GGACR/Anji Mito/Frame Data
Jump to navigation
Jump to search
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 | 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. |
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. | ||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||
gbp | Guard Bar Plus (gbp). How much the Guard Bar increases on block. | ||||||||||
gbm | Guard Bar Minus (gbm). 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.
| ||||||||||
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. Air blocking adds 2 frames of blockstun. | ||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. |
System Data
name | icon | defense | guts | prejump | weight | backdash | forwarddash | guardBalance | wakeupFaceUp | wakeupFaceDown | umo |
---|---|---|---|---|---|---|---|---|---|---|---|
Anji Mito | 1.06 | 5 | 3F | Middleweight (x1.0) | 16F (1~>9F invuln) | 1.25 | 54F | 50F |
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 | 10 | 6 | 7 | Mid | 3 | SJR | 2.64 | 4 | 3 | 8 | +3 | 13 | 14 | 16 | 13 | |||
5K | 14 | 3 | 8 | Mid | 1 | SJR | 1.44 | 5 | 5 | 6 | -1 | 9 | 10 | 10 | 11 | |||
5S | 26 | 14 | 6 | Mid | 4 | SJR | 3.84 | 7 | 4 | 13 | 0 | 16 | 17 | 16 | 14 | |||
5H | 38 | 20 | 6 | Mid | 5 | SR | 3.84 | 15 | 4 | 21 | -6 | 18 | Crouch 19 | Down | 15 | |||
6P | 24 | 20 | 6 | 90% | Mid | 5 | SR | 3.84 | 18 | 4 | 16 | -1 | 1~21F Above Knees | 18 | 21 | 18 | 15 | |
3P | 28 | 8 | 7 | High | 3 | R | 2.64 | 20 | 3 | 11 | 0 | 13 | 14 | 14 | 13 | |||
6K | 28 | 10 | 7 | Mid | 3 | RF | 2.64 | 11 | 6 | 18 | -10 | 1~7F Guard High | 13 | 14 | 14 | 13 | ||
3K | 38 | 10 | 7 | 80% | Low | 4 | SR | 0.50/4.80 | 19 | 4 | 14 | -1 | 1~5F Guard Low 1~End Throw | 16 | 17 | 16 | 14 | |
6S | 34 | 10 | 7 | Mid | 3 | SJR | 2.64 | 13 | 4 | 17 | -7 | 7~12F Guard High | 13 | 14 | 14 | 13 | ||
3S | 28 | 20 | 6 | Mid | 5 | SJR | 3.84 | 28 | 12 | 10 | +1 | 1~27F Guard Low | 22 | 19 | 18 | 15 | ||
6H | 44 | 14 | 6 | 80% | Mid | 4 | SRF | 3.84 | 21 | 6 | 25 | -14 | 12~19F Guard High 14~20F Throw | 16 | Launch | 19 | 14 | |
5D | 15 | 8 | 20 | High | 3 | SR | 2.64 | 27 | 6 | 26 | -18 | 4~18F Guard High | 13 | Launch | 14 | 13 | ||
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | ||
2K | 12 | 8 | 7 | 70% | Low | 3 | SR | 2.64 | 8 | 2 | 6 | +6 | 13 | 14 | 14 | 13 | ||
2S | 28 | 8 | 7 | Low | 3 | SR | 2.64 | 8 | 6 | 14 | -6 | 11~13F, 21~23F Low Profile | 13 | 14 | 14 | 13 | ||
2H | 38 | 14 | 6 | Mid | 5 | SR | 3.84 | 20 | 5 | 15 | +5 | 10~19F Guard Low | 22 | 19 | 18 | 15 | ||
2D | 28 | 11 | 6 | Low | 4 | SR | 3.84 | 7 | 3 | 25 | -11 | 5~23F Low Profile | 16 | Launch | 16 | 14 | ||
j.P | 10 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 8 | 3 | 3 | 9 | 10 | 10 | 11 | ||||
j.K | 18 | 10 | 7 | High/Air | 3 | SR | 2.64 | 6 | 6 | 10 | 13 | 14 | 14 | 13 | ||||
j.S | 28 | 10 | 7 | High/Air | 3 | SJR | 2.64 | 7 | 9 | 18 | 13 | 14 | 14 | 13 | ||||
j.H | 32 | 10 | 7 | High/Air | 3 | SR | 2.64 | 13 | 6 | 15 | 13 | 14 | 14 | 13 | ||||
j.D | 40 | 10 | 7 | 90% | High/Air | 3 | SR | 2.64 | 10 | 6 | 14+6 after landing | 1~11F, 22~End Upper Body | 13 |
- ※1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).
Universal Mechanics
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 | |
Ground Throw | Ground Throw | 56 | 6 | Forced 50% | 43 pixels | 4.00 | |||||||||||||
Air Throw | Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | |||||||||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 12 | 6 | 12 | -4 | 1~11F All 12~26F Throw | 13 | Down | 14 | 13 |
Special Moves
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 | |
236P | Shitsu | 18, 16×2 | 0 | 8×3 | All | 1 | 2.50/1.20×3 | 21 | 56 | Total 48 | -7 | 9 | 10 | 10 | 11 | ||||
236S | S Fuujin | 30 | 10 | 7 | Mid | 3 | R | 2.50/3.60 | 15 | 3 | 27 | -16 | 13 | 14 | 13 | ||||
236H | H Fuujin | 46 | 10 | 7 | 80% | Mid | 3 | R | 2.90/4.08 | 20 | 3 | 27 | -16 | 1~12F Strike | 13 | 38 + WBounce | 38 + WBounce | 13 | |
236S > P | Shin: Isshiki | 10×6 | 0 | 7×6 | All | 3 | F | 1.60/1.20×6 | 36 | Total 50+8 after landing | +17 | 13 | 14 | 14 | 13 | ||||
236S > K | Issokutobi | 1.70/- | 24+6 after landing | ||||||||||||||||
236S > S | Nagiha | 30 | 8 | 7 | Low | 3 | RF | 1.50/2.40 | 10 | 6 | 27 | -19 | 13 | Launch | 35 | 13 | |||
236S > H | Rin | 40 | 20 | 30 | High | 5 | R | -/7.20 | 27 | 8 | 16 | 0 | 1~22F Throw 8~26F Guard High | 21 | Down | Down | 15 | ||
Autoguard > P | Kou | 25,7×6,20 | 10,3 | 4×8 | Mid | 3,1×6,5 | R | -/7.20×8 | 4 | 2,4×6,12 | 11+8 after landing | -41 | 1~4F Strike 5~13F Upper Body | 13, 9×6, 18 | Launch | 20×7, 60 | 13, 5×6, 15 | ||
Autoguard > K | Sou | 12×3,38 | 6×3,20 | 5×3,3 | Mid | 2×3,5 | RF | 0.50/2.40×3,5.80 | 11 | 4×2,3(4)5 | 14 | +4 | 1~11F Strike 12~23F Lower Body | 11×3, 18 | 12×3, 23 | 12×3, 18 | 6×3, 15 | ||
623H | On | 0,90 | 7,8 | Unblockable | 3 | F | 2.50/6.00 | 11 | 18 | 20+6 after landing | Down | 13 | |||||||
214P | P Kai | 32 | 8 | 7 | High/Air | 3 | R | 2.00/7.20 | 28 | 3 | 9 | +2 | 13 | Launch | 14 | 13 | |||
214K | K Kai | 50 | 14 | 6 | High/Air | 4 | RF | 2.50/1.80 | 32 | 10 | Until landing+8 | +1 | 16 | Launch | 40 + GBounce | 14 | |||
j.214P | Shin: Nishiki | 45 | 10 | 7 | High/Air | 3 | R | 2.50/2.40 | 14 | 7 | 44 | -37 | 13 | Launch | 60 | 6 |
- ※1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).
Force Breaks
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 | |
236D | FB Shitsu | 25,16×2 | 0 | 8,12×2 | All, High/Air×2 | 1,2×2 | 0.50/- | 21 | 40 | Total 50 | -9 | 9 | 10 | 10 | 11 | ||||
236S > D | FB Rin | 50 | 15 | 20 | High | 5 | R | 21 | 8 | 8 | +5 | 2~20F Guard High 2~25F Throw | 18 | Launch | 60 + GBounce | 15 | |||
Autoguard > D | FB Kou | 35,7×6,70 | 10,3 | 7,4×7 | Mid | 3,1×6,5 | R | 4 | 2,4×6(24)4 | 39+8 after landing | -89 | 1~11F Strike 12~13F Upper Body | 13, 9×6, 18 | Launch | 60, 20×6, 60 | 13, 5×7 | |||
623D | FB On | 90 | ?? | Unblockable | 3 | F | 0.50/1.20 | 21 | 18 | 35+6 after landing | 10~18F Low Profile 19~28F Strike | 120 | 13 |
- ※1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).
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 | Issei Ougi: Sai | 11×11, 50 | 10×12 | 2×12 | All | 3 | F | 7+3 | 4×9,2×2,4 | 63 | -40 | 3~6F Above Chest 7~9F Strike | 13 | 13×10, Launch×2 | 14×10, Down×2 | 0 | |||
[2]8K | Tenjinkyaku | 30,14×13 | 20 | 6,2×13 | High/Air | 5,3×13 | R | 2.00/- | 18+0 | 10 | Until landing+20 | -11 | 4~20F Strike | 18 | Launch | 18, 14×13 | 15, 0×13 | ||
Autoguard > 63214S | Kachoufuugetsu | 40×4 | 20×4 | 6×4 | Mid | 5 | RF | 7+0 | 5(16)5(12)5(20)5 | 75 | -61 | 1~22F All 23~32F Strike | 18 | Stagger 65×3, Launch | Down | 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 | |
236236H | Zetsu | Fatal | 20 | 0 | All | 17+4 | -159~ |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
![]() |
To edit frame data, edit values in GGACR/Anji Mito/Data. |
A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data
System Explanations
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •