
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 | 0 | 1.0 | 1/5F | 1.0 | 60 | 49F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
2.8 | 2.2 | 7.75 | 0.3 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~7F | 8.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 24.0 | 1.3 | 38F | 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 | 9F | 18F | 16.0 | 8F | 18F | 10.0 | 75.0 |
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 |
---|---|---|
160 | 49 | 88 |
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
5P | 9 | 3 | 8 | 90% | Mid | 1 | CSJR | 1.44 | 6 | 4 | 7 | -1 | 9 | 10 | 10 | 11 | ||
5K | 12 | 3 | 8 | 70% | Low | 1 | SJR | 1.44 | 8 | 3 | 9 | -2 | 9 | 10 | 10 | 11 | ||
c.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 9 | 5 | 9 | 0 | 13 | 14 | 14 | 13 | |||
f.S | 20×3 | 10×3 | 7×3 | Mid | 3 | SR | 2.64×3 | 6 | 3,5,3 | 20 | -9 | 13 | 14 | 14 | 6 | |||
5H | 25×3 | 10×3 | 6×3 | Mid | 5 | SR | 3.84×3 | 13 | 2,6,3 | 15 | +1 | 18 | 19 | 18 | 7 | |||
5D | 18 | 8 | 20 | High | 3 | R | 2.64 | 26 | 3 | 24 | -13 | 1~End Feet | 13 | Launch 48 | 14 | 13 | ||
6P | 22×2 | 10×2 | 7×2 | 90% | Mid | 3 | SJR | 2.64×2 | 13 | 4,4 | 12 | -2 | 1~16F Upper Body | 13 | 14 | 14 | 13 | |
6K | 30 | 8 | 7 | 75% | High | 3 | SR | 2.64 | 18 | 5 | 18 | -9 | 13 | Crouch 15 | 14 | 13 | ||
6H | 50 | 20 | 6 | Mid | 5 | SR | 5.76 | 13 | 15 | 20 | -16 | 18 | Launch | 28 | 15 | |||
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 4 | 8 | -2 | 9 | 10 | 10 | 11 | ||
2K | 18 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 7 | 2 | 12 | 0 | 13 | 14 | 14 | 13 | ||
2S | 24 | 10 | 7 | Mid | 3 | SR | 2.64 | 9 | 4 | 16 | -6 | 13 | 14 | 14 | 13 | |||
2H | 50 | 20 | 6 | Mid | 5 | SR | 3.84 | 11 | 6 | 19 | -6 | 18 | Launch | 26 | 15 | |||
2D | 20 | 8 | 7 | Low | 3 | SJR | 2.64 | 9 | 6 | 15 | -7 | 13 | Down | 14 | 13 | |||
j.P | 13 | 3 | 8 | 90% | High/Air | 1 | CSR | 1.44 | 5 | 4 | 16 | 9 | 10 | 10 | 11 | |||
j.K | 18 | 8 | 7 | 90% | High/Air | 3 | SJR | 2.64 | 6 | 6 | 8 | 13 | 14 | 14 | 13 | |||
j.S | 22 | 8 | 7 | 80% | High/Air | 3 | SR | 2.64 | 7 | 12 | 12 | 13 | 14 | 14 | 13 | |||
j.H | 33 | 8 | 7 | High/Air | 3 | SR | 2.64 | 11 | 6 | 12 | 13 | 14 | 14 | 13 | ||||
j.D | 40 | 8 | 7 | High/Air | 3 | SR | 2.64 | 11 | 4 | 19+5 after landing | 13 | Launch | 30 | 13 |
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 | Forced 50% | 49 pixels | 4.00 | Down | ||||||||||||
Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | Down | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 13 | 9 | 18 | -13 | 1~21F All 22~36F Throw | 13 | Launch | 20 | 13 | |
Flight | Total 91 |
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 | |
22S | S Invite Hell | 40 | 0 | 7 | Low/Air | 3 | 2.00/1.20 | 18 | 48 | Total 42 | +2 | 13 | Down | 14 | 13 | N/A | ||||
22H | H Invite Hell | 40 | 0 | 7 | Low/Air | 3 | F | 2.00/1.20 | 18 | 36 | Total 42 | +2 | 13 | Down | 14 | 13 | 12~13F | |||
214[K] | Break the Law | Total 26~167 | 5~6F Upper Body 7~9F Above Knees 1~9F Throw | N/A | ||||||||||||||||
214[K] > 41236S | Followup Shadow Gallery | 40 | 11 | 6 | High/Air | 4 | R | -/6.00 | 10 for BtL+20 | 3 | 22+5 Landing | -13 | 1~2F Low Profile 3~8F Above Feet | 16 | Launch | 60 + Slide 30 | 14 | N/A | ||
j.41236S | Shadow Gallery | 40, 25 | 14×2 | 6×2 | Mid | 4 | RF | 2.00/6.00×2 | 7 after appearing | 6(12)3 | 24+7 after landing | -17 | After reappear: 1~12F Above Feet | 16 | Launch, Down | 60, 20 | 14 | 19~21F after reappearing | ||
236P/K/S/H Summon | Shadow Summon | Total 38 | N/A | |||||||||||||||||
236P/K/S/H Unsummon | Shadow Unsummon | Total 29 | N/A | |||||||||||||||||
]P[ | Small Attack | 20 | 0 | 7 | All | 2 | 10 | 3 | 12 | Shadow: 1~9F | 11 | 12 | 12 | 6 | N/A | |||||
]K[ | Traversing Attack | 24×2 | 0 | 7, 6 | All | 3, 4 | -/1.20 | 13 | 1(14)3 | 31 | Shadow: 31~50F | 13, 16 | 14, 17 | 19, 23 | 6, 7 | N/A | ||||
]S[ | Anti-Air Attack | 40 | 0 | 9 | All | 3 | 11 | 8 | 23 | Shadow: 26~32F | 13 | Launch | 30 + WBounce | 13 | N/A | |||||
]H[ | Shadow Hole | 20 | 0 | 7 | Forced 80% | All | 2 | -/1.20 | 30 | 214 | 23 | Shadow: 12~End | 11 | 175 | Stand | 6 | N/A | |||
]D[ | Overhead Attack | 24 | 0 | 6 | 80% | High/Air | 5 | -/1.20 | 28 | 28 | Total 37 | Shadow: 28~36F | 18 | 19 | 18 | 7 | N/A | |||
214P | Traversing | Total 18 | 1~16F All Shadow: 1~15F | N/A | ||||||||||||||||
]P[ Vice | Small Attack Vice | 20 | 3 | 7 | All | 2 | -/1.20 | 7 | 2 | 16 | 11 | 12 | 12 | 6 | N/A | |||||
]K[ Vice | Traversing Attack Vice | 16×4 | 6×4 | 8×4 | All | 3 | -/1.20×4 | 14 | 29 | 25 | 13 | 14 | 14 | 6 | N/A | |||||
]S[ Vice | Anti-Air Attack Vice | 40 | 10 | 10 | Mid | 4 | -/1.20 | 9 | 12 | 31 | 16 | Launch 28 | 16 | 14 | N/A | |||||
]H[ Vice | Drill Special Vice | 34×3 | 8×2, 10 | 10×3 | Low/Air×2, All | 3 | 147 | 36 | Total 139 | Shadow: 13~End | 13 | Launch | 29 | 13 | N/A | |||||
]D[ Vice | Overhead Attack Vice | 25 | 3 | 12 | 70% | High/Air | 2 | -/1.20 | 19 | 16 | 22 | 11 | 12 | 40 | 6 | N/A | ||||
214S | Drunkard Shade | 30 | 10 | 7 | Mid | 3 | RF | 1.50/9.00 | 9 | 10 | 10 | -6 | 1~18F Throw 3~18F Reflect | 13 | 14 | 14 | 13 | 9~10F | ||
623S | Damned Fang | 77 | 6 | Forced 50% | 70 pixels | F | -/10.50 | 6 | 1 | 18 | Down | 123~125F on hit7~9F after opponent gets stabbed |
- ※1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). Drills disappear immediately if Eddie gets hit.
- ※2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.
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 | |
22D | Drill Special | 34×3 | 0 | 10×3 | Low/Air, All×2 | 3 | F | 20 | 36 | Total 62 | +8 | 13 | Launch | 29 | 13 | 22~23F | ||||
236D | Exhaustion | Total 48 | N/A |
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 | |
632146H | Amorphous | 82×2 | 10×2 | 7×2 | Mid | 3 | 8+8 | 6,3 | 28 | -17 | 1~17F All 18~29F Throw | 13 | Launch 28 | 14, 25 | 0 | ||||
j.236236S | Executor-X | 50, 100 | 10 | 3, 7 | All | 3 | R | 4+7 | Until other side of screen | 37 after appearing | 3~17F Strike Recovery: 1~10F Above Knees Recovery: 11~22F Upper Body | 13 | Launch | 90, Down | 0 |
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 | Black in Mind | Fatal | 20 | Mid | 5 | 9+4 | 16 | 16 | -13 | 9~28F Strike | 18 | 0 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- Delay gatling windows are: 5P – 10~16F; 2P – 9~16F
- All whiff gatlings use delay timing
- 6H is special cancellable from 28F onwards
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
- X[*] = X is a delayed cancel, not immediately on hit like normal

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