
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 | 3 | 1.0 | 1/5F | 1.1 | 70 | 50F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
3.2 | 2.74 | 7.87 | 0.32 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
13 | 1~9F | 12.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 30.0 | 1.7 | 37F | 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 | 21F | 16.0 | 6F | 12F | 14.0 | 70.0 |
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 | 43 | 96 |
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 | 80% | Mid | 1 | CSJR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | N/A | ||
5K | 20 | 6 | 7 | Mid | 2 | SJR | 2.64 | 9 | 6 | 9 | -3 | 4~17F High profile 4~14F Throw | 11 | 12 | 12 | 11 | N/A | ||
c.S | 30 | 14 | 6 | Mid | 4 | SJR | 3.84 | 7 | 3 | 15 | -1 | 16 | 17 | 16 | 14 | N/A | |||
f.S | 33 | 14 | 6 | Mid | 4 | SJR | 2.64 | 12 | 3 | 20 | -6 | 16 | 17 | 16 | 14 | N/A | |||
5H | 50 | 20 | 6 | Mid | 5 | SR | 3.84 | 13 | 4 | 8 | +7 | 18 | Launch | 18 | 15 | N/A | |||
5D | 22 | 11 | 20 | High | 4 | R | 3.84 | 28 | 3 | 18 | -4 | 16 | Launch 48 | 16 | 14 | N/A | |||
5[D] | 38 | 11 | 18 | Low | 4 | R | 3.84 | 35 | 4 | 25 | -12 | 16 | Launch | 40 | 14 | N/A | |||
6P | 44 | 14 | 6 | 90% | Mid | 4 | SR | 3.84 | 16 | 6 | 18 | -7 | 1~18F Above Knees | 16 | Down | 16 | 14 | N/A | |
6[P] | 44 | 14 | 6 | 90% | Mid | 4 | SR | 3.84 | 17~47 | 6 | 18 | -7~+11 | 1~11F Above Knees | 16~34 | Down | 40 + WStick 30 | 14 | N/A | |
6H Lv1 | 70 | 20 | 6 | Mid | 5 | SR | 3.84 | 15 | 6 | 34 | -21 | 18 | 19 | 18 | 15 | N/A | |||
6H Lv2 | 70 | 20 | 6 | Mid | 5 | SR | 3.84 | 22~27 | 6 | 31 | -18 | 18 | 19 | 18 | 15 | N/A | |||
6H Lv3 | 90 | 15 | 6 | High | 5 | SR | 3.84 | 26 | 6 | 21 | -8 | 18 | 19 | 18 | 15 | N/A | |||
2P | 10 | 3 | 8 | 80% | Mid | 1 | CSJR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | N/A | ||
2K | 14 | 3 | 8 | 80% | Low | 1 | SR | 1.44 | 7 | 4 | 9 | -3 | 7~10F Low Profile | 9 | 10 | 10 | 11 | N/A | |
3K | 24 | 5 | 7 | Low | 2 | RF | 2.64 | 8 | 21 | 20 | -29 | 5~7F, 29~40F Low Profile 8~28F Above Feet | 11 | Down | 12 | 11 | 29~30F | ||
2S | 26 | 10 | 7 | Mid | 3 | SR | 2.64 | 9 | 3 | 15 | -4 | 13 | 14 | 14 | 13 | N/A | |||
2H | 44 | 15 | 6 | Low | 5 | SR | 3.84 | 14 | 3 | 16 | 0 | 18 | Stagger 31 | 18 | 15 | N/A | |||
2D | 30 | 11 | 6 | Low | 4 | SR | 3.84 | 7 | 10 | 8 | -1 | 16 | Down | 16 | 14 | N/A | |||
j.P | 14 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 6 | 6 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 24 | 5 | 7 | High/Air | 2 | SR | 2.64 | 6 | 6 | 8 | 11 | 12 | 12 | 11 | N/A | ||||
j.S | 30 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 13 | 4 | 5 | 13 | 14 | 14 | 13 | N/A | ||||
j.H | 40 | 8 | 7 | High/Air | 3 | SR | 2.64 | 12 | 10 | 15 | 13 | 14 | 28 | 13 | N/A | ||||
j.2H | 41 | 11 | 7 | High/Air | 3 | SR | 2.64 | 13 | Until landing | 0 | 16 | 14 | 14 | 13 | N/A | ||||
j.D | 38 | 11 | 6 | High/Air | 4 | SJR | 3.84 | 10 | 12 | 24+5 after landing | 7~21F Upper Body | 16 | Launch | 21 | 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 | 55 | 6 | Forced 50% | 43 pixels | 4.00 | Down | ||||||||||||
Air Throw | 60 | 6 | Forced 50% | 96 pixels | 4.00 | Down | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 16 | 6 | 18 | -10 | 1~21F All 22~37F Throw | 13 | Launch 28 + WBounce | 14 + WBounce | 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 | |
[4]6S | S Mr. Dolphin Horizontal | 50 | 10 | 10 | All | 3 | F | 1.00/2.40 | 7 | 10 | 8+3 after landing | -9 | 3~6F, 9~16F Lower Body 7~8F, 17~19F Feet | 13 | 14 | 48 + Slide 21 | 13 | 10~12F after hit or block | ||
[4]6H | H Mr. Dolphin Horizontal | 50 | 10 | 10 | All | 3 | F | 1.00/3.60 | 8 | 20 | 7+3 after landing | -10 | 4~7F, 10~27F Lower Body 8~9F, 28~30F Feet | 13 | 14 | 48 + Slide 21 | 13 | 10~12F after hit or block | ||
[2]8S | S Mr. Dolphin Vertical | 50 | 10→8 | 14 | Mid→ High/Air | 3 | F | 1.00/2.40 | 8 | 20 | 3 after landing | -15 | 1~3F Throw | 13 | Launch | 35 | 13 | 10~12F after hit or block | ||
[2]8H | H Mr. Dolphin Vertical | 50 | 10→8 | 14 | Mid→ High/Air | 3 | F | 1.00/3.60 | 8 | 27 | 3 after landing | -13 | 1~3F Throw | 13 | Launch | 40 | 13 | 10~12F after hit or block | ||
623S | S Restive Rolling | 30 | 6 | 7 | Mid | 3 | RF | 1.50/4.20 | 13 | 40 | 22+15 after landing | -65 | 11 | Launch | 35 | 13 | 13~14F | |||
623H | H Restive Rolling | 30 | 6 | 7 | Mid | 3 | RF | 1.50/4.20 | 13 | 40 | 24+15 after landing | -67 | 11 | Launch | 40 | 13 | 13~14F | |||
j.623S | Air S Restive Rolling | 30 | 5 | 7 | High/Air | 3 | RF | 1.50/3.60 | 10 | 40 | Until landing+15 | 11 | Launch | 30 | 13 | 10~12F | ||||
j.623H | Air H Restive Rolling | 30 | 5 | 6 | High/Air | 4 | RF | 1.50/3.60 | 16 | 40 | Until landing+15 | -4 | 11 | 17 | 35 | 14 | 16~18F | |||
623H > H | Hard to Port | 18 | 6 | 7 | All | 2 | R | 0.60/3.48 | 5 | 24 | Until landing+15 | 11 | Down | 32 | 11 | N/A | ||||
41236[X] | Applause for the Victim (Strike) | 20 | 10 | 7 | 90% | Mid | 3 | RF | 2.50/- | 23 | 12 | 21 | -19 | 1~10F Upper Body 11~25F Low Profile | 13 | Launch | 16 | 13 | 23~24F | |
41236]X[ | Applause for the Victim (Dolphin) | 22×1/2/3/6 | 0 | 7×1/2/3/6 | All | 3 | 1.20×1/2/3/6 | 49 | 3 | 13 | 14 | 14 | 13 | N/A | ||||||
63214K | Overhead Kiss | 40 | 6, 1 | Forced 65% | 90 pixels | RF | -/6.00 | 24 | 1 | 38 | 18~21F Strike 22~25F All | Launch 80 + WBounce | 42~44F on whiff |
- ※1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. Minimum charge time of 30F
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
214D | Jackhound | 38 | 15 | 6 | Forced 80% | High | 5 | R | 24 | 10 | 35 | -26 | 16~33F, 52~64F Foot 34~39F, 48~51F Low Profile 40~47F Above Feet | 18 | Launch | 50 + GBounce 10 | 15 | ||
[4]6S > 56D | S Go, Mr. Dolphin! Horizontal | 22 | 10 | 7 | All | 3 | 1 | 17 | Until landing+11 | +13 | 13 | 14 | 30 | 13 | |||||
[4]6H > 56D | H Go, Mr. Dolphin! Horizontal | 22 | 10 | 7 | All | 3 | 1 | 20 | Until landing+14 | +10 | 13 | 14 | 30 | 13 | |||||
[2]8S > 58D | Go, Mr. Dolphin! Vertical | 22 | 10 | 7 | All | 3 | 1 | Total 16 | 13 | 14 | 30 | 13 |
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 | |
63214H | Ultimate Whiner | 25, 17×8 | 20 | 6, 3×8 | Mid | 5 | R | 7+2 | 3 | 26 | -10 | 1~10F All 11~13F Throw | 18 | 19×8, Launch | 120, 18, 50×7 | 15, 0×7, 15 | |||
236236S | Great Yamada Attack | 110 | 20 | 16 | Mid | 5 | 9+0 | Total 74 | 5~22F Strike | 18 | Launch | 90 + WBounce | 15 | ||||||
63214S | Super Screaming Ultimate Spinning Whirlwind | 24×10 | 6×10 | 5×10 | Mid | 5 | R | 1+14 | {2(12)}×9,2 | 15 | +2 | 1~7F Strike 8~Until Recovery: Armor | 18 | Launch | 120 + WBounce | 7 | |||
63214S > P | Deluxe Goshogawara Bomber | 48 | 20 | 6 | Mid | 5 | 11 | 10 | 14 | +20 | 28 | Launch | 60 | 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 | |
4123641236H | May and the Jolly Crew | Fatal | 70 pixels | 7+9 | 2 | 6 | 1~18F All |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- j.D is cancellable from 23F
- 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/May/Data.