
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 | 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.
| ||||||||||||
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.
| ||||||||||||
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.
|
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 |
---|---|---|---|---|---|---|---|
1.00 | 0 | 0.8125 | 1/6F | 1.0 | 65 | 54F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
2.5 | 4.4 | 8.0 | 0.3 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
13 | 1~7F | 9.5 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
4F | 2 | 22.0 | 1.1 | 41F | 5.0 | 5.0 |
High Jump Values
Prejump | High Jump vY | High Jump Height | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
4F |
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 | 9F | 62F | 10.0 | 11F | 30F | 8.0 | 60.0 |
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 | 48 | 88 |
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 | 2 | SJR | 2.64 | 5 | 4 | 6 | +2 | 11 | 12 | 12 | 12 | |||
5K | 26 | 10 | 7 | 85% | Mid | 3 | SJR | 2.64 | 7 | 8 | 11 | -5 | 13 | 14 | 14 | 13 | ||
c.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 8 | 6 | 6 | +2 | 13 | 14 | 14 | 13 | |||
f.S | 42 | 10 | 7 | Mid | 3 | SR | 2.64 | 7 | 6 | 28 | -20 | 13 | 14 | 14 | 13 | |||
5H | 24×3 | 14×3 | 6×3 | Mid | 4 | SR | 3.84×3 | 9 | 2,2,2 | 17 | -2 | 16 | 17 | 16 | 7×2, 14 | |||
5D | 25 | 8 | 20 | High | 3 | R | 2.64 | 28 | 2 | 15 | -3 | 1~13F, 42~44F Strike | 13 | Launch 48 | 14 | 13 | ||
6P | 32 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 8 | 3 | 26 | -15 | 1~7F Above Knees | 13 | Launch | 20 | 13 | |
6H | 80 | 21 | 6 | High | 5 | SR | 3.84 | 25 | 9 | 45 | -35 | 43~57F Above Feet 58~60F Low Profile | 18 | 19 | 18 | 15 | ||
2P | 12 | 3 | 8 | 70% | Low | 1 | SR | 1.44 | 7 | 2 | 7 | +1 | 9 | 10 | 10 | 11 | ||
2K | 12×3 | 6, 5×2 | 7×3 | 80% | Mid, Low×2 | 2 | SJR, SR×2 | 2.64×3 | 7 | 3,3,6 | 5 | +1 | 13~21F Low Profile | 11 | 12×2, Crouch 13 | 12 | 12 | |
2S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 9 | 9 | 12 | -7 | 1~3F Low Profile | 13 | 14 | 14 | 13 | ||
2H | 42 | 20 | 6 | Mid | 5 | SR | 3.84 | 14 | 2 | 21 | -4 | 18 | 19 | 18 | 15 | |||
2D | 38 | 8 | 7 | Forced 80% | Low | 3 | SJR | 2.64 | 13 | 3 | 23 | -12 | 13 | 14 | 14 | 13 | ||
j.P | 13 | 3 | 8 | High/Air | 1 | SR | 1.44 | 7 | 6 | 6 | 9 | 10 | 10 | 11 | ||||
j.K | 20 | 8 | 7 | 90% | High/Air | 3 | SJR | 2.64 | 7 | 5 | 18 | 13 | 14 | 14 | 13 | |||
j.2K | 35 | 20 | 6 | All | 5 | SR | 3.84 | 10 | Until landing | 6 after landing | 18 | 19 | 18 | 15 | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SR | 2.64 | 13 | 3 | 20 | 13 | 14 | 14 | 13 | ||||
j.H | 55 | 11 | 6 | 90% | High/Air | 4 | SR | 3.84 | 9 | 8 | 12 | 16 | 17 | 16 | 14 | |||
j.D | 40 | 8 | 7 | High/Air | 3 | SR | 3.84 | 12 | 11 | 21+4 after landing | 13 | 14 | 24 | 13 |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 60 | 6×2 | Forced 50% | 48 pixels | R | 4.00 | Down | |||||||||||
Air Throw | 55 | 6 | Forced 50% | 88 pixels | 4.00 | Down | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 9 | 4 | 20 | -10 | 1~16F All 17~28F Throw 25~32F Above Knees | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | |
Chouhatsu (Kao FLASH!) | 0 | 8 | FD | 1 | R | 49 | 98 | 24 | 9 | 10 | 10 | 11 |
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 | |
41236K | Rerere no Tsuki | 30 | 20 | 15 | Mid | 5 | R | 1.50/2.40 | 20 | 12 | 18 | -11 | 18 | ?? | 30 | 15 | N/A | |||
41236K > 4 | Withdraw | F | Total 56 | +6 | 43~45F | |||||||||||||||
4 > 236P | Holler! | 30 | 20 | 6 | Mid | 5 | R | -/3.60 | 9 | 4 | 0 | +15 | 18 | Launch | 85 | 15 | N/A | |||
236P > 236P | Can't Hear You! | Total 38 | 1~End All | N/A | ||||||||||||||||
236P > 236P > 236P | Holler Again! | 60 | 6 | Mid | 5 | R | 5.00/24.00 | 43 | 8 | 18 | 120 | 15 | N/A | |||||||
236P > 236P > 236P (Coin) | Flaming Holler Again! | 100 | 6 | Forced 50% | Mid | 5 | R | 5.00/24.00 | 37 | 6 | 18 | 18 | 120 + GBounce | 15 | N/A | |||||
4 > 236D | Gettin' to the Good Part | 40 | 15 | 12 | High | 5 | R | 15 | 2 | 22 | -6 | 1~8F, 38~39F Strike | 18 | Launch | 80 + WStick 35 | 15 | N/A | |||
j.236P | Love | 1, 40 | 0 | 7×2 | All | 2, 3 | F | 2.00/1.20×2 | 21 | Until bag lands,(14)3 | Total 39+5 after landing | 11 | 12, Launch | 30 | 12, 13 | 24~25F | ||||
j.236H | Going my Way | 18×4 | 20×4 | 8×4 | All | 5 | R | 1.50/2.40×4 | 7 | 32 | 22 | +8 | 18 | Launch | 21 | 7 | N/A | |||
236P | What Could This Be? | 1.50/- | 13~ | Total 23 | N/A | |||||||||||||||
236S | Souten Enshin Ranbu | 40 | 10 | 10 | Mid | 3 | R | 2.50/6.00 | 9 | 4(4)4 | 7 | +3(-21) | 13 | Launch | 54 + Slide 39 | 13 | N/A | |||
Pogo 9 | Small Jump | 0.25/- | Total 18 | N/A | ||||||||||||||||
Pogo 44 | Backward | 40 | 10 | 7 | Mid | 3 | R | 0.50/3.60 | 4 | 3 | 16 | -5 | 1~7F Strike | 13 | Launch | 40 + GBounce | 13 | N/A | ||
Pogo 66 | Forward | 40 | 10 | 7 | Mid | 3 | R | 1.00/3.60 | 4 | 3 | 16 | -5 | 13 | 14 | 14 | 13 | N/A | |||
Pogo P | Rubber Neck | 30 | 8 | 7 | High | 3 | R | 1.00/2.40 | 4 | 3 | 7 | +4 | 13 | 14 | 28 | 6 | N/A | |||
Pogo K | Growing Flower | 35 | 10 | 7 | High | 3 | R | 5.00/- | 7 | 6 | 23 | -15 | 1~6F Strike | 13 | 14 | 14 | 13 | N/A | ||
Pogo S | I'm a Flower. Get it? A Flower? | 30 | 8 | 7 | Forced 70% | Low | 3 | R | 1.00/4.80 | 16 | 2 | 9 | +3 | 13 | Launch | 35 | 13 | N/A | ||
Pogo H | Going My Way | 16×4 | 20×4 | 6×4 | All | 5 | RF | 2.00/3.60×4 | 9 | 32 | 23+3 after landing | -27 | 18 | Launch | 36 | 7 | 41~46F | |||
Pogo D | What Could This Be? | 1.50/- | 9~ | Total 17 | N/A | |||||||||||||||
214H | Hack n' Slash | 15×8 | 6×8 | Air FD (100 pixels) | 3 | R | 1.00/0.60×8 | 5 | 48 | 12 | 13 | 13×7, Launch | 30×7, 60 | 0 | N/A | |||||
214P | From the Front | 44 | 10 | 7 | All | 3 | RF | 0.50/3.60 | 51 | 1 | 30 | -17 | 21~32F Strike 33~44F All | 13 | Launch | 22 + WBounce | 13 | 49~51F | ||
214K | From Behind | 44 | 10 | 7 | All | 3 | RF | 0.50/3.60 | 51 | 1 | 30 | -17 | 21~32F Strike 33~44F All | 13 | Launch | 22 + WBounce | 13 | 49~51F | ||
214S | From Above | 38 | 8 | 7 | High | 3 | RF | 0.50/3.60 | 47 | 20 | 26+6 after landing | 21~32F, 47~47F Strike 33~42F All | 13 | Launch | 60 | 13 | 21~22F, 14~17F after bounce |
Items
- Data listed in [ ] is for the Pogo version of What Could This Be?
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 | |
Donut | Heals 30 | 53 [51] | 216 | |||||||||||||||
Chocolate | gain 8.00 | 53 [51] | 216 | |||||||||||||||
Chikuwa | Heals 15 | 1.20 | 53 [51] | 216 | ||||||||||||||
Hammer | 44 | 0 | 6 | 90% | All | 5 | 1.20 | 13 [9] | 43 [45] | 18 | 19 | 18 | 15 | |||||
Dumbbell | 50 | 0 | 6 | 90% | All | 5 | 1.20 | 13 | 40 | 25 | 19 | 50 | 15 | |||||
Coin | 10 | 0 | 12 | All | 3 | 1.20 | 13 [9] | 169 [171] | 13 | 14 | 14 | 7 | ||||||
Bomb | 80 | 0 | 6 | All | 5 | 134 [132] | 12 | 18 | Launch | 120 | 15 | |||||||
Chibi Faust | 25 | 0 | 7 | All | 3 | 1.20 | 39 [35] | 13 | 14 | 14 | 13 | |||||||
Chibi Robo-Ky | 25 | 0 | 7 | All | 3 | -/1.20 | 39 [35] | 13 | 14 | 14 | 13 | |||||||
Chibi Potemkin | 25×3 | 0 | 7×3 | All | 5 | 1.20×3 | 13 [9] | 20 | 19 | 18 | 15 | |||||||
Wash Pan | 44 | 0 | 6 | 85% | All | 5 | 1.20 | See notes | Until Landing | 18 | 19 | 18 | 15 | |||||
Meteors | 36×6 | 20×6 | 10×6 | All | 5 | 1.20×6 | 196 [192] | 18 | 19 | 18 | 15 | |||||||
Poison | 10 | 0 | 7 | All | 2 | 1.20 | 89 [86] | 50 | 11 | 12 | 12 | 6 |
Item | Percentage | Frequency (out of 136) |
---|---|---|
Time Bomb | 14.71% | 20 |
Hammer | 11.76% | 16 |
Chibi Faust | 11.76% | 16 |
Poison Vial | 11.76% | 16 |
Chocolate | 10.29% | 14 |
Doughnut | 10.29% | 14 |
Meteor | 5.88% | 8 |
Chibi Robo-Ky | 5.88% | 8 |
Dumbbell | 5.88% | 8 |
Washpan | 5.88% | 8 |
Coin | 2.94% | 4 |
Chikuwa | 2.21% | 3 |
Chibi Potemkin | 0.74% | 1 |
Force Breaks
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 | |
214D | BAM! Outta Nowhere | 60 | 15 | 6 | 50% | High/Air | 5 | R | 19 | 6 | 12 | +1 | 18 | Launch | 30 + GBounce | 15 | N/A | |||
j.236D | FB Rerere no Choutsuki | 40 | 14 | 10 | 80% | All | 4 | R | 14 | Until landing | 1 | -10 | 16 | Launch | 28 | 14 | N/A | |||
214K > D | FB From Behind | 60 | 10 | 7 | 70% | All | 3 | RF | 0.50/0.72 | 9 | 1 | 30 | -17 | 1~8F Strike | 13 | Launch | 32 + WBounce | 13 | 6~8F | |
4 > 236D > 236D | This One's on the House | 80 | 0 | 6 | All | 5 | 1+0 | 12 | Total 10 | -9 | 1~End Strike | 18 | Launch | 120 | 15 | N/A |
Overdrives
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 | |
236236P | W-W-What Could This Be? | 1+6 | Total 51 | 1~6F Strike | N/A | |||||||||||||||
236236S | Shigekiteki Zetsumei Ken | 30+alpha | 15 | 6 | Low | 5 | RF | 11+1 | 80 | 66 | -46 | 1~15F All 16~17F Strike | 18 | Launch | Down | 15 | 40F during pose |
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 | This Week's Yamaban | Fatal | 20 | All | 5 | 5+12 | 4 | 20 | -5 | 18 | 15 |
Gatling Table
- 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
- X[*] = X is a delayed cancel, not immediately on hit like normal

To edit frame data, edit values in GGACR/Faust/Data.