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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
0.87
4
1.0
1/5F
0.94
80
22F
24F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
3.2
2.75
3.5
0.3
100
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
21
1~20F
3.5
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
5F
2
20.0
1.1
38F
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
5F
26.0
1.1
49F
6.5
6.5
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
0
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
12
10
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
170
55
104
Normals
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 -1 5 5 6 CSJR N/A 9 10 13 11 11 1.44 3 8 5K Low 3 -4 7 9 9 SJR 90% N/A 13 14 14 13 22 2.64 8 7 c.S Mid 3 0 9 3 11 SJR N/A 13 14 14 13 40 2.64 10 7 f.S Mid 3 -11 12 7 18 SJR N/A 13 14 14 13 36 2.64 10 7 5H Mid 5 -4 15 7 16 SR N/A 18 19 18 15 58 3.84 20 6 5D High 5 +3 31 10 6 R N/A 18 Launch 48 18 15 30 3.84 15 20 6P Mid 4 -9 13 7 19 SJR 1~4F Upper Body 5~14F Above Knees 90% N/A 16 17 18 14 35 3.84 14 6 6K High 5 -4 18 3 20 SJR 1~15F Throw 85% N/A 18 19 18 15 40 3.84 15 6 6H Mid 5 -11 23 5 30 SRF 50% 20~21F 23 Launch 28 + WBounce 15 90 3.84 20 6 2P Low 1 -2 9 4 8 SR 80% N/A 9 10 10 11 12 1.44 3 8 2K Low 2 -6 7 4 14 SR 90% N/A 11 12 12 12 16 2.64 5 7 2S Mid 4 -2 13 3 16 SR N/A 16 17 16 14 36 3.84 14 9 2H Mid 5 -21 13 5 35 SRF 13~15F 18 Launch 30 15 66 3.84 20 6 2D Low 3 -5 12 5 14 SR Forced 80% N/A 13 Down 14 13 35 3.84 8 7 j.P High/Air 1 5 9 6 CR N/A 9 10 10 11 18 1.44 3 8 j.K High/Air 3 9 8 13 JR N/A 13 14 14 13 22 2.64 8 7 j.S High/Air 3 14 6 23 R N/A 13 14 25 13 32 2.64 8 7 j.H High/Air 4 11 6 16 R N/A 16 17 16 14 40 3.84 11 6 j.D High/Air 4 11 Until landing 8 after landing R 9F~Landing Butt N/A 16 17 40 14 45 3.84 11 6
Universal Mechanics
name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm Ground Throw 55 pixels F Forced 50% 40~44F Down 45, 30 4.00 6, 0 Air Throw 104 pixels Forced 50% N/A 32 70 4.00 6 Dead Angle Attack All 3 -9 13 20 3 R 1~17F All 18~32F Throw 50% N/A 13 Launch 60 13 35 0.52 10 7
Specials
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 Mega Fist Forward High/Air 3 -9 25 8 0+13 after landing RF 1~24F Lower Body 16~17F, 25~26F 11 Down 14 13 50 1.50/3.60 5 7 214P Mega Fist Backward High/Air 5 +4 25 9 0+6 after landing RF 1~24F Lower Body 25~26F, 28~29F 18 Down 18 15 50 1.00/3.60 15 6 236S Slide Head Low, Unblockable 5 -11 23 2(2)1 25 RF 1~16F Above Feet, 26~35F Above Knees 90% 27~29F 18 Launch 50 15, 0 40, 0 2.00/3.60 15, - 6 [4]6H Hammer Fall Mid 4 -18 19~27 2 33 RF 1F~1st active frame: Armor 3F after first active 16 Launch 22 14 60 1.00/9.60 14 12 [4]6H > P Hammer Fall Break Total 15 F 3~10F 63214S F.D.B. All 4 +2 21 3 12 R 4~14F Reflect N/A 16 Stagger 65 16 14 40 1.50/6.00 14 6 63214S Reflect F.D.B. (Reflect) All 3 1 98 Total 22 1~End Strike N/A 13 Stagger 35 60 13 16 -/1.20 0 7 632146P Potemkin Buster 176 pixels 3 1 37 1~2F Front Foot 1~16F Throw 3~5F All Forced 75% N/A Down 160 -/12.00 6, 15 623H Heat Knuckle Unblockable, FD×3 1, 5×3 14 1 22 RF 23~24F on whiff Down×3, 45 11 0, 15×2, 40 2.00/0.00, 6.00×2, 3.60 8, 6×3 623H > 63214H Heat Extend FD 5 R Strike N/A 80 15 95 -/26.40 6
Force Breaks
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 63214D Judge Gauntlet Mid 5 -15 28 [10] 6 28 R 2~28F Armor 85% N/A 18 Launch 28 + GBounce 15 85 20 6 j.632146D Aerial Potemkin Buster FD 5 5 1 Until landing+12 RF 1~9F Throw 100%, Forced 75% 9~11F after throw Down 15 0, 140 6, 0
Overdrives
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 632146H Giganter All 5 +9 9+8 48 Total 41 1~9F All 10~15F Strike 18 Stagger 55 75 15 45 20 6 632146H > 4123641236P Gigantic Bullet Mid 5 -19 51 24 14 R 18 Launch 60 + WBounce 15 126 20 6 236236S Heavenly Potemkin Buster Unblockable 12+1 15 10 1~12F All 13~27F Upper Body Down 170 6
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 Magnum Opera All 5 -9 11+6 12 16 1~21F Strike 18 15 Fatal 20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 5 Recovery 6 Advantage -1
5P[+] , 2P[+] , 6P[+]
5K[+] , 2K[+]
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuard Low Startup 9 Recovery 8 Advantage -2
6P
5K, 2K
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuard Mid Startup 13 Recovery 19 Advantage -9
-
-
-
-
-
Jump, Special, Super
5KGuard Low Startup 7 Recovery 9 Advantage -4
-
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 7 Recovery 14 Advantage -6
-
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
6KGuard High Startup 18 Recovery 20 Advantage -4
-
-
-
-
2D
Jump, Special, Super
c.SGuard Mid Startup 9 Recovery 11 Advantage 0
-
-
f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 12 Recovery 18 Advantage -11
-
-
2S
5H, 2H
5D, 2D
Jump, Special, Super
2SGuard Mid Startup 13 Recovery 16 Advantage -2
-
-
-
2H
5D, 2D
Special, Super
5HGuard Mid Startup 15 Recovery 16 Advantage -4
-
-
-
-
5D, 2D
Special, Super
2HGuard Mid Startup 13 Recovery 35 Advantage -21
-
-
-
-
5D, 2D
Special, Super
6HGuard Mid Startup 23 Recovery 30 Advantage -11
-
-
-
-
-
Special, Super
5DGuard High Startup 31 Recovery 6 Advantage +3
-
-
-
-
-
Homing Jump
2DGuard Low Startup 12 Recovery 14 Advantage -5
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 5 Recovery 6 Advantage -
j.P
j.K
j.S
j.H
j.D
-
j.KGuard High/Air Startup 9 Recovery 13 Advantage -
j.P
-
j.S
-
-
Jump
j.SGuard High/Air Startup 14 Recovery 23 Advantage -
j.P
-
-
j.H
j.D
-
j.HGuard High/Air Startup 11 Recovery 16 Advantage -
-
-
-
-
-
j.DGuard High/Air Startup 11 Recovery 8 after landing Advantage -
-
-
-
-
-
-
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
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