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==Glossary== | |||
[[Using_Frame_Data|How do I read frame data?]] | |||
{{Template:FullFrameDataGlossary-GGACR}} | |||
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==System Data== | ==System Data== | ||
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==Normal Moves== | ==Normal Moves== |
Revision as of 02:36, 16 January 2022
Glossary
How do I read frame data?
Template:FullFrameDataGlossary-GGACR
System Data
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Normal Moves
- Data in [] refers to max range
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 24 | All | 4 | 2 | 10 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
5K | 29 | All | 7 | 5 | 10 | -3 | 0 | 1000 | 1000 | 1 | Small | 90% | ||
c.S | 43 | All | 7 | 6 | 10 | +1 | +4 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 33 | All | 9 | 6 | 15 | -7 | -4 | 1500 | 1000 | 2 | Mid | 90% | ||
5H | 47 | All | 13 | 2 | 25 | -8 | -5 | 2500 | 1000 | 4 | Large | 90% | ||
2P | 21 | All | 6 | 3 | 9 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
2K | 27 | Low | 6 | 5 | 10 | -3 | 0 | 750 | 1000 | 1 | Small | 70% | ||
2S | 31 | All | 11 | 3 | 19 | -8 | -5 | 1500 | 1000 | 2 | Mid | 90% | ||
2H | 44 | Low | 17 | 6 | 26 | -13 | KD +21 | 1875 | 1000 | 4 | Large | 90% | ||
j.P | 23 | High | 5 | 3 | 13 | 375 | 1000 | 0 | Small | 80% | ||||
j.K | 29 | High | 7 | 8 | 12 | 750 | 1000 | 1 | Small | 80% | ||||
j.S | 33 | High | 8 | 7 | 19 | +1 (IAD) | +4 (IAD) | 1125 | 1000 | 2 | Mid | 80% | ||
j.H | 41 | High | 15 | Until Landing | 3 after Landing | +7 (IAD) | +10 (IAD) | 1125 | 1000 | 2 | Mid | 80% | ||
j.D | 53 | High | 12 | 3 | 26 | 1500 | 1000 | 3 | Mid | 90% | ||||
6P | 32 | All | 9 | 5 | 19 | -10 | -7 | 1500 | 1000 | 2 | Mid | 1-2 Upper Body 3-13 Above Knees | 90% | |
6K | 33 | All | 12 | 9 | 10 | -5 | -2 | 1500 | 1000 | 2 | Mid | 90% | ||
6H | 52 | All | 20 | 8 | 24 | -13 | -10 | 2500 | 1000 | 4 | Large | 90% | ||
2D | 20, 16 | Low | 10 | 6, 3 | 21 | -10 | HKD +49 | 525×2 | 1000 | 2 | Large | 90% | ||
5D | 45 | High | 20 | 3 | 26 | -15 | 0 | 1125 | 3000 [1000] | 2 | Mid | 80% | ||
5[D] | 56 | High | 28 | 3 | 26 | -10 | KD +36 | 1875 | 1500 [1000] | 4 | Mid | 100% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236K | Tatami Gaeshi | 45, 25 | All | 15 | 3 (13) 13 | 5 | -3 | KD +42 | 1000, 200 | 2000, 1000 | 3, 0 | Mid, Very Small | 90%, 80% | ||
j.236K | Air Tatami Gaeshi | 40 [20] | All | 20 | Until Tatami Lands | Until Landing+7 | +15 (IAD) | +18 (IAD) | 500 | 1000 | 2 [0] | Very Small | 80% | ||
41236S | S Kabari | 30 | All | 29 | 10 | 15 | +3 | +6 | 2500 | 1000 | 4 | Mid | 90% | ||
41236H | H Kabari | 30 | All | 18 | 11 | 19 | -3 | 0 | 2500 | 1000 | 4 | Very Small | 90% | ||
41236H~H | Kabari Followup | 48 | All | 11 [23] | 3 | 14 (23 on block) | -7 | HKD +58 | 2000 | 1000 | 3 | Very Small | 90% | ||
j.236S | Youzansen | 50 | High | 9 | 12 | 7 after Landing | -14 (IAS) | KD +30 (IAS) | 1125 | 1000 | 2 | Mid | 80% | ||
236P | Hiiragi | 100 | - | 1 | 7 | 32 | - | KD +14 [+11] | 2500 [1000] | 1-7 Strike | 50% [100%] |
Supers
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236236S | Tsurane Sanzu-watashi | 35×2, 89 [35×2, 55] | All | 8+1 | 3(20)3(36)3 | 48 | -32 | HKD +42 | 800×3 | 1000 | 4 | Mid | 1-10 Full | 100% | |
214214P | Kenjyu | 30,70 | All (Guard Crush) | 8+3 | 28 | Total 47 | +5 | HKD +59 | 500 | 1000 | 4 | Small | |||
j.214214P | Air Kenjyu | 30, 70 | All (Guard Crush) | 11+3 | 28 | Total 45 | HKD | 500 | 1000 | 4 | Small |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
Ground Throw (Tether) | 80 | Ground Throw (90000) | 2 | 3 | 38 | HKD +60 | 2500 | none | 50% | |||||
Ground Throw (Knockback) | 80 | Ground Throw (90000) | 2 | 3 | 38 | HKD +63 | 2500 | none | 50% | |||||
Air Throw | 20, 60 | Air Throw | 2 | 3 | 38 or Until Landing+10 | HKD +43 (IAD) | 2500 | none | 50% | |||||
Wild Assault | 30 | All (Guard Crush) | 20~31 | 3 | 20 | +13 | Stagger +12 | 2500 | 3000 | 4 | Mid | 90% | ||
Charged Wild Assault | 50 | All (Guard Crush) | 32 | 3 | 20 | +17 | HKD +71 | 2500 | 2000 | 4 | Mid | 100% | ||
Dash Cancel | Total 22 |
Gatling Table
- X = X is available on hit or block
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGST/Baiken/Data.
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall