
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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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 |
---|---|---|---|---|---|---|---|
1.06 | 5 | 1.25 | 1/6F | 1.0 | 65 | 50F | 54F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
3.2 | 2.8 | 8.0 | 0.32 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~9F | 8.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 24.5 | 1.2 | 42F | 4.0 | 4.0 |
High Jump Values
Prejump | High Jump vY | High Jump Height | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
3F |
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 | 17.0 | 6F | 12F | 14.0 | 60.0 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
7.2 | 15.0 | 6.0 | 18.0 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
43 | 88 |
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
5P | 10 | 10 | 7 | Mid | 3 | SJR | 2.64 | 4 | 3 | 8 | +3 | 13 | 14 | 16 | 13 | N/A | |||
5K | 14 | 3 | 8 | Mid | 1 | SJR | 1.44 | 5 | 5 | 6 | -1 | 9 | 10 | 10 | 11 | N/A | |||
5S | 26 | 14 | 6 | Mid | 4 | SJR | 3.84 | 7 | 4 | 13 | 0 | 16 | 17 | 16 | 14 | N/A | |||
5H | 38 | 20 | 6 | Mid | 5 | SR | 3.84 | 15 | 4 | 21 | -6 | 18 | Crouch 20 | 18 | 15 | N/A | |||
5D | 15 | 8 | 20 | High | 3 | SR | 2.64 | 27 | 6 | 26 | -18 | 4~18F High Guardpoint | 13 | Launch 48 | 14 | 13 | N/A | ||
6P | 24 | 20 | 6 | 90% | Mid | 5 | SR | 3.84 | 18 | 4 | 16 | -1 | 1~21F Above Knees | 18 | 21 | 18 | 15 | N/A | |
3P | 28 | 8 | 7 | High | 3 | R | 2.64 | 20 | 3 | 11 | 0 | 13 | 14 | 14 | 13 | N/A | |||
6K | 28 | 10 | 7 | Mid | 3 | RF | 2.64 | 11 | 6 | 18 | -10 | 1~7F High Guardpoint | 13 | 14 | 14 | 13 | 11~12FThe first two active frames; FRC immediately as the move hits | ||
3K | 38 | 11 | 6 | 80% | Low | 4 | SR | 0.50/4.80 | 19 | 4 | 14 | -1 | 1~4F Low Guardpoint 1~End Throw | 16 | 17 | 16 | 14 | N/A | |
6S | 34 | 10 | 7 | Mid | 3 | SJR | 2.64 | 13 | 4 | 17 | -7 | 7~12F High Guardpoint | 13 | 14 | 14 | 13 | N/A | ||
3S | 28 | 20 | 6 | Mid | 5 | SJR | 3.84 | 28 | 12 | 10 | +1 | 1~27F Low Guardpoint | 22 | 19 | 18 | 15 | N/A | ||
6H | 44 | 14 | 6 | 80% | Mid | 4 | SRF | 3.84 | 21 | 6 | 25 | -14 | 13~20F High Guardpoint, Throw | 16 | Launch | 19 | 14 | 17~20FFRC immediately before the move hits | |
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | N/A | ||
2K | 12 | 8 | 7 | 70% | Low | 3 | SR | 2.64 | 8 | 2 | 6 | +6 | 13 | 14 | 14 | 13 | N/A | ||
2S | 28 | 8 | 7 | Low | 3 | SR | 2.64 | 8 | 6 | 14 | -6 | 11~13F, 21~23F Low Profile | 13 | 14 | 14 | 13 | N/A | ||
2H | 38 | 20 | 6 | Mid | 5 | SR | 3.84 | 20 | 5 | 15 | +5 | 10~19F Low Guardpoint | 24 | 19 | 18 | 15 | N/A | ||
2D | 28 | 11 | 6 | Low | 4 | SR | 3.84 | 7 | 3 | 25 | -11 | 5~23F Low Profile | 16 | Down | 16 | 14 | N/A | ||
j.P | 10 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 8 | 3 | 3 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 18 | 8 | 7 | High/Air | 3 | SR | 2.64 | 6 | 6 | 10 | 13 | 14 | 14 | 13 | N/A | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 7 | 9 | 18 | 13 | 14 | 14 | 13 | N/A | ||||
j.H | 32 | 8 | 7 | High/Air | 3 | SR | 2.64 | 13 | 6 | 15 | 13 | 14 | 14 | 13 | N/A | ||||
j.D | 40 | 8 | 7 | 90% | High/Air | 3 | SR | 2.64 | 10 | 6 | 14+6 after landing | 1~11F, 22~End Upper Body | 13 | Launch | 30 | 13 | N/A |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 56 | 6 | Forced 50% | 43 pixels | 4.00 | Down | ||||||||||||
Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | 60 | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 12 | 6 | 12 | -4 | 1~11F All 12~26F Throw | 13 | Down | 14 | 13 |
Special Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
236P | Shitsu | 18, 16×2 | 0 | 8×3 | All | 1 | 2.50/1.20×3 | 21 | 56 | Total 48 | -7 | 9 | 10 | 10 | 11 | N/A | ||||
236S | S Fuujin | 30 | 10 | 7 | Mid | 3 | R | 2.50/3.60 | 15 | 3 | 27 | -16 | 13 | 14 | 40 + Slide 30 | 13 | N/A | |||
236H | H Fuujin | 46 | 10 | 7 | 80% | Mid | 3 | R | 2.90/4.08 | 20 | 3 | 27 | -16 | 1~12F Strike | 13 | Launch | 38 + WBounce | 13 | N/A | |
236S > P | Shin: Isshiki | 10×6 | 0 | 7×6 | All | 3 | F | 1.60/1.20×6 | 36 | Total 50+8 after landing | +17 | 13 | 14 | 14 | 13 | 6~8FFRC immediately after the followup starts | ||||
236S > K | Issokutobi | 1.70/- | 24+6 after landing | 7~24F Lower Body | N/A | |||||||||||||||
236S > S | Nagiha | 30 | 8 | 7 | Low | 3 | RF | 1.50/2.40 | 10 | 6 | 27 | -19 | 13 | Launch | 35 | 13 | 23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears | |||
236S > H | Rin | 40 | 15 | 30 | High | 5 | R | -/7.20 | 27 | 8 | 16 | 0 | 8~26F High Guardpoint 1~22F Throw | 21 | Down | 40 | 15 | N/A | ||
Autoguard > P | Kou | 25, 7×6, 20 | 10, 3×6, 20 | 7, 4×7 | Mid | 3, 1×6, 5 | R | -/7.20×8 | 4 | 2, 4×6, 12 | 11+8 after landing | -41 | 1~4F Strike 5~13F Upper Body | 13, 9×6, 18 | Launch | 20×7, 60 | 13, 5×6, 15 | N/A | ||
Autoguard > K | Sou | 12×3, 38 | 6×3, 20 | 5×3, 15 | Mid | 2×3, 5 | RF | 0.50/2.40×3, 5.80 | 11 | 4×2,3(4)5 | 14 | +4 | 1~11F Strike 12~23F Lower Body | 11×3, 22 | 14×3, 23 | 12×3, 68 | 6×3, 15 | 26~28FFRC is during the first active frames of the last, stronger hit | ||
623H | On | 0, 90 | 7, 8 | Unblockable | 3 | F | 2.50/6.00 | 11 | 18 | 20+6 after landing | 120 | 13 | 11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active | |||||||
214P | P Kai | 32 | 8 | 7 | 90% | High/Air | 3 | R | 2.00/7.20 | 28 | 3 | 9 | +2 | 22~27F Feet | 13 | Launch | 30 | 13 | N/A | |
214K | K Kai | 50 | 11 | 6 | High/Air | 4 | RF | 2.50/1.80 | 32 | 10 | 8 after landing | +1 | 32~41F Feet | 16 | Launch | 30 + GBounce | 14 | 23~31FFRC is as Anji starts to descend after rising | ||
j.214P | Shin: Nishiki | 45 | 8 | 7 | High/Air | 3 | R | 2.50/2.40 | 14 | 7 | 44 | -37 | 1~11F Feet 14~20F Lower Body | 13 | Launch | 50 + GBounce | 6 | N/A |
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
236D | FB Shitsu | 25, 16×2 | 0 | 8, 12×2 | All, High/Air×2 | 1, 2×2 | 0.50/- | 21 | 88 | Total 50 | -9 | 9, 11×2 | 10, 12×2 | 10, 12×2 | 11, 12×2 | N/A | ||||
236S > D | FB Rin | 50 | 15 | 20 | High | 5 | R | 21 | 8 | 8 | +5 | 2~20F High Guardpoint 2~25F Throw | 18 | Launch | 50 + GBounce | 15 | N/A | |||
Autoguard > D | FB Kou | 35, 7×6, 70 | 10, 3×6, 20 | 7, 4×7 | Mid | 3, 1×6, 5 | R | 4 | 2,4×6(24)4 | 24 | -66 | 1~11F Strike 12~13F Upper Body | 13, 9×6, 18 | Launch | 60, 20, 60×5, 100 | 13, 5×6, 15 | N/A | |||
623D | FB On | 0, 90 | 7, 8 | Forced 70% | Unblockable | 3 | F | 0.50/1.20 | 21 | 18 | 35+6 after landing | 10~18F Low Profile 19~38F Strike | 120 | 13 | 19~20FFRC is shortly after Anji leaves the ground |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
632146H | Issei Ougi: Sai | 11×11, 50 | 10×15 | 2×11, 7 | All | 3 | F | 7+3 | 4×9,2×2,4×4 | 63 | -40 | 3~6F Above Chest 7~9F Strike | 13 | 13×10, Launch×2 | 14×10, 50, 82 | 13 | 66-70FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand | |||
[2]8K | Tenjinkyaku | 30, 14×13 | 15 | 6, 2×13 | High/Air | 5, 3×13 | R | 2.00/- | 18+0 | 10 | 20 after landing | -11 | 4~20F Strike | 18 | Launch | 18, 14×13 | 15, 0×13 | N/A | ||
Autoguard > 63214S | Kachoufuugetsu | 40×4 | 20×4 | 6×4 | Mid | 5 | RF | 7+0 | 5(16)5(12)5(20)5 | 75 | -61 | 1~22F All 23~69F Throw | 18 | Stagger 65×3, Launch | 80 | 15 | 63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Zetsu | Fatal | 20 | All | 5 | 17+4 | -159~ | 18~Recovery Throw | 18 | 15 |
High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster (movement starts during hit stop).
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- 3S > 5S and 3S > 5H have an early cancel window 7~9F
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
- X[*] = is a delayed cancel, not immediately on hit like normal

To edit frame data, edit values in GGACR/Anji Mito/Data.