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 |
---|---|---|---|---|---|---|---|
1.15 | 1 | 0.875 | 1/6F | 1.05 | 50 | 49F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
3.2 | 2.4 | 11.0 | 0.24 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~9F | 9.0 |
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 |
---|---|---|---|---|---|---|---|
2 | 6F | 16F | 19.5 | 6F | 12F | 14.0 | 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 |
---|---|---|
130 | 49 | 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 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 5 | 2 | 12 | -4 | 9 | 10 | 10 | 11 | N/A | |||
5K | 16 | 10 | 7 | Mid | 3 | SJR | 2.64 | 7 | 4 | 14 | -4 | 13 | 14 | 14 | 13 | N/A | |||
c.S | 24 | 10 | 7 | Mid | 3 | SJR | 2.64 | 5 | 2 | 11 | +1 | 13 | 14 | 14 | 13 | N/A | |||
f.S | 20×5 | 10×5 | 7×5 | Mid | 3 | SR | 2.64×5 | 8 | 2×4,6 | 12 | -4 | 13 | 14×3, Stagger 35, 14 | 14 | 6 | N/A | |||
5H | 40 | 14 | 6 | Mid | 4 | SR | 3.84 | 12 | 6 | 15 | -4 | 16 | 17 | 16 | 14 | N/A | |||
5D | 20 | 11 | 20 | High | 4 | R | 2.64 | 29 | 14 | 15 | -12 | 16 | Launch 48 | 16 | 14 | N/A | |||
6P | 26 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 11 | 4 | 19 | -9 | 1~14F Upper Body | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | N/A | |
6H | 38×2 | 20×2 | 6×2 | Mid | 5 | SRF, SJRF | 3.84×2 | 18 | 9,3 | 21 | -5 | 18 | 19, Launch 28 | 18 | 15 | 18~20F, 27~29F | |||
2P | 8 | 3 | 8 | 70% | Mid | 1 | CSR | 1.44 | 6 | 3 | 9 | -2 | 9 | 10 | 10 | 11 | N/A | ||
2K | 18 | 5 | 7 | 80% | Low | 2 | SR | 2.64 | 6 | 4 | 9 | -1 | 11 | 12 | 12 | 12 | N/A | ||
2S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 7 | 3 | 22 | -11 | 13 | 14 | 14 | 13 | N/A | |||
2H | 40 | 20 | 6 | Mid | 5 | SRF | 3.84 | 8 | 4 | 38 | -23 | 18 | Down | 18 | 15 | 8~10F | |||
2D | 38 | 11 | 6 | Low | 4 | SJR | 3.84 | 12 | 3 | 33 | -19 | 9~26F, 36~39F Low Profile 27~35F Above Feet | 16 | Down | 16 | 13 | N/A | ||
j.P | 12 | 3 | 8 | 90% | High/Air | 1 | CSJR | 1.44 | 6 | 2 | 10 | 9 | 10 | 10 | 11 | N/A | |||
j.K | 16 | 5 | 7 | High/Air | 2 | SJR | 2.64 | 4 | 12 | 12 | 11 | 12 | 12 | 12 | N/A | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 9 | 4 | 16 | 13 | 14 | 14 | 13 | N/A | ||||
j.2S | 30 | 8 | 7 | 90% | High/Air | 3 | SR | 2.64 | 7 | 9 | 8 | 1~23F Throw | 13 | 14 | 14 | 13 | N/A | ||
j.H | 42 | 15 | 6 | High/Air | 5 | SR | 3.84 | 11 | 4 | 28 | 18 | 19 | 18 | 15 | N/A | ||||
j.D | 30, 40 | 11×2 | 6×2 | High/Air | 4 | SR | 3.84×2 | 10 | 9,3 | 15+5 after landing | 16 | Launch | 22, 26 | 14 | 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 | 50 | 6×2 | Forced 50% | 49 pixels | 4.00 | Down | ||||||||||||
Air Throw | 60 | 6×2 | Forced 50% | 88 pixels | 9.40 | 60 + WBounce | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 11 | 2 | 23 | -11 | 1~12F All 13~32F Throw and Upper Body | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | |
Taunt A | 0 | 8 | Air FD | 1 | R | 2.64 | 67 | 36 | 18 | -44 | 9 | 10 | 10 | 11 | ||||
Taunt B | 0 | 8 | Air FD | 1 | R | 2.64 | 45 | 25 | 18 | -33 | 9 | 10 | 10 | 11 | ||||
Taunt C | 0 | 8 | Air FD | 1 | R | 2.64 | 57 | 37 | 18 | -45 | 9 | 10 | 10 | 11 |
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 | |
236H | H I Use This to Fish | 55 | 0 | 8 | Forced 85% | All | 3 | F | 2.50/1.20 | 14 | 8 | 42 | -23 | 13 | Launch | 40 | 13 | 31~32F | ||
236D | D I Use This to Fish | 55 | 0 | 8 | Forced 85% | All | 3 | F | 2.50/1.20 | 14 | 8 | 53 | -34 | 13 | Launch | 40 | 13 | 31~32F | ||
214P | P My Talking Buddies | 21×2 | 0 | 8×2 | All | 1 | -/1.20×2 | 34+24~34 | 3(32)3 | Total 36 | 9 | 10 | 10 | 11 | N/A | |||||
214K | K My Talking Buddies | 20×3 | 0 | 8×3 | All | 1 | 1.00/1.20×3 | 34+24~26 | 15 | Total 36 | 9 | 10 | 10 | 11 | N/A | |||||
214S | S My Talking Buddies | 38 | 0 | 7 | All | 2 | 1.00/1.20 | 34+43 | 35 | Total 41 | 11 | 12 | 40 + WStick 27 | 12 | N/A | |||||
214H | H My Talking Buddies | 38 | 0 | 7 | All | 2 | 1.00/1.20 | 34+43 | 35 | Total 36 | 11 | 12 | 40 + WStick 27 | 12 | N/A | |||||
214D | D My Talking Buddies | 60 | 10 | 6 | All | 5 | 1.00/1.20 | 34+38~43 | 3 | Total 36 | 19 | Stagger 45 | 18 | 15 | N/A | |||||
421S | I Use This to Get Fruit | 22, 55 | 0 | 7×2 | All | 3, 2 | 2.50/1.20 | 22 | 18(15) | Total 37 | 13, 11 | Launch, 12 | 30, 12 | 13, 12 | N/A | |||||
236K | K It Started Out as Just Light | 20×3 | 0 | 8×3 | All | 1 | F | 2.00/1.20×3 | 32 | 62 | Total 51 | +11 | 9 | 10 | 10 | 5 | 27~29F | |||
236S | S It Started Out as Just Light | 20×3 | 0 | 8×3 | All | 1 | F | 2.00/1.20×3 | 32 | 49 | Total 54 | +8 | 9 | 10 | 10 | 5 | 27~29F | |||
j.214P | Please Leave Me Alone | 1.50/- | 9 | 176 | Total 22 | N/A | ||||||||||||||
j.214P Pop | Please Leave Me Alone (Pop) | 45 | 0 | 6 | All | 4 | -/1.20 | 13 | 4 | 16 | Launch | 36 | 14 | N/A |
- ※1 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; Fish disappears if it gets hit; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames
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 | |
j.214D | FB Please Leave Me Alone | 9 | 199 | Total 25 | N/A | |||||||||||||||
j.214D Pop | FB Please Leave Me Alone (Pop) | 45 | 0 | 6 | All | 4 | -/0.24 | 13 | 6 | 16 | Launch | 36 | 14 | N/A | ||||||
421D | FB I Use This to Get Fruit | 30×3 | 10×3 | 10×3 | All | 3 | F | -/0.24×3 | 31 | Total 47 | 13 | Launch | 14 | 13 | 15~16F |
Overdrives
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 | |
632146S | Imperial Ray | 40×N | 10×N | 9×N | All | 3 | F | 7+0 | {6(4)}×N | Total 41 | 5~6F Strike | 13 | Launch | 90 | 0 | 43~44F during superflash | ||||
632146P | Necro Unleashed | 0, 40×6 | 8, 7×6 | Throw | 1, 3×6 | 9+4 | 20 | 14 | 1~9F All 10~14F Strike | Launch | Down | 11 | N/A | |||||||
64641236H | Gamma Ray | 13×5, 12×32 | 20×39 | 6×5, 4×32 | 200% | All | 5 | F | 16+7 | 6(24)6(51)46 | -31 | 18 | Launch | 120×5, 18×32 | 7×5, 15×32 | 53~58F |
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 | |
[2]8462PH | I Can't... Contain My Strength | Fatal | 20 | All | 5 | 103+3 | 10 | 85 | -76 | 18 | 15 |
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/Dizzy/Data.