GGST/Anji Mito/Frame Data
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Anji Mito
Anji Mito

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 | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. |
startup | Number of frames for this move to reach its 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 the attacker can act 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. |
onHit | After getting hit by this attack, how soon the attacker can act 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. |
riscGain | How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions. |
counter | The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Anji Mito | 1.06 | 5 | 4 | Normal | 20/1~5 strike invuln/1~15 airborne | Issokutobi | 1 | 10 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 46.2 | 49 | 56.76 | 3 | 3 | 25/19 | 12 | 18 | 6 | 3 | 4 |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 26 | All | 6 | 5 | 9 | -2 | +1 | 1000 | 1500 | 1 | Small | none | 80% | |
5K | 30 | All | 8 | 5 | 9 | -2 | +1 | 1000 | 1000 | 1 | Small | none | 90% | |
c.S | 42 | All | 7 | 7 | 11 | +1 | +4 | 2500 | 1000 | 4 | Mid | none | 100% | |
f.S | 33 | All | 11 | 2 | 21 | -9 | -6 | 1500 | 1000 | 2 | Mid | none | 90% | |
5H | 44 | All | 15 | 4 | 23 | -8 | -5 | 2500 | 1000 | 4 | Large | none | 100% | |
2P | 22 | All | 5 | 2 | 10 | -2 | +1 | 500 | 1500 | 0 | Small | none | 80% | |
2K | 25 | Low | 7 | 3 | 11 | -2 | +1 | 750 | 1000 | 1 | Small | none | 70% | |
2S | 31 | Low | 10 | 4 | 16 | -6 | -3 | 1125 | 1000 | 2 | Mid | none | 90% | |
2H | 44 | All | 22 | 4 | 19 | -4 | 2500 | 1000 | 4 | Large | none | 100% | ||
j.P | 23 | High | 9 | 2 | 5 | 375 | 1000 | 0 | Small | none | 80% | |||
j.K | 26 | High | 6 | 4 | 15 | 750 | 1000 | 1 | Small | none | 80% | |||
j.S | 31 | High | 7 | 5 | 20 | 1125 | 1000 | 2 | Mid | none | 80% | |||
j.H | 39 | High | 13 | 3 | 27 | 1125 | 1000 | 2 | Mid | none | 80% | |||
j.D | 42 | High | 8 | 6 | 18 | 1500 | 1000 | 3 | Mid | none | 80% | |||
6P | 33 | All | 10 | 6 | 25 | -17 | 1500 | 1000 | 2 | Mid | 1-3 Upper Body 4-15 Above Knees | 90% | ||
6H | 12,12,25 | All | 16 | 3(3)3(4)4 | 21 | -8 | 500, 500, 600 | 1000 | 2,2,3 | Large | none | 100% | ||
2D | 31 | Low | 10 | 3 | 22 | -11 | 1125 | 1000 | 2 | Large | none | 90% | ||
5D | 45 | High | 20 | 3 | 26 | -15 | 0 | 1125 | 3000 | 2 | Mid | none | 80% | |
5[D] | 56 | High | 28 | 3 | 26 | -10 | 0 | 1875 | 1500 | 4 | Mid | none | 100% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236P | Shitsu | 20,40 | All | 29 | 71 | Total 52 | -5 | -2 | 200×2 | 1000×2 | 1 | Very Small×2 | none | 80% | |
236K | Suigetsu No Hakobi | Total 34~50 | 10-25~41 Guard Point | ||||||||||||
236S | Kou | 20,30 | All | 12 [28] | 9(6)5 | 14 | 1500×2 | 1000 | 3 | Mid | 1-9 Above Waist 10-31 Upper Body [10-25 Guard Point] | 80% | |||
236H | Fuujin | 35 | All | 16 [32] | 4 | 21 | -8 [-6] | -5 [-3] | 2000 | 1000 | 3 [4] | Large | [10-25 Guard Point] | 100% | |
236H P | Shin: Ichishiki | 32 | All | 30 (43 if early cancelled from Fuujin) | 8 | Total 43+6 after landing | +7 | +11 | 500 | 1000 | 2 | Very Small | none | 80% | |
236H K | Issokutobi | 22+6 after landing | |||||||||||||
236H S | Nagiha | 36 | Low | 15 (28 with early cancel) | 4 | 20 | -7 | 1500 | 1000 | 3 | Mid | 90% | |||
236H H | Rin | 45 | High | 21 (34 with early cancel) | 2 | 24 | -9 | 1500 | 2000 | 3 | Large | 80% |
Supers
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
632146H | Issei Ougi: Sai | 15×6,75 | All | 11+6 | -30 | 350 | 1000 | Very Small | 100% | ||||||
632146S | Kachoufuugetsu Kai | Total 40 | 1-30 Guard | ||||||||||||
632146S Attack Near | Kachoufuugetsu Kai | 66,15×4,60 | All | 2+1 | 1000 | 100% | |||||||||
632146S Attack Far | Kachoufuugetsu Kai | 60, 80 | All | 2+1 | -1 | 1200, 1800 | 1000 | Mid | 100% |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | HKD +59 | 2500 | none | 50% | |||||
Air Throw | 80 | Air Throw | 2 | 3 | Until L+10 | 2500 | none | 50% | ||||||
Dash Cancel | Total 22 |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/Anji Mito/Data. |
Click [★] for character's full frame data
System Explanations
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
Mechanics Glossary
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Faultless Defense
- Forced Proration
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall