Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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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.
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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.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | 4 | 0.875 | 1/5F | 0.98 | 70 | 49F | 53F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
3.6 | 2.95 | 7.0 | 0.3 | 100.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
11 | 1~7F | 12.5 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
4F | 2 | 23.5 | 1.05 | 46F | 4.7 | 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 | 6F | 17F | 15.0 | 6F | 12F | 14.0 | 80.0 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
8.4 | 30.0 | 6.0 | 15.0 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
145 | 45 | 88 |
Normals
Note: Frame data for normals is as follows;
Values for On-Block for normal attacks have 4 values separated by "/".
- First value is the normals standard frame data without performing a Mist Cancel
- Second-Fourth values are for Level 1/2/3 Mist Cancel
NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
5P | 12 | 3 | 8 | Mid | 1 | SJR | 1.44 | 5 | 4 | 6 | 0/-2/+1/+3 | 9 | 10 | 10 | 11 | N/A | |||
5K | 16 | 6 | 7 | Mid | 2 | SJR | 2.64 | 6 | 5 | 9 | -2/+0/+3/+5 | 11 | 12 | 12 | 12 | N/A | |||
c.S | 26 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 3 | 8 | +3/+2/+5/+7 | 13 | 14 | 14 | 13 | N/A | |||
f.S | 34 | 14 | 6 | Mid | 4 | SR | 3.84 | 8 | 3 | 21 | -7/+5/+8/+10 | 16 | 17 | 16 | 14 | N/A | |||
5H | 42 | 20 | 6 | Mid | 5 | SR | 3.84 | 11 | 2 | 33 | -16/+7/+10/+12 | 18 | 19 | 18 | 15 | N/A | |||
5D | 22 | 8 | 20 | High | 3 | R | 2.64 | 30 | 8 | 6 | 0 | 13 | Launch 48 | 14 | 13 | N/A | |||
6P | 25 | 10 | 10 | 80% | Mid | 3 | SJR | 2.64 | 11 | 6 | 10 | -2/+2/+5/+7 | 1~4F Upper Body 5~16F Above Knees | 13 | Launch 28 | 14 | 13 | N/A | |
6K | 30 | 14 | 20 | Mid | 4 | SRF | 3.84 | 16 | 4 | 16 | -3/+5/+8/+10 | 7~13F Upper Body | 16 | Launch | 35 | 14 | 12~13F | ||
6H | 64 | 20 | 9 | Mid | 5 | SJR | 3.84 | 18 | 2 | 32 | -15/+7/+10/+12 | 18 | 19 | 18 | 15 | N/A | |||
3H | 28×2 | 10×2 | 6×2 | Mid | 5 | SR | 3.84×2 | 11 | 8(2)2 | 31 | -14/+7/+10/+12 | 18 | 19 | 18 | 15 | N/A | |||
2P | 10 | 3 | 8 | 90% | Mid | 1 | SR | 1.44 | 5 | 3 | 6 | +1/-2/+1/+3 | 9 | 10 | 10 | 11 | N/A | ||
2K | 12 | 3 | 8 | 75% | Low | 1 | SR | 1.44 | 8 | 4 | 4 | +2/-2/+1/+3 | 9 | 10 | 10 | 11 | N/A | ||
2S | 30 | 8 | 7 | 75% | Low | 3 | SR | 2.64 | 9 | 6 | 12 | -4/+2/+5/+7 | 13 | 14 | 14 | 13 | N/A | ||
2H | 48 | 20 | 6 | Mid | 5 | R | 3.84 | 5 | 6 | 29 | -16 | 18 | 19 | 18 | 15 | N/A | |||
2D | 25×2 | 11×2 | 6×2 | Low | 4 | SR | 3.84×2 | 9 | 2(3)3 | 22 | -8/+5/+8/+10 | 16 | Launch | 16, Down | 14 | N/A | |||
j.P | 12 | 3 | 8 | High/Air | 1 | SR | 1.44 | 6 | 5 | 9 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 20 | 5 | 7 | High/Air | 2 | SJR | 2.64 | 8 | 6 | 8 | 11 | 12 | 12 | 12 | N/A | ||||
j.S | 32 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 10 | 2 | 23 | 13 | 14 | 14 | 13 | N/A | ||||
j.H | 40 | 8 | 7 | High/Air | 3 | SR | 2.64 | 13 | 5 | 21 | 13 | 14 | 14 | 13 | N/A | ||||
j.D | 44 | 8 | 7 | High/Air | 3 | SR | 2.64 | 8 | 7 | 14+5 after landing | 13 | Launch | 24 + WBounce | 13 | N/A |
Mist Cancel Advantage | ||||
---|---|---|---|---|
Normal | Raw | Level 1 | Level 2 | Level 3 |
5P | 0 | -2 | +1 | +3 |
5K | -2 | 0 | +3 | +5 |
c.S | +3 | +2 | +5 | +7 |
f.S | -7 | +5 | +8 | +10 |
5H | -16 | +7 | +10 | +12 |
5D | 0 | N/A | ||
6P | -2 | +2 | +5 | +7 |
6K | -3 | +5 | +8 | +10 |
6H | -15 | +7 | +10 | +12 |
3H | -14 | +7 | +10 | +12 |
2P | +1 | -2 | +1 | +3 |
2K | +2 | -2 | +1 | +3 |
2S | -4 | +2 | +5 | +7 |
2H | -15 | N/A | ||
2D | -8 | +5 | +8 | +10 |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
Ground Throw | 40 | 6 | Forced 40% | 45 pixels | F | 4.00 | Launch 43 | 36~39F | |||||||||||
Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | 60 + WBounce | N/A | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 14 | 10 | 10 | -6 | 1~13F All 14~23F Above Knees 14~28F Throw | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | N/A | |
Forward Dash | 100% | J | Total 22 | 1~14F Feet | N/A |
Specials
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 | |
236[P/K/S] | Mist Finer Stance | 0.50/- | See notes | N/A | ||||||||||||||||
Stance 66 | Step Forward | 14 | N/A | |||||||||||||||||
Stance 44 | Step Backward | 14 | N/A | |||||||||||||||||
Stance H | Stance Cancel | 3 | N/A | |||||||||||||||||
236P Lv1 | Mist Finer: Upper (Lv 1) | 35 | 14 | 6 | 70% | Mid | 4 | R | 1.00/7.20 | 9+4 | 4 | 17 | -4 | 16 | 17 | 39 | 0 | N/A | ||
236P Lv2 | Mist Finer: Upper (Lv 2) | 38 | 20 | 6 | Mid | 5 | RF | 1.00/12.00 | 6+4 | 4 | 22 | -7 | 18 | Launch | 70 + WBounce | 0 | 19~20F | |||
236P Lv3 | Mist Finer: Upper (Lv 3) | 20×9 | 20×9 | 3×9 | Mid | 5 | R | 3.00/2.88×9 | 4+4 | See notes | 20 | -5 | 18 | Launch | 120 | 0 | N/A | |||
236K Lv1 | Mist Finer: Middle (Lv 1) | 32 | 14 | 10 | 85% | All | 4 | R | 1.00/7.20 | 9+6 | 3 | 33 | -19 | 16 | Launch | 40 | 0 | N/A | ||
236K Lv2 | Mist Finer: Middle (Lv 2) | 40 | 20 | 6 | Forced 90% | All | 5 | RF | 1.00/12.00 | 6+4 | 3 | 23 | -7 | 18 | Launch | 70 + Slide 40 | 0 | 19~20F | ||
236K Lv3 | Mist Finer: Middle (Lv 3) | 18×9 | See notes | 3×9 | See notes | 5 | RF | 3.00/2.88×9 | 4+4 | See notes | 25 | -8 | 18 | 19×8, Stagger 55 | 120 | 0 | All active frames | |||
236S Lv1 | Mist Finer: Lower (Lv 1) | 29 | 11 | 6 | 70% | Low | 4 | R | 1.00/7.20 | 9+11 | 2 | 29 | -14 | 16 | Launch | 40 | 0 | N/A | ||
236S Lv2 | Mist Finer: Lower (Lv 2) | 35 | 15 | 6 | 85% | Low | 5 | RF | 1.00/12.00 | 6+5 | 2 | 23 | -6 | 18 | Launch | 50 | 0 | 19~20F | ||
236S Lv3 | Mist Finer: Lower (Lv 3) | 17×9 | See notes | 3×9 | See notes | 5 | R | 3.00/2.88×9 | 4+5 | See notes | 27 | -10 | 18 | 19×8, Launch | 18×8, 50 | 0 | N/A | |||
236H | Glitter Is Gold | 10 | 0 | 12 | All | 3 | 0.75/1.20 | 5 | 33 | Total 20 | +4 | 13 | 14 | 14 | 6 | N/A | ||||
214H | Glitter Is Gold (Upward) | 10 | 0 | 12 | All | 3 | 0.75/1.20 | 5 | 65 | Total 20 | +4 | 13 | 14 | 14 | 6 | N/A | ||||
214P | Bacchus Sigh | F | 1.00/- | 9 | 100 | Total 53 | 41~46F | |||||||||||||
j.41236H | Ensenga | 6, 62 | 8×2 | 7×2 | 90% | High/Air | 3 | R | 2.00/3.60×2 | 9 | 2(2)3 | Until landing+16 | -25 | 13 | 14, Launch | 60, 30 | 6, 13 | N/A | ||
623S | Divine Blade Transport | F | 2.00/- | 35+5 after landing | 5~17F Strike | 8~10F | ||||||||||||||
623S > S | Divine Blade | 50 | 0 | 12 | 80% | All | 5 | F | -/1.20 | 5+7 | 10 | Until landing+7 | 18 | Down | 20 | 15 | 9~10F | |||
j.236S | Air Divine Blade | 50 | 0 | 12 | 80% | All | 5 | F | 3.00/1.20 | 13 | 10 | Until landing+13 | -7 | 18 | Down | 20 | 15 | 15~16F | ||
421S | Killer Joker Transport | F | 2.00/- | 29+5 after landing | 10~12F | |||||||||||||||
421S > S | Killer Joker | 40 | 14 | 9 | All | 4 | RF | 1.00/2.40 | 8+10 | 3 | Until landing+14 | 16 | Launch | 36 | 0 | 13~15F | ||||
j.214S | Air Killer Joker | 32 | 14 | 6 | 90% | All | 4 | RF | 1.00/2.40 | 9 | 3 | Until landing+13 | 16 | Launch | 30 | 0 | 12~14F |
- ※1: Cancels projectiles, but loses hit potential.
- ※2: Cancels projectiles, and retains hit potential.
- Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It does NOT take the Cancel's recovery frames into account.
- Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel.
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 | |
214D | Jackhound | 50 | 14 | 8 | 60% | Mid | 4 | R | 13 | 2 | 35 | -20 | 13~15F Strike | 16 | Stagger 47 | 47 | 0 | ||
Stance > 214D | Mist Stance Jackhound | 50 | 14 | 8 | 70% | Mid | 4 | R | 6 | 2 | 35 | -20 | 6~8F Strike | 16 | Stagger 56 | 52 | 0 | ||
Stance Step > 214D | Mist Stance Step Jackhound | 50 | 14 | 8 | 80% | Mid | 4 | R | 3 | 2 | 35 | -20 | 3~5F Strike | 16 | Stagger 68 | 48 | 0 | ||
214D > 236D | Return Jack | 60 | 20 | 11 | Forced 60% | Mid | 5 | R | 13+5 | 2 | 65 | -48 | 14~23F Strike | 18 | Launch | 50 | 0 |
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 | That's My Name | 20, 65×2 | 20 | 6×3 | Mid | 5 | R, -×2 | 4+4 | 3 | 22 | -6 | 1~8F All 9~10F Throw 9~17F Above Knees | 18 | Down | Stand | 15 | |||
j.236236H | Uncho's Iai | 50×2 | 15 | 6×2 | 90% | High/Air | 5 | R | 5+3 | 3 | Until landing+24 | 1~9F All 10~10F Throw | 18 | Launch | 40, 30 | 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 | Joker Trick | Fatal | 20 | Mid | 3 | 7+10 | 177 | 9 | +4 | 13 | 0 |
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

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