
Glossary
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.
| ||||||||||||
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.
| ||||||||||||
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.
|
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 |
---|---|---|---|---|---|---|---|
1.18 | 5 | 1.0 | 1/5F | 1.1 | 55 | 50F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
2.8 | 2.7 | 8.0 | 0.35 | 105.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~9F | 8.5 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | 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 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 | 17F | 16.5 | 6F | 12F | 12.5 | 30.0 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
7.2 | 15.0 | 6.0 | 15.0 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
170 | 40 | 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 | 8 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 5 | 2 | 6 | +2 | 9 | 10 | 10 | 11 | N/A | |||
5K | 14 | 6 | 7 | Mid | 2 | SJR | 2.64 | 8 | 5 | 6 | +1 | 11 | 12 | 12 | 12 | N/A | |||
c.S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 8 | 2 | 11 | +1 | 13 | 14 | 14 | 13 | N/A | |||
f.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 9 | 6 | 8 | 0 | 13 | 14 | 14 | 13 | N/A | |||
5H | 40 | 20 | 6 | Mid | 5 | SR | 3.84 | 9 | 1 | 24 | -6 | 18 | 19 | 18 | 15 | N/A | |||
5D | 20 | 15 | 20 | High | 5 | R | 3.84 | 27 | 2 | 26 | -9 | 18 | Launch 48 | 18 | 15 | N/A | |||
6P | 15, 25 | 3×2 | 8, 5 | 90% | Mid | 1, 2 | SR, SJR | 1.44×2 | 8 | 6(2)4 | 9 | -3 | 1~13F Above Knees | 9 | 10, 12 | 10, 20 | 11, 12 | N/A | |
6K | 24 | 14 | 6 | Mid | 4 | SR | 3.84 | 12 | 9 | 6 | +2 | 1~11F Throw | 16 | 17 | 16 | 14 | N/A | ||
6H | 56 | 20 | 6 | Mid | 5 | SJR | 3.84 | 15 | 8 | 28 | -17 | 18 | 19 | 18 | 15 | N/A | |||
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 6 | 3 | 7 | 0 | 9 | 10 | 10 | 11 | N/A | ||
2K | 12 | 3 | 8 | 80% | Low | 1 | SR | 1.44 | 5 | 5 | 6 | -1 | 9 | 10 | 10 | 11 | N/A | ||
2S | 32 | 10 | 7 | Mid | 3 | SR | 2.64 | 11 | 3 | 9 | +2 | 13 | 14 | 14 | 13 | N/A | |||
2H | 18×3 | 10×3 | 7×3 | Mid | 3 | R | 2.64×3 | 15 | 4(2)6(2)2 | 8 | +4 | 13 | Stagger 24 | 26 | 6 | N/A | |||
2D | 30 | 8 | 7 | 80% | Low | 3 | SJR | 2.64 | 8 | 9 | 13 | -8 | 13 | Down | 14 | 13 | N/A | ||
j.P | 10 | 3 | 8 | High/Air | 1 | SR | 1.44 | 5 | 8 | 10 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 18 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 7 | 8 | 12 | 13 | Launch | 25 | 13 | N/A | ||||
j.S | 32 | 8 | 7 | High/Air | 3 | SR | 2.64 | 8 | 7 | 19 | 13 | 14 | 14 | 13 | N/A | ||||
j.H | 40 | 15 | 6 | High/Air | 5 | SR | 3.84 | 15 | Until landing | 0 | 18 | 19 | 20 | 15 | N/A | ||||
j.D | 50 | 11 | 8 | 90% | High/Air | 4 | RF | 3.84 | 9 | 3 | 21+6 after landing | 16 | Launch | 35 | 14 | 9~11F |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 60 | 6×2 | Forced 50% | 40 pixels | 6.88 | Launch 60 + Slide 46 | ||||||||||||
Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | 60 + WBounce | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | JR | 0.52 | 6 | 7(2)3 | 6 | -4 | 1~17F All 18~20F Throw | 13 | Launch | 28 | 13 |
Special Moves
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 | |
236K | Tatami Gaeshi | 40 [20] | 0 | 7 | 90% | All | 3 | F | 2.50/1.20 | 15 | 24 | 9 | -6 | 13 | Launch [14] | 32 + WBounce | 13 | 23~26F | ||
j.236K | Air Tatami Gaeshi | 40 [20] | 0 | 7 | 90% | All | 3 | F | 2.50/1.20 | 18 | Until landing+16 | 13 | Launch [14] | 36 + WBounce | 6 [13] | 18~19F | ||||
j.623S | Youzansen | 44 | 8 | 7 | High/Air | 3 | RF | 1.00/4.80 | 6 | 12 | 15+11 after landing | -25 | 1~3F Throw | 13 | Launch | 28 | 13 | 3~4F | ||
623P | Youshijin | 24 | 10 | 12 | 70% | Mid | 3 | R | 1.50/3.60 | 12 | 6 | 25 | -17 | 13 | Launch 48 | 36 | 6 | N/A | ||
Guard > 412P | Zakuro | 0, 22×5, 16 | 3 | 8, 6×6 | Initial 75%, Forced 75% | All | 1 | RF | 2.50/0, 2.50×6 | 9 | 1 | 32 | Down | 11 | 12~13F on hit | |||||
Guard > 412K | Mawarikomi | F | 3.75/- | Total 34 | 1~24F Strike | 21~23F | ||||||||||||||
Guard > 412S | Sakura | 30 | 20 | 15 | Mid | 5 | RF | 2.25/5.40 | 10 | 1 | 33 | -16 | 1~8F Above Knees | 18 | Stagger 50 | 40 + WStick 20 | 15 | 10~11F | ||
Guard > 412H | Ouren | 34 | 14 | 6 | 70% | All | 4 | RF | 2.25/7.20 | 19~ | 2 | 14+16 after landing | -15 | 1~3F High Profile 14~26F Strike | 16 | Launch | 35 | 14 | 4~6F | |
63214K | Suzuran | 2.00/- | Total 30 | 4~25F High Guardpoint | N/A | |||||||||||||||
41236H | Kabari | 12 | 14 | 3 | 80% | Mid | 4 | R | 2.00/4.80 | 20 | 11 | 15 | +2 | 16 | Stagger 33 | 36 + Slide 27 | 14 | N/A | ||
41236H > S | Tetsuzansen | 36, 15 | 14×2 | 6, 10 | Forced 90%, Forced 80% | Mid | 4 | RF | 2.00/9.60×2 | 12 | 3(11)4 | 16 | -17 | 1~5F All 6~11F Throw | 16 | Launch | 32 | 14 | 12~13F |
Force Breaks
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 | |
Guard > 412D | Baku | 30 | 20 | 6 | Mid | 5 | R | 11 | 2 | 20 | -3 | 1~12F Strike | 18 | 27 | 18 | 15 | N/A | |||
412D > P | Baku: Sakura | 18 | 20 | 6 | Forced 50% | Mid | 5 | R | 6+9 | 3 | 40 | -24 | 1~42F Strike | 18 | Stagger 85 | 60 | 15 | N/A | ||
412D > K | Baku: Tsuki | 18 | 20 | 6 | Forced 30% | Mid | 5 | R | 6+9 | 3 | 40 | -24 | 1~42F Strike | 18 | Stagger 85 | 60 | 15 | N/A | ||
412D > S | Baku: Tsuru | 18 | 20 | 6 | Forced 30% | Mid | 5 | R | 6+9 | 3 | 40 | -24 | 1~42F Strike | 18 | Stagger 85 | 60 | 15 | N/A | ||
412D > X > P | P Followup | 15 | 14 | 6 | Mid | 4 | R | 15 | 3 | 5 | +9 | 16 | 17 | 80 | 14 | N/A | ||||
412D > X > K | K Followup | 10×2 | 11, 14 | 6×2 | High/Air, Mid | 4 | R | 18 | 3(6)3(7)5 | 8 | +4 | 16 | 17, Launch | 40 | 14 | N/A | ||||
412D > X > S | S Followup | 20 | 20 | 6 | Mid | 5 | R | 15 | 1 | 14 | +4 | 18 | 19 | 40 | 15 | N/A | ||||
412D > X > H | H Followup | 24 | 15 | 6 | High/Air | 5 | R | 8 | 16 | 16 | -13 | 18 | Launch | 40 | 15 | N/A | ||||
412D > X > D | D Followup | 5×7 | 10×7 | 7×7 | Mid | 3 | R | 9 | 3(4)8 | 20 | -7 | 13 | Launch | 60 | 13 | N/A | ||||
236D | Triple Tatami Gaeshi | 30×3 | 0 | 10×3 | 90% | All | 1 | F | -/0.24×3 | 14 | 16 | Total 47 | -3 | 9 | Launch | 32 + WBounce | 0×2, 11 | 20~22F |
Overdrives
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 | |
236236S | Tsurane Sanzu Watashi | 60×3 | 20×3 | 6×3 | Mid | 5 | R | 7+1 | 6(9)5(11)2 | 22 | -5 | 1~9F Strike | 18 | 19 | 40 | 15 |
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 | Garyou Tensei | Fatal | 3 | All | 1 | 7+10 | 72 | 6 | -10 | 1~12F Strike | 9 | 11 |
Gatling Table
- 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

To edit frame data, edit values in GGACR/Baiken/Data.