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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
0
1.0
1/4F
1.1
50
21F
24F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
3.2
2.74
4.8
0.16
100
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
13
1~7F
10.0
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
3F
2
18.0
0.8
45F
4.0
4.0
High Jump Values
Prejump
High Jump vY
High Jump Gravity
High Jump Duration
Forwards High Jump vX
Backwards High Jump vX
3F
30.0
0.9
67F
4.0
4.0
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
6F
20F
10.0
6F
12F
12.0
70
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
12
25
10
25
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
170
46
90
Normal Moves
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 1 0 5 7 3 CSJR N/A 9 10 10 11 10 1.44 3 8 5K Mid 3 -6 6 8 12 SJR 90% N/A 13 Launch 24 13 20 2.64 10 7 c.S Mid 4 -5 7 7 15 SJR N/A 16 17 17 14 36 3.84 14 6 f.S Mid 3 -4 11 3 15 SR N/A 13 14 14 13 36 2.64 10 7 5H Mid 5 -8 14 12 15 SR N/A 18 19 18 15 54 3.84 20 6 5D High 5 -6 27 6 19 R 18~18F, 42~45F Feet 19~41F Lower Body N/A 18 Launch 48 18 15 30 2.64 15 20 6P Lv1 Mid 3 -10 13 7 17 SR 1~8F Above Chest 9~12F Upper Body 13~19F Above Knees 20~26F Feet N/A 13 Launch 28 14 13 32 2.64 10 7 6P Lv2 Mid 3 -21 22-70 7 28 SR N/A 13 Launch 45 30 13 36 2.64 10 7 6P Lv3 Mid 3 -21 66+5 7 28 SR N/A 13 Launch 45 40 2.64 10 7 6H Lv1 High 5 -50 28 9 63 SR 70% N/A 18 Stagger 35 30 15 100 3.84 15 6 6H Lv2 High 5 -50 40-79 9 63 SR 70% N/A 18 Stagger 35 16 + GBounce 15 120 3.84 15 6 6H Lv3 High 5 -50 70+8 9 63 SR 70% N/A 18 Launch 40 + GBounce 15 200 3.84 15 6 2P Mid 1 -1 5 4 7 CSJR N/A 9 10 10 11 12 1.44 3 8 2K Low 2 -5 7 4 13 SR 5~13F Low Profile 80% N/A 11 12 12 12 16 2.64 5 7 2S Mid 5 -4 15 6 17 SR 4~14F, 30~32F Feet 15~26F Lower Body 27~29F Leg Forced 70% N/A 18 Crouch 20 18 + GBounce 15 32 3.84 20 6 2H Lv1 Low 4 -13 12 4 26 SR N/A 16 17 16 14 43 3.84 11 6 2H Lv2 Low 4 -5 36-69 4 18 SR N/A 16 Stagger 45 40 + WBounce 14 55 3.84 11 6 2H Lv3 Low 5 -3 65+4 4 18 SR N/A 18 Launch 50 + WBounce 15 70 3.84 15 6 2D Low 4 -14 7 10 21 SR N/A 16 Down 16 14 36 3.84 11 6 j.P High/Air 1 5 8 8 CSR N/A 9 10 10 11 14 1.44 3 8 j.K High/Air 2 7 5 6 SJR 90% N/A 11 12 12 12 24 2.64 5 7 j.S High/Air 3 9 4 17 SJR 80% N/A 13 14 14 13 28 2.64 8 7 j.H High/Air 4 10 8 19 SR 90% N/A 16 17 29 40 3.84 11 6 j.D High/Air 4 -2 25 Until landing 14 after landing RF 90% 23~24F 12 Launch 27 + GBounce 14 45 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 Ground Throw 46 pixels Forced 50% Down 55 4.00 6 Air Throw 90 pixels Forced 50% Down 60 4.00 6,7 Dead Angle Attack All 3 -2 12 4 12 R 5~15F Strike 50% 13 Launch 60 13 35 0.52 10 7 Step Dash Total 34 3~19F Low Profile Taunt All 3 61 ?? Total 120 13 14 14 13 8×4 2.64×4 3×4 7×4 Taunt All 3 61 ?? Total 120 13 14 14 13 8×4 2.64×4 3×4 7×4
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 P Bellowing Roar All 5 +3 16 27 4 F 17~19F 18 19 18 15 32 0.50/3.60 3 6 236S S Bellowing Roar All 5 -32 22 18 48 F 23~26F 18 Launch 67 + Slide 51 15 64 0.50/3.60 10 6 214S Skull Crusher All 4 -8 10 4×6 25 R N/A 16 17×5, Launch 16×5, 28 7 14×6 0.50/1.20×6 14×6 6×6 j.214S Air Skull Crusher All 4 -7 9 4×6 Until landing+6 RF 39~41F 16 17×5, Launch 42 7 14×6 0.50/1.20×6 14×6 6×6 214K Nape Saddle High/Air 3 -6 28 8 4+8 after landing R 37~43F 13 Launch 60 13 40 0.50/2.50 8 7 623H Scale Ripper Mid 4 -8 7 6×48, 3 22 R N/A 16 Launch 10 7 14×49 2.50/3.60×49 14×49 6×49 214P 2-Steps Forward Total 48 1~48F Strike N/A 214P > P Hellish Charge Mid 3 -11 4 2 23 R 1~4F Strike N/A 13 Stagger 32 14 13 12 -/7.20 10 7 j.41236S Limb Severer High/Air, All 5, 3 -6 14 Until landing+12 26 RF 12~13F 18, 13 Launch 60, 53 15 40, 32 -/6.00, 1.20 15, 10 6, 7
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 j.236D Air Bellowing Roar All 5 8 25 Total 25 18 Launch 50 + WBounce 15 50 -/0.72 3 6 214P > D FB Hellish Charge Mid 3 -56 22 2 68 R 1~7F Strike 8~19F Upper Body 13 14 14 6 12 -/1.44 10 7
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 236236H Reflex Roar All 5 -17 7+1 25 26 F 9~14F 18 Launch 90 + WStick 30 15 100 20 6 632146H Sole Survivor All 4 -25 16+0 6, 35×14 Total 159 R 1~22F All N/A 16 Launch 59, 60×14 14×15 24, 20×14 14, 3×14 6×15
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 Pulverizing Dragon's Roar All 5 -28 17+6 28 19 17~20F All 18 15 Fatal 20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 5 Recovery 3 Advantage 0
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
Jump, Special, Super
6PGuard Mid Startup 13 Recovery 17 Advantage -10
-
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
5KGuard Mid Startup 6 Recovery 12 Advantage -6
6P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 7 Recovery 13 Advantage -5
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
c.SGuard Mid Startup 7 Recovery 15 Advantage -5
6P
-
f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 11 Recovery 15 Advantage -4
-
-
2S
5H, 2H
5D, 2D
Special, Super
2SGuard Mid Startup 15 Recovery 17 Advantage -4
-
-
-
5H, 2H
5D, 2D
Special, Super
5HGuard Mid Startup 14 Recovery 15 Advantage -8
-
-
-
-
5D, 2D
Special, Super
2HGuard Low Startup 12 Recovery 26 Advantage -13
-
-
-
-
5D, 2D
Special, Super
6HGuard High Startup 28 Recovery 63 Advantage -50
-
-
-
-
-
Special, Super
5DGuard High Startup 27 Recovery 19 Advantage -6
-
-
-
-
-
Homing Jump
2DGuard Low Startup 7 Recovery 21 Advantage -14
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 5 Recovery 8 Advantage -
j.P[+]
j.K[+]
j.S
j.H
-
Special
j.KGuard High/Air Startup 7 Recovery 6 Advantage -
j.P
-
j.S
j.H
j.D
Jump, Special
j.SGuard High/Air Startup 9 Recovery 17 Advantage -
-
-
-
j.H
-
Jump, Special
j.HGuard High/Air Startup 10 Recovery 19 Advantage -
-
-
-
-
j.D
Special
j.DGuard High/Air Startup 25 Recovery 14 after landing Advantage -2
-
-
-
-
-
-
5D can be only canceled into Homing Jump on ground hit
6P and 2H can only gatling with their uncharged versions
2H and c.S can gatling during their recovery frames
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
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