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Glossary
How do I read frame data?
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
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
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.
A positive value means the attacker can move first.
A negative value means the defender can move first.
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.
Cancel Types
C
Self cancellable
S
Special/Overdrive cancellable
J
Jump cancellable
R
Roman cancellable
F
Force Roman cancellable
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.
The duration of wallstick and slide is part of total untechable time.
Ground bounce lasts for 10 frames which are added on top of move's untechable time.
Notes field will include ground bounce frames in untech time.
Attack Level Values
Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun , though some attacks override these default values with their own.
Use the chart below to determine how much hitstun/blockstun an attack will inflict.
Blockstun
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Normal Blockstun
9
11
13
16
18
FD Blockstun
+2
+2
+2
+2
+2
IB Blockstun
-2
-3
-3
-4
-4
Air Blockstun
9
11
13
16
19
Air FD Blockstun
+2
+3
+4
+4
+4
Air IB Blockstun
-6
-6
-6
-7
-8
Blockstop/Hitstop
11
12
13
14
15
Hitstun/Untech Time
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Standing Hitstun
10
12
14
17
19
Crouching Hitstun
+0
+1
+1
+1
+1
Untechable Time (Air hit)
10
12
14
16
18
Hitstop
11
12
13
14
15
CH Hitstop
+0
+2
+4
+8
+12
Untechable time is doubled on CH.
Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data
Damage Received Modifier
Guts Rating
Guard Balance
Guard Recovery
Gravity Mod
Stun Resist
Wakeup Face Down
Wakeup Face Up
1.06
1
1.0
1/5F
1.0
60
21F
25F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
3.0
2.8
7.5
0.3
100
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
16
1~8F
7.0
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
4F
2
22.0
1.1
41F
5.0
4.0
High Jump Values
Prejump
High Jump vY
High Jump Gravity
High Jump Duration
Forwards High Jump vX
Backwards High Jump vX
4F
26.0
1.1
49F
5.0
3.0
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
7F
18F
15.0
6F
11F
11.0
80
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
12
28
10
25
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
140
45
88
Normal Moves
Note: Startup value in [ ] indicates Startup of the weapon's max range.
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm 5P Mid 2 -1 9 [13] 5(2)6 10 SR N/A 11 12 16, 21 12 24, 16 5.28, 2.64 6×2 5×2 5[P] Mid 2 -11 9 5 18 SR N/A 11 12 16 12 24 5.28 6 5 5K Mid 2 +1 6 3 8 SR N/A 11 12 12 12 16 2.64 6 7 c.S Mid 4 +1 8 6 10 SJR N/A 16 17 16 14 28 3.84 14 6 f.S Mid 3 -10 9 5 19 SR N/A 13 14 14 13 33 2.64 10 7 5H Mid 5 -2 16 4 17 SR N/A 18 19 18 15 42 3.84 20 6 5D High 4 -4 28 6 15 R 17~27F Foot N/A 16 Launch 48 16 14 20 3.84 11 20 6P Mid 3 -5 9 2 17 SJR 1~10F Upper Body 90% N/A 13 14 14 13 32 2.64 10 7 3P Low, Mid 2 +2 11 4(2)3 7 SR N/A 11 12 12 12 24, 11 2.64×2 5, 6 7×2 3[P] Low 2 -4 11 4 12 SR N/A 11 12 12 12 24 2.64 5 7 6K Mid 4, 3 -9 13 [17] 5(2)8 19 SJR N/A 16, 13 17, 14 16, 14 14, 13 28, 22 3.84×2 14, 10 4, 5 6[K] Mid 4 -17 13 5 29 SJR N/A 16 17 16 14 28 3.84 14 4 6H High/Air 5 +1 23 9 9 after landing R 90% N/A 18 19 24 15 46 3.84 15 6 2P Low, Mid 2 -4 12 [16] 5(2)8 10 SR N/A 11 12 12 12 22, 18 5.28, 2.64 5, 6 4×2 2[P] Low 2 -13 12 5 20 SR N/A 11 12 12 12 22 5.28 5 4 2K Low 1 -1 7 5 6 SR 3~15F Low Profile 70% N/A 9 10 10 11 9 1.44 3 8 2S Mid 3, 2 -2 8 [17] 9,6 12 SJR N/A 13, 11 14, 12 14, 20 13, 12 28, 22 5.28, 2.64 10, 6 5, 8 2[S] Mid 3 -13 8 15 12 SJR N/A 13 14 14 13 28 5.28 10 5 2H Low 4 -5 11 [17] 8,6 16 RF 11~12F 16 Stagger 45, Stagger 35 16 14 30, 20 3.84×2 11×2 4, 6 2[H] Low 4 -13 11 14 16 R 11~12F 16 Stagger 45 16 14 30 3.84 11 4 2D Low 3 -8 9 10 12 SR N/A 13 Down 14 14 30 2.64 8 7 j.P High/Air 1 7 4 9 SR N/A 9 10 10 11 10 1.44 3 8 j.6P High/Air 3 7 [12] 6(2)3 14 SR N/A 13 14 14 13 17, 11 2.64×2 8×2 4, 10 j.6[P] High/Air 3 7 6 19 SR N/A 13 14 14 13 17 2.64 6 4 j.K High/Air 3 8 8 12 SJR N/A 13 14 20 13 18 2.64 8 7 j.S High/Air, All 3 11 [15] 5(2)9 9 SR N/A 13 14 14 13 23, 16 2.64×2 8, 10 4, 8 j.[S] High/Air 3 11 5 20 SR N/A 13 14 14 13 23 2.64 8 4 j.H High/Air 3 10 12 9 SR N/A 13 14 14 13 38 2.64 8 7 j.D High/Air 3 10 6 18+5 after landing SR N/A 13 Launch 20 13 44 2.64 8 7
Universal Mechanics
name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm Ground Throw 45 pixels Forced 50% Down + GBounce 50 4.00 6 Air Throw 88 pixels Forced 50% Down 60 4.00 6 Dead Angle Attack All 3 +2 17 4 8 R 1~20F All 21~24F Throw 25~28F Upper Body 50% 13 Launch 28 + WBounce 14 + WBounce 13 25 0.52 10 7
Special Moves
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm 623S S Benten Gari Mid 4 -18 4 4 31 RF 1~4F Above Feet 1~6F Throw 90% 6~8F 16 Launch 28 16 14 46 1.50/4.80 14 19 623H H Benten Gari Mid 5 -18 9 4(4)1(2)1 33 R 1~8F Lower Body 9~10F Front Leg 1~10F Throw N/A 18 Launch 30 15 36, 24 1.75/4.80×2 20×2 6×2 623H > 623H Followup Axl Bomber Mid 5 14 4 45+10 after landing R N/A 18 Launch 60 15 30 1.00/2.40 6 j.63214S Kokuu Geki Mid 5 7 19 Until Landing+12 F 32~34F 18 Launch 40 15 40 2.00/1.20 20 10 [4]6S Rensen Geki Mid 5 -15 12 1×12 39 F 15~16F 18 Launch 36 15 20×3 2.50/1.20×3 6×3 8×3 [4]6S > 8 Kyokusa Geki Mid 5 -18 1 12 40 N/A 18 Launch 41 15 35 -/1.20 20 6 [4]6S > 2 Sensa Geki Low 3 -5 7 {2(5)}×4,2 17 R N/A 13 Launch 34 6 26×5 -/2.40×5 8×5 7×5 [4]6H Rashou Sen Unblockable 5 27 28 34 N/A 18 Launch Down 15 1, 80 3.00/1.20×2 6×2 [4]6H > P Rashou Sen Feint Total 12 N/A 214P P Tenhou Seki 5 Total 31 4~17F Catch High Forced 65% N/A Launch Down 15 60 -/0.90 12, 6 214K K Tenhou Seki 5 Total 31 4~17F Catch Low Forced 65% N/A Launch Down 15 60 -/0.90 12, 6 623P Hachisubako Mid 3 -11 20 3 22 R 1~13F High Guardpoint 90% N/A 13 Launch 25 13 40 -/7.20 10 12 63214S S Raiei Sageki High/Air 5 -4 28 4 13+6 after landing RF 90% 26~28F 18 Launch 58 + Slide 45 15 45 2.00/4.80 15 6 63214H H Raiei Sageki High/Air 3 See notes Until landing 43 R Recovery: 1~15F All Recovery: 16~23F Low Profile N/A 13 Launch 35 6 20×3 1.00/1.20×3 8×3 7×3 j.623H Axl Bomber All 5 0 17 Until Landing 18 after landing RF Forced 90% 1~4F after landing 18 Launch 40 + GBounce 15 60 2.00/4.80 20 20
Force Breaks
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm 623P > 421D Shiranami no Homura Mid×2, All 3×2, 4 -49 7+0 9,9(13)4 37 R 1~6F Strike 13×2, 14 Launch 60×2, 45 13, 6, 14 18×2, 50 10×3 10×2, 6 j.623D FB Axl Bomber All 5 9 4 24 R 1~5F All 6~20F Throw 18 Launch 58 15 60 20 9 [4]6D FB Kyokusa Geki Mid 5 -8 8 12 30 80% 18 Launch 27 15 52 -/0.24 20 6
Overdrives
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm 2363214H Byakue Renshou Mid 5 -14 14+1 4,4(19)13 41 R 1~16F All 17~18F Throw 18 Launch 60 7×2, 15×5 50×2, 20×5 20×2, 10×5 6×7
Instant Kill
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm 236236H Rensen Ougi: Midare Gami All 5 -6 13+15 37 3 13~18F Strike 18 15 Fatal 20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 9 [13] Recovery 10 Advantage -1
-
6K
2S
-
-
Special, Super
2PGuard Low, Mid Startup 12 [16] Recovery 10 Advantage -4
-
-
f.S
6H
-
Special, Super
6PGuard Mid Startup 9 Recovery 17 Advantage -5
3P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
3PGuard Low, Mid Startup 11 Recovery 7 Advantage +2
-
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Special, Super
5KGuard Mid Startup 6 Recovery 8 Advantage +1
5P, 2P, 6P, 3P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
2KGuard Low Startup 7 Recovery 6 Advantage -1
-
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
6KGuard Mid Startup 13 [17] Recovery 19 Advantage -9
-
-
2S
6H
-
Jump, Special, Super
c.SGuard Mid Startup 8 Recovery 10 Advantage +1
5P, 2P, 6P
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 9 Recovery 19 Advantage -10
-
-
-
5H
5D
Special, Super
2SGuard Mid Startup 8 [17] Recovery 12 Advantage -2
-
6K
-
-
-
Jump, Special, Super
5HGuard Mid Startup 16 Recovery 17 Advantage -2
-
-
-
6H
5D, 2D
Special, Super
2HGuard Low Startup 11 [17] Recovery 16 Advantage -5
-
-
-
6H
5D, 2D
-
6HGuard High/Air Startup 23 Recovery 9 after landing Advantage +1
-
-
-
-
-
-
5DGuard High Startup 28 Recovery 15 Advantage -4
-
-
-
-
-
Homing Jump
2DGuard Low Startup 9 Recovery 12 Advantage -8
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 7 Recovery 9 Advantage -
j.P, j.6P
j.K
j.S
j.H
j.D
Special
j.6PGuard High/Air Startup 7 [12] Recovery 14 Advantage -
-
-
-
-
-
Special
j.KGuard High/Air Startup 8 Recovery 12 Advantage -
j.P, j.6P
-
j.S
-
j.D
Jump, Special
j.SGuard High/Air, All Startup 11 [15] Recovery 9 Advantage -
j.P, j.6P
-
-
j.H
-
Special
j.HGuard High/Air Startup 10 Recovery 9 Advantage -
-
-
-
-
j.D
Special
j.DGuard High/Air Startup 10 Recovery 18+5 after landing Advantage -
-
-
-
-
-
Special
5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
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