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System Data
I-No | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
---|---|---|---|---|---|
×1.06 | 1 | ×1.0 | 1/5F | 55 | |
Backdash Duration | Backdash Invulnerability | Face Up Wakeup | Face Down Wakeup | Gravity Modifier | |
16 | 1~11F | 24F | 21F | ×1.05 | |
Walk Forwards Tension Gain | Jump Forwards Tension Gain | Air Dash Forwards Tension Gain | Run Tension Gain | Prejump | |
12 | 10 | 35 | 35 | 3 | |
Jump Duration | Jump vY | Jump Gravity | Forwards Jump vX | Backwards Jump vX | |
38 | 20 | 1.1 | 5 | 5 | |
Backdash vX | High Jump Duration | High Jump vY | High Jump Gravity | Forwards High Jump vX | Backwards High Jump vX |
9 | 49 | 26 | 1.1 | 6.5 | 6.5 |
Air Dash Backwards Startup | Forward Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
6F | 3.5 | 2.75 | 8 | 0.4 | 95 |
Air Dash Startup | Air Dash Forwards Duration | Air Dash Forwards Speed | Air Dash Backwards Speed | Air Dash Backwards Duration | Minimum Rising Air Dash Height |
6F | 23 | 17.5 | 14 | 13 | 60 |
Landing Recovery | Number Of Air Dashes | Number Of Jumps | Ground Throw Range | Air Throw Range | c.S Proximity Range |
3F | 2 | 2 | 45 | 80 | 130 |
Special Forwards Dash | Unique Movement Options | ||||
Hover Dash |
Normals
Universal Mechanics
Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Hover Dash 66 | ||||||||||
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S Stroke the Big Tree 41236S | ||||||||||
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H Stroke the Big Tree 41236H | ||||||||||
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Antidepressant Scale 214P | ||||||||||
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Air Antidepressant Scale j.214P | ||||||||||
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P Sultry Performance j.236P | ||||||||||
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K Sultry Performance j.236K | ||||||||||
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S Sultry Performance j.236S | ||||||||||
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H Sultry Performance j.236H | ||||||||||
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K Chemical Love 632146K | ||||||||||
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Air K Chemical Love j.632146K | ||||||||||
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S Chemical Love 632146S | ||||||||||
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Air S Chemical Love j.632146S | ||||||||||
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Respect | ||||||||||
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- 1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
- 2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
- 3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.
Force Breaks
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | - | - | - | - |
2S | - | - | - | 5H, 2H | 5D, 2D | Sp |
5H | - | - | - | 2H | 5D, 2D | Jump, Sp |
2H | - | - | - | - | 5D, 2D | Sp |
6H | - | 5K | - | - | - | - |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | - | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | j.D | Sp |
j.D | - | - | - | - | - | Jump, Sp |
- 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/I-No/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
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Click [★] for character's full frame data
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