00
1
1.0
1/5F
1.0
60
21F
25F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
3.5
2.75
8.0
0.4
95
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
16
1~8F
9.0
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
3F
2
20.0
1.1
38F
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
26.0
1.1
49F
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
20F
17.5
6F
12F
14.0
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
170
43
88
Normals
input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm 5P Mid 1 0 4 4 6 CSJR 80% 9 10 10 11 10 1.44 3 8 5P DI Mid 1 +4 3 2 4 CSR 9 10 10 11 12 1.44 3 8 5K Mid 2 -7 3 2,6 13 SJR 11 12 12 12 14×2 2.64 6×2 7×2 5K DI Mid 1 -1 2 1,4 7 SR 9 10 10 11 14×2 1.44 3×2 8×2 c.S Mid 3 0 5 2 12 SJR 13 14 14 13 30 2.64 10 7 c.S DI Mid 3 +3 3 1 10 SJR 13 14 14 13 28 2.64 10 7 f.S Mid 3 -11 7 1 24 SR 13 14 14 13 30 2.64 10 7 f.S DI Mid 3 -1 5 1 14 SR 13 14 14 13 28 2.64 10 7 5H Mid 5 -9 11 2 26 SJR 18 19 18 15 40 3.84 20 6 5H DI Mid 5 +5 6 1 13 SJR 18 19 18 15 44 3.84 20 6 5D High 3 -13 24 3 24 R 13 Launch 48 14 13 17 2.64 8 20 5D DI High 3 0 18 2 12 R 13 Launch 48 14 13 20 2.64 8 20 6P Mid 3 -9 11 3 20 SR 1~8F, 14~21F Upper Body 9~13F Above Knees 90% 13 Launch 30 + WBounce 13 32 2.64 10 7 6P DI Mid 3 +2 6 2 10 SR 1~4F, 8~11F Upper Body 5~7F Above Knees 13 Launch 18 + WBounce 13 32 2.64 10 7 6H Mid 4 -14 13 5,1 30 SR 16 17 16 14 32×2 5.76×2 10×2 6×2 6H DI Mid 5 +2 8 5,1 16 SR 18 19 18 15 40×2 3.84×2 20×2 6×2 2P Mid 1 +2 5 4 4 CSR 80% 9 10 10 11 8 1.44 3 8 2P DI Mid 1 +4 3 2 4 CSR 9 10 10 11 8 1.44 3 8 2K Low 1 -1 6 3 8 SR 70% 9 10 10 11 12 1.44 3 8 2K DI Low 1 +2 4 2 6 SR 9 10 10 11 14 1.44 3 8 2S Mid 3 +3 10 3 8 SR 13 14 14 13 25 2.64 10 7 2S DI Mid 3 +7 7 2 5 SR 13 14 14 13 24 2.64 10 7 2H Mid 5 -13 8 6 26 SJR 90% 18 19 18 15 36 3.84 20 6 2H DI Mid 5 +3 5 3 13 SJR 18 19 18 15 40 3.84 20 6 2D Low 4 -6 7 3 20 SR 4~23F Low Profile 90% 16 Down 16 14 28 3.84 11 6 2D DI Low 5 +4 5 2 13 SR 3~15F Low Profile 18 Down 18 15 30 3.84 15 6 j.P High/Air 1 5 7 4 CSR 9 10 10 11 13 1.44 3 8 j.P DI High/Air 1 3 4 3 CSR 9 10 10 11 12 1.44 3 8 j.K High/Air 2 6 6 17 SR 11 12 12 12 22 2.64 5 7 j.K DI High/Air 3 6 3 12 CSJR 13 14 14 13 22 2.64 8 7 j.S High/Air 3 9 3 23 SJR 13 14 14 13 28 2.64 8 7 j.S DI High/Air 3 6 2 12 CSJR 13 14 14 13 25 2.64 8 7 j.H High/Air 3 9 6,8 0 SR 13 14 17 13 24×2 2.64×2 8×2 7×2 j.H DI High/Air 3 8 4,4 0 SJR 13 14 14 13 20×2 2.64×2 8×2 7×2 j.D High/Air 4 9 7 10+5 after landing SJR 90% 16 Launch 27 14 40 3.84 11 6
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 43 pixels Forced 50% Launch 28 60 4.00 6 Air Throw 88 pixels Forced 50% 60 60 4.00 6, 7 Dead Angle Attack All 3 -14 11 3 25 R 1~13F All 14~33F Throw and Upper Body 50% 13 Launch 28 + WBounce 14 + WBounce 13 25 0.52 10 7
Specials
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 236P Gun Flame All 3→3→2→2 -3 21 9×2,6×2 Total 50 F 14~15F 13→13→11→11 Launch 28 13→13→12→12 50→42→30→30 2.00/2.40 0 7 236P DI Gun Flame (DI) All 3 +7 20 6 7 F 21~22F 13 Launch 40 6 60 0.50/1.20 10 7 214P Gun Flame Feint Mid 1 -9 13 2 31 R N/A 9 10 10 11 8 3.50/- 3 8 623S S Volcanic Viper Mid 3 -28 7 3(3)11 21+10 after landing R 1~9F All 10~13F Strike N/A 13 Launch 28, 26 13 20, 36 2.00/4.80×2 10×2 7×2 623H H Volcanic Viper Mid 3 -43 5 2(3)18 29+10 after landing R 1~6F All 7~11F Strike N/A 13 Launch 28, 36 13 20, 36 3.00/4.80×2 10×2 7×2 j.623S Air S Volcanic Viper All 3 5 2(3)9 Until landing+10 R 1~9F Strike N/A 13 Launch 36, 27 13 36, 24 2.00/3.60×2 10×2 7×2 j.623H Air H Volcanic Viper All 3 5 2(3)18 Until landing+10 R 1~9F Strike N/A 13 Launch 38, 36 13 46, 26 2.50/4.80×2 10×2 7×2 623S DI S Volcanic Viper (DI) Mid 3 -19 7 3(1)4,2 21+10 after landing R 1~9F All 10~10F Strike N/A 13 Launch 28, 30×2 13 20×3 2.00/4.80,2.40×2 10×3 7×3 623H DI H Volcanic Viper (DI) Mid 5, 3×9 -78 7 3,54 36+10 after landing R 1~9F Strike N/A 18, 13×9 Launch 120, 59×9 15, 0×9 60, 18×9 0.50/2.40, 0.24×9 20, 10×9 1, 6×9 j.623S/H DI Air Volcanic Viper (DI) Mid, All×2 3, 4×2 7 3(2)2,6 Until landing+10 R 1~9F All 10~11F Strike N/A 13, 16×2 Launch 28, 45×2 13 20×3 2.50/4.80,3.60×2 10, 7×2 7, 6×2 623H > 214K Knockdown High 3 12 4 Until landing+10 R N/A 13 Launch 30 13 16 0.50/2.40 10 7 236K Bandit Revolver Mid 3 -3 9 5(11)9 2+7 after landing R 1~3F Strike N/A 13 Launch, 14 26 13 24, 36 1.50/4.80×2 10×2 7, 9 j.236K Air Bandit Revolver All 2 6 3(14)4,2 Until landing+12 RF 6~8F 9 Launch, 11×2 24, 32, 28 12 22, 20×2 2.00/3.00, 7.20×2 3×3 7×3 236K DI Bandit Revolver (DI) Mid×3, High 4×3, 5 +3 7 3,3,3(9)9 3+7 after landing R 1~3F Strike N/A 16×3, 18 Launch×3, 19 26 14×3, 15 20×3, 50 0.75/4.80×4 14×3, 15 6×4 236[K] Bandit Bringer High/Air 5 +1 32 6 9+4 after landing RF 1~3F Strike 66% 18~20F 19 Launch 40 + GBounce 15 50 1.50/5.40 15 10 214K Riot Stamp High/Air 1 -4~ 9 after reaching wall 3 after landing RF 9~12F after reaching wall 9 Launch 28 + WBounce 11 40 1.00/6.00 3 8 623K Wild Throw 70 pixels 4 1 31 Forced 55% N/A Down + GBounce 30 -/6.00 6 214S Grand Viper Low×7, Mid 3×7, 5 -21 17 4×4,2×2,5(20)3 37 R 1~4F Above Knees 5~16F Above Feet 80%×7, 100% N/A 13×7, 18 24×6, Launch×2 26×6, 28, 42 6×7, 15 8×7, 32 3.00/1.20×6, 7.20×2 8×7, 20 1×6, 7, 6 41236H Fafnir Mid 4 -13 19 3 27 R Forced 70% N/A 16 Stagger 42 24 14 40 2.00/6.00 14 10 j.236H Sidewinder High/Air 5 9 4 Until landing+13 R Forced 70% N/A 18 Launch 18 + WBounce 15 35 1.50/2.40 15 12 j.214K DI Slam High/Air 3 +3 17 12 Until landing+10 R 80% N/A 13 Launch 45 + GBounce 13 60 0.50/2.40 8 20
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 41236D FB Fafnir Mid 5 +7 11 3 17 R 1~10F Throw Forced 70% 26 Launch 40 15 60 20 10 41236H > 64D Tyrant Rave All 3 -6 3+1 33 35 80%×3, 100% 13 Launch 40×3, 24 13 25×3, 84 10×4 7×4 j.236D FB Sidewinder High/Air 5 9 4 Until landing+13 R Forced 70% 56 + WBounce 27 60 0.30/0.48 15 20
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 632146H Tyrant Rave ver. Beta Mid, All 5, 4 -15 5+1 11(17)15 31 R 1~8F Strike 100%, Forced 70% 18, 16 Launch 60, 80 + WStick 32 80, 60 20, 14 6, 8 214214S Dragon Install 19+1 Total 20 1~19F All 214214214214PH Dragon Install 2nd 63+64 Total 127
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 Napalm Death All 5 -19 7+8 12 26 19 15 Fatal 20
Hitstop from a Clean Hit is 27F.
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 4 Recovery 6 Advantage 0
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuard Mid Startup 5 Recovery 4 Advantage +2
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuard Mid Startup 11 Recovery 20 Advantage -9
-
-
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Special, Super
5KGuard Mid Startup 3 Recovery 13 Advantage -7
6P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 6 Recovery 8 Advantage -1
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
c.SGuard Mid Startup 5 Recovery 12 Advantage 0
6P
-
f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 7 Recovery 24 Advantage -11
-
-
2S
5H, 2H, 6H
5D, 2D
Special, Super
2SGuard Mid Startup 10 Recovery 8 Advantage +3
-
-
-
5H, 2H
5D, 2D
Special, Super
5HGuard Mid Startup 11 Recovery 26 Advantage -9
-
-
-
2H
5D, 2D
Jump, Special, Super
2HGuard Mid Startup 8 Recovery 26 Advantage -13
-
-
-
-
5D, 2D
Jump, Special, Super
6HGuard Mid Startup 13 Recovery 30 Advantage -14
-
-
-
-
-
Special, Super
5DGuard High Startup 24 Recovery 24 Advantage -13
-
-
-
-
Homing Jump
2DGuard Low Startup 7 Recovery 20 Advantage -6
-
-
-
-
-
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
-
Special
j.KGuard High/Air Startup 6 Recovery 17 Advantage -
j.P
-
j.S
-
j.D
Special
j.SGuard High/Air Startup 9 Recovery 23 Advantage -
-
j.K
-
j.H
j.D
Jump, Special
j.HGuard High/Air Startup 9 Recovery 0 Advantage -
-
-
-
-
-
Special
j.DGuard High/Air Startup 9 Recovery 10+5 after landing Advantage -
-
-
-
-
-
Jump, Special
Dragon Install 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
-
Special
j.KGuard High/Air Startup 6 Recovery 17 Advantage -
j.P[+]
j.K[+]
j.S[+]
-
j.D
Jump, Special
j.SGuard High/Air Startup 9 Recovery 23 Advantage -
j.P[+]
j.K[+]
j.S[+]
j.H
j.D
Jump, Special
j.HGuard High/Air Startup 9 Recovery 0 Advantage -
-
-
-
-
-
Jump, Special
j.DGuard High/Air Startup 9 Recovery 10+5 after landing Advantage -
-
-
-
-
-
Jump, Special
5D can be only canceled into Homing Jump on ground hit
5P and 5K lose jump cancel in Dragon Install
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
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