Glossary
System Data Glossary | |
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Defense | The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info, see here. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
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. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Pre-Instant Air Dash | The minimum number of frames before a character can initiate an air dash from neutral. |
Air Dash Duration | The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled. |
Air Backdash Duration | The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled. |
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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Damage | The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense. |
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 move. 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. |
On-Block | 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 grounded opponent, and that the attacker does not cancel the attack into anything else. |
On-Hit | 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. |
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 Type | The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large. |
Invuln | Attribute and hitbox invincibility for this move. |
Proration | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
R.I.S.C. Gain | 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. |
R.I.S.C. Loss | 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. |
Input Tension | 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. |
Chip Ratio | The percentage of this attack's base damage that is still dealt as chip damage on block. |
Wall Damage | The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects. |
OTG Ratio | The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||
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※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery. | ||||||||||||||||||||||||||||||||||||||||||
For more values, see GGST/Frame Data |
System Data
- Core Data
Name | Defense | Guts | R.I.S.C. Gain Modifier | Prejump | Backdash Duration | Backdash Invuln | Backdash Airborne | Forward Dash | Unique Movement Options | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|
Asuka R | -64 | 0 | 34.0 | 4 | 21 | 1-5F | 1-18F | Go to Marker |
- Jump Data
Jump Duration | High Jump Duration | Jump Height | High Jump Height | Pre-Instant Air Dash | Air Dash Duration | Air Backdash Duration | Air Dash Distance | Air Backdash Distance | Jumping Tension Gain | Air Dash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|
37 | 47 | 8 [high jump: 7] | 18/24 | 6/11 | 715 | 228.367 |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
5P | 21 | All | 6 | 3 | 9 | -2 | +1 | 0 | Small | 80% | 500 | 1500 | ||
5K | 25 | All | 7 | 3 | 12 | -3 | ±0 | 1 | Small | 90% | 1000 | 1000 | ||
c.S | 39 | All | 7 | 6 | 10 | +1 | +4 | 3 | Mid | 100% | 2000 | 1000 | ||
f.S | 33 | All | 11 | 3 | 17 | -6 | -3 | 2 | Mid | 90% | 1500 | 1000 | ||
5H | 49 | All | 15 | 3 | 29 | -13 | KD | 4 | Large | 90% | 2500 | 1000 | ||
2P | 18 | All | 5 | 2 | 10 | -2 | +1 | 0 | Small | 80% | 500 | 1500 | ||
2K | 22 | Low | 6 | 3 | 12 | -3 | ±0 | 1 | Small | 70% | 750 | 1000 | ||
2S | 31 | Low | 12 | 3 | 18 | -7 | -4 | 2 | Mid | 90% | 1125 | 1000 | ||
2H | 13×3 | All | 14 | 2,2, 2 | 18 | -3 | KD | 3 | Large | 90% | 600×3 | 1000 | ||
j.P | 17 | High | 6 | 3 | 13 | 0 | Small | 80% | 375 | 1000 | ||||
j.K | 21 | High | 7 | 4 | 15 | -3 (IAD) | +0 (IAD) | 1 | Small | 80% | 750 | 1000 | ||
j.S | 27 | High | 9 | 5 | 18 | +1 (IAD) | +4 (IAD) | 2 | Mid | 80$ | 1125 | 1000 | ||
j.H | 37 | High | 11 | 4 | 32 | +4 (IAD) | +7 (IAD) | 2 | Mid | 80% | 1125 | 1000 | ||
j.D | 39 | High | 14 | 3 | 25 | +7 (IAD) | +10 (IAD) | 2 | Mid | 80% | 1125 | 1000 | ||
6P | 29 | All | 11 | 6 | 17 | -9 | KD | 2 | Mid | 1-3 Upper Body 4-16 Above Knees | 90% | 1500 | 1000 | |
6K | 19×2 | Low | 14 | 2, 2 | 16 | -4 | 2 | Mid | 90% | 525x2 | 1000 | |||
6H | 57 | High | 25 | 7 | 25 | -13 | HKD | 4 | Large | 80% | 1875 | 1000 | ||
2D | 31 | Low | 12 | 9 | 20 | -9 | HKD | 2 | Very Small | 80% | ||||
5D | 40 | High | 20 | 3 | 26 | -15 | ±0 | 2 | Mid | 80% | 1125 | 3000 [1000] | ||
5[D] | 50 | High | 28 | 3 | 26 | -10 | KD +36 | 4 | Mid | 100% | 1875 | 1500 [1000] |
Special Moves
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
236X | Chant | Total 39 (empty Spell Slot) | |||||||||||||
214X (Draw) | Draw | 7 | Total 28 | ||||||||||||
214X (Discard) | Discard | 7 | Total 25 | ||||||||||||
22P/K/S | Recover Mana | 13 | 7 | Total 25 (No Hold) | |||||||||||
22H~X | Change Test Case | 2 | Total 28 |
Spells
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
Reduce Mana Cost | Reduce Mana Cost | 11 | 600 | Total 29 | |||||||||||
Recover Mana (Continuous) | Recover Mana (Continuous) | 16 | 900 | Total 39 | |||||||||||
Recover Mana (Instant) | Recover Mana (Instant) | 11 | Total 29 | ||||||||||||
Bookmark (Full Import) | Bookmark (Full Import) | 11 | Total 29 | ||||||||||||
Bookmark (Random Import) | Bookmark (Random Import) | 11 | Total 29 | ||||||||||||
Bookmark (Auto Import) | Bookmark (Auto Import) | 16 | 600 | Total 39 | |||||||||||
High-Pass Filter Gravity | High-Pass Filter Gravity | 19 | 600 | Total 30 | |||||||||||
Low-Pass Filter Gravity | Low-Pass Filter Gravity | 19 | 600 | Total 30 | |||||||||||
Shooting Time Stretch (Accelerate) | Shooting Time Stretch (Accelerate) | 19 | 600 | Total 30 | |||||||||||
Shooting Time Stretch (Decelerate) | Shooting Time Stretch (Decelerate) | 19 | 600 | Total 30 | |||||||||||
Gravity Rod (Shooting) | Gravity Rod (Shooting) | 19 | 600 | Total 30 | |||||||||||
Repulsive Rod (Shooting) | Repulsive Rod (Shooting) | 19 | 600 | Total 30 | |||||||||||
Howling Metron | Howling Metron | 41 | All [Guard Crush] | 11 | Total 39 | +5 [+16] | KD | 4 | Very Small | 80% | 500 | 2000 | |||
Delayed Howling Metron | Delayed Howling Metron | 22×3 | All [Guard Crush] | 21 | Total 54 | +22 [+33] | KD | 4 | Very Small | 80% | 100×3 | 2000 | |||
Howling Metron MS Processing | Howling Metron MS Processing | 24×3 | All [Guard Crush] | 16, 21, 26 | Total 49 | +10 [+21] | KD | 4 | Very Small | 80% | 100x3 | 2000 | |||
Metron Screamer 808 | Metron Screamer 808 | 53 | All (Guard Crush) | 12 | Total 34 | +16 | KD | 4 | Very Small | 80% | 500 | 2000 | |||
Metron Arpeggio | Metron Arpeggio | 17×10 | All [Guard Crush] | 31 | Total 59 | +113 [+124] | KD | 4 | Very Small | 80% | 100×10 | 2000 | |||
Delayed Tardus Metron | Delayed Tardus Metron | 26×3 | All [Guard Crush] | 21 | Total 39 | +57 [+68] | KD | 4 | Very Small | 80% | 100×3 | 2000 | |||
Terra Metron | Terra Metron | 47 | Low (Air: All) | 16 | 3 | Total 45 | +4 | KD | 4 | Very Small | 80% | 375 | 2000 | ||
Accipiter Metron | Accipiter Metron | 49 | High | 19 | 3 | Total 48 | +4 | KD | 4 | Very Small | 80% | 375 | 2000 | ||
Aquila Metron | Aquila Metron | 40 | All | 14 | Total 59 | -25 | HKD +41 | 2 | Very Small | Strike 1-15 | 60% | 500 | 1000 | ||
Bit Shift Metron | Bit Shift Metron | 28×1~5 | All [Guard Crush] | 14 | 4 | Total 39 | +8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] | KD | Very Small | 80% | 100×5 | 2000 | |||
RMS Boost Metron | RMS Boost Metron | 55/66/77/88/99 | All (Guard Crush) | 14 | 5 | Total 44 | +25 | KD | 4 | Very Small | 80% | 500 | 2000 | ||
Go to Marker | Go to Marker | 16 | Total 35 | 16-25 Full | |||||||||||
Sampler 404 | Sampler 404 | 11 | Until Spell Used | Total 29 | |||||||||||
Chaotic Option | Chaotic Option | 11 | Total 29 |
Supers
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
632146P/K | Submicron Particle Sphere | 22×5 | All [Guard Crush] | 6+1 | Until Hit | Total 32 | +36 [+47] | KD | 4x5 | Very Small | 100% | 300 | |||
632146S | Bookmark (Full Order) | 16 | Total 17 |
Other
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
Ground Throw | 70 | Ground Throw: 90 | 2 | 3 | 38 | Forced 50% | 2500 | |||||||
Air Throw | 70 | Air Throw: 200 | 2 | 3 | 38 or Until Landing+10 | Forced 50% | 2500 | |||||||
Wild Assault | 30 | All | 20~31 | 3 | 20 | +13 | Stagger +12 | 4 | 90% | 2500 | 3000 | |||
Wild Assault | 50 | All | 32 | 3 | 20 | +17 | HKD +71 | 4 | Mid | 100% | 2500 | 2000 | ||
Finish Blow | 80 | 11 | HKD (+23) | 1000 | ||||||||||
Dash Cancel | Total 22 |
Cancel Data
Asuka has many cancels available to him which generally follow a set of rules.
Normal Cancel Data
Cancelled Move | No Cancel | 2H~XGuardStartup2RecoveryTotal 28Advantage- or 4X (Draw)GuardStartup7RecoveryTotal 28Advantage- | 2P/K/SGuardStartup13RecoveryTotal 25 (No Hold)Advantage- or 4X (Discard)GuardStartup7RecoveryTotal 25Advantage- | 4XGuardStartup7RecoveryTotal 28Advantage- > 4X (Discard)GuardStartup7RecoveryTotal 25Advantage- or 4XGuardStartup7RecoveryTotal 28Advantage- > 2P/K/SGuardStartup13RecoveryTotal 25 (No Hold)Advantage- | 4XGuardStartup7RecoveryTotal 28Advantage- > 4X (Draw)GuardStartup7RecoveryTotal 28Advantage- | 632146SGuardStartup16RecoveryTotal 17Advantage- |
---|---|---|---|---|---|---|
Attack Lv 05P, 2P, j.P | -- | -19 | -16 | -32 | -35 | -8 |
Attack Lv 15K,2K, j.K | -- | -17 | -14 | -30 | -33 | -6 |
Attack Lv 26K, f.S, 2S, 6P, 2H, j.S, j.H, j.D |
-- | -15 | -12 | -28 | -31 | -4 |
Attack Lv 3c.S, 2H | -- | -12 | -9 | -25 | -28 | -1 |
Attack Lv 45H, 6H | -- | -10 | -7 | -23 | -26 | +1 |
2D19 frames of effective blockstun | -9 | -9 | -6 | -22 | -25 | +2 |
Wild AssaultUncharged and partially charged | +12 | +6 | +9 | -10 | -13 | +17 |
Wild Assault (Charged)5 extra frames of blockstun | +17 | +11 | +14 | -5 | -8 | +22 |
Howling Metron | +5 | +2 | +5 | -11 | -14 | +13 |
Delayed Howling Metron | +22 | +24 | +27 | +11 | +8 | +35 |
Howling Metron MS Processing | +10 | +12 | +15 | -1 | -4 | +23 |
Metron Screamer 808 | +16 | +7 | +10 | -6 | -9 | +18 |
Metron Arpeggio | +113 | +110 | +113 | +97 | +94 | +121 |
Delayed Tardus Metron | +57 | +44 | +47 | +31 | +28 | +55 |
Terra Metron | +4 | +2 | +5 | -11 | -14 | +13 |
Accipiter Metron | +4 | +2 | +5 | -11 | -14 | +13 |
Bit Shift Metron (1) | +8 | +2 | +5 | -11 | -14 | +13 |
Bit Shift Metron (2) | +18 | +12 | +15 | -1 | -4 | +23 |
Bit Shift Metron (3) | +28 | +22 | +25 | +9 | +6 | +33 |
Bit Shift Metron (4) | +38 | +32 | +35 | +19 | +16 | +43 |
Bit Shift Metron (5) | +48 | +42 | +45 | +29 | +26 | +53 |
RMS Boost Metron | +25 | +24 | +27 | +11 | +8 | +35 |
Aquila Metron | -25 |
- Shooting Time Stretch (Accelerate) adds 11 frames of additional blockstun to the following moves.
Gatling Table
- X = X is available on hit or block