The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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
1.03
5
0.85
1/5F
1.05
70
20F
25F
Ground Movement Values
Mode
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
Justice
3.6
2.8
Justice (Omega Shift)
3.6
2.8
11.0
0.24
100
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
24
1~19F
6.5
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
3F
2
24.0
1.2
40F
5.0
5.0
High Jump Values
Prejump
High Jump vY
High Jump Gravity
High Jump Duration
Forwards High Jump vX
Backwards High Jump vX
3F
30.0
1.2
50F
8.0
8.0
Air Dash Values
Mode
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
Justice
0
Justice (Omega Shift)
3
6F
22F
21.0
6F
24F
18.0
30
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
18
25
10
25
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
135
55
91
Normal Moves
input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm 5P Mid, Low 1 -2 6 3,3 9 CSJR 100%, 80% 9 10 10 11 10×2 1.44×2 3×2 8×2 5K Mid 3 -1 8 3 12 SJR 13 14 14 13 16 2.64 10 7 c.S Mid 3 -5 6 8 11 SJR 13 14 14 13 26 2.64 10 7 f.S Mid 3 -4 10 2,1,1,2 16 SJR 13 14 14 6 18×4 2.64×4 10×4 7×4 5H Mid 5 -11 12 6 24 SR 11~31F Above Chest 18 19 18 15 40 3.84 20 6 5D High 5 -3 29 10 12 R 31~46F Above Knees 18 Launch 48 18 15 28 3.84 15 20 6P High 3 -4 10 2(6)6 12 SJR 1~17F Upper Body 18~29F Above Knees 90% 13 Crouch 15 14 13 20×2 2.64×2 8×2 7×2 6H Mid 5 -9 17 2(6)2 26 SJR 18 19, Launch 28 18 15 38×2 3.84×2 20×2 6×2 2P Mid 1 +1 5 2 7 CSR 80% 9 10 10 11 8 1.44 3 8 2K Low 2 -5 7 6 10 SR 90% 11 12 12 6 18 2.64 5 7 2S Mid 3 -6 9 4 16 SJR 13 14 14 13 28 2.64 10 7 2H Mid 5 -5 11 6,6 18 R 18 Launch 35 15 32×2 3.84×2 20×2 6×2 2D Low 5 -2 11 5 16 SR 18 Down 18 15 40 3.84 15 6 j.P High/Air 1 4 4 9 SJR 9 10 10 11 14 1.44 3 8 j.K High/Air 2 5 4 16 SJR 11 12 12 12 18 2.64 5 7 j.S High/Air 3 8 4(2)6 3 SJR 13 14 24, 14 13 18×2 2.64×2 8×2 7×2 j.H High/Air 5 13 3 24 SR Forced 90% 18 19 22 15 44 3.84 15 6 j.D High/Air 4 11 2 18+3 after landing SJR 16 17 16 14 50 3.84 11 6
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 Blue Burst All 2 -15 19 6 27 1~37F Strike 25% 11 Launch 20 6 0 6 20 Gold Burst All 3 -5 19 6 26 1~1F After Landing Strike 25% 13 Launch 20 13 0 10 20 Ground Throw 55 pixels Forced 50% Down + GBounce 55 4.00 6 Air Throw 91 pixels R Forced 50% Down + GBounce 60 6.88 6×2 Dead Angle Attack All 3 -8 13 10 12 R 1~5F All 6~22F Strike 50% 13 Launch 28 + WBounce 14 + WBounce 13 22 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 236P Valkyrie Arc 5 Total 38 5~23F Guard High Forced 50% N/A 60 0.75/- 6 41236S S Michael Sword Mid 5 -5 11 9 15 R N/A 18 Launch 42 15 40 -/7.20 20 6 41236H H Michael Sword Mid 5 -13 20 9 23 R N/A 18 Launch 50 + WBounce 15 50 -/7.20 20 6 j.41236S Air S Michael Sword All 5 10 3,6 26+10 after landing RF 10~13F 18 Launch 60 15 30×2 -/7.20×2 20×2 6×2 j.41236H Air H Michael Sword All 5 21 3,6 25+10 after landing R N/A 18 Launch 50 + WBounce 15 40×2 -/7.20×2 20×2 6×2 623K S.B.T Mid, All 5 -10 7 4,8 36 RF 1~3F, 10~18F Feet 4~9F Lower Body 80% 14~17F 18 Launch 25, 24 15 24,32 -/7.20, 1.20 20×2 6×2 22X N.B. All 3, 2×3 -13 7 Until detonation(3)8 Total 51 F 7~10F 13, 11×3 Launch 60 6, 0×3 8, 20×3 -/1.20×4 10, 6×3 7, 9×3
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 236D Saperia Trance All 4 -4~ 12 9 23 6~11F Upper Body 12~20F All 16 Launch 55 + WBounce 7 50 -/0.24 14 40 j.236D Air Saperia Trance All 4 11 4 14 8~14F All 16 Launch 55 + WBounce 7 50 -/0.24 14 40
Overdrives
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 632146H Michael Blade Mid 5 -14 9+4 2 46 F 1~15F All 60% 9~13F 18 Launch 50 15 100 20 6 632146S Imperial Ray All 5 +8 5+2 63 25 F 5~7F Strike 31~34F 18 19 18 15 28×46 3×46 20×46 46463214H Gamma Ray All 5 -5 10+1 3(71)2×52 36 RF 10~11F Strike 11~14F 18 Launch 120, 28×52 7, 0×52 20, 30×52 20×53 6×53 46463214S Omega Shift 5+0 Total 5 N/A
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 X Laser All 5 -17 9+3 18 18 10~10F All 18 15 Fatal 20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid, Low Startup 6 Recovery 9 Advantage -2
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuard Mid Startup 5 Recovery 7 Advantage +1
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuard High Startup 10 Recovery 12 Advantage -4
-
-
c.S, f.S, 2S
5H, 2H, 6H
5D
Jump, Special, Super
5KGuard Mid Startup 8 Recovery 12 Advantage -1
6P
-
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 7 Recovery 10 Advantage -5
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
c.SGuard Mid Startup 6 Recovery 11 Advantage -5
6P
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 10 Recovery 16 Advantage -4
-
-
2S
5H, 2H
5D, 2D
Jump, Special, Super
2SGuard Mid Startup 9 Recovery 16 Advantage -6
-
-
-
5H, 2H, 6H
5D, 2D
Jump, Special, Super
5HGuard Mid Startup 12 Recovery 24 Advantage -11
-
-
-
-
5D, 2D
Special, Super
2HGuard Mid Startup 11 Recovery 18 Advantage -5
-
-
-
-
5D, 2D
-
6HGuard Mid Startup 17 Recovery 26 Advantage -9
-
-
-
-
-
Jump (2nd hit), Special, Super
5DGuard High Startup 29 Recovery 12 Advantage -3
-
-
-
-
-
Homing Jump
2DGuard Low Startup 11 Recovery 16 Advantage -2
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 4 Recovery 9 Advantage -
j.P
j.K
j.S
j.H
j.D
Jump, Special
j.KGuard High/Air Startup 5 Recovery 16 Advantage -
j.P
-
j.S
-
j.D
Jump, Special
j.SGuard High/Air Startup 8 Recovery 3 Advantage -
j.P
-
-
j.H
j.D
Jump, Special
j.HGuard High/Air Startup 13 Recovery 24 Advantage -
-
-
-
-
-
Special
j.DGuard High/Air Startup 11 Recovery 18+3 after landing Advantage -
-
-
-
-
-
Jump, 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
Navigation