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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
0.89
0
1.25
1/5F
0.95
80
21F
23F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
3.75
2.85
7.0
0.3
120
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
14
1~10F
9.0
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
5F
2
19.5
1.1
37F
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
5F
30.0
1.3
48F
8.0
8.0
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
7F
17F
22.0
6F
12F
10.0
60
Tension Gain Values
Forwards Walk
Run
Forwards Jump
Forwards Air Dash
5
15
5
12
Proximity Ranges
Close Slash Proximity Range
Ground Throw Range
Air Throw Range
220
45
88
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 3 +7 6 4 3 SR N/A 13 14 14 13 25 14 7 5K Low 1 -4 5 7 7 CSJR 85% N/A 9 10 10 11 16 3 8 c.S Mid 4 -3 9 2 18 SJR N/A 16 17 16 14 30 14 6 f.S Mid 4 -8 10 5 20 SR N/A 16 17 16 14 38 14 6 5H Mid 5 -17 5 7 29 RF 5~8F 18 19 24 15 41 28 6 5D High 3 -12 24 4 22 R N/A 13 Launch 48 18 13 15 8 20 6P (1) Mid 5 -4 11 2 36 1~3F Upper Body 4~18F Above Knees 90% N/A 18 Launch 80 15 30 20 6 6P (2-3) Mid 5 -4 5 2 36 4~6F Above Knees 90% N/A 18 Launch 28 18 15 20 20 6 6H Lv1 All 1 -9 13 12 12 F 10~12F 9 10 10 5 12 1.44 0 8 6H Lv2 All 2 +3 16 14 7 F 13~14F 11 12 12 12 30 2.64 0 7 6H Lv3 All 3 -1 19 11 17 F 16~17F 13 14 14 13 50 2.64 0 7 2P Mid 2 +3 6 4 5 SR 85% N/A 11 12 12 12 18 6 7 2K Low 2 -8 7 11 9 R 7~22F Low Profile N/A 11 12 12 12 12 5 7 2S Low 3 -9 10 3 20 R N/A 13 Down 14 6 34 8 7 2S Heat Low 3 +1 10 3,3 17 R N/A 13 Launch Down, 34 6, 13 37, 20 8, 10 7×2 2H Mid 4 -7 14 Total 51 F 19~21F 16 Launch 28 16 14 50 0 6 2H Heat Mid→ All 4 -7 14 Total 51 F 19~21F 16 Launch 28 16 14 50 0 6 2D 38 106 Total 24 N/A j.P High/Air 2 7 8 4 SJR N/A 11 12 12 12 20 5 7 j.K High/Air 2 7 12 16 SJR N/A 11 12 12 12 22 5 7 j.S High/Air 3 -7 9 2 23 SJR N/A 13 14 14 13 30 8 7 j.H High/Air 4 -7 8 3 41 SR N/A 16 17 20 14 28 11 6 j.D High/Air 2 8 2×12 12+8 after landing SR N/A 11 12 18 6 10×12 8×12 1×12
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 45 pixels RF Forced 50% 59~60F Down + GBounce 60 4.00 6×2 Air Throw 88 pixels Forced 50% N/A Down 60 4.00 6 Dead Angle Attack Mid 3 -22 4 7 29 R 1~10F All 50% N/A 13 28 + WBounce 14 13 25 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 Overheat Overheat Explosion Unblockable 3 1 Until it hits N/A Launch 60 35 to self 7 to self Knockdown > PK Delayed Wakeup Total 58 1~End All N/A 236S Lv1 Don't get Coc-KY! Lv 1 All 2 +22 24 4×3 Total 57 N/A 11 12 12 12 10×3 0 7×3 236S Lv2 Don't get Coc-KY! Lv 2 All 2 +38 24 4×4 Total 57 N/A 11 12 12 12 14×4 0 7×4 236S Lv3 Don't get Coc-KY! Lv 3 All 2 +54 24 4×5 Total 57 N/A 11 12 12 12 18×5 0 7×5 214S Lv1 Fun-KY Lv 1 Mid 3 +2 21 12 7+4 after landing R 7~39F Feet N/A 13 14 18 13 30 6 7 214S Lv2 Fun-KY Lv 2 Mid 5 +5 13 19 7+6 after landing R 7~38F Feet N/A 18 19 18 15 40 6 6 214S Lv3 Fun-KY Lv 3 Mid 5 +8 11 24 7+3 after landing R 7~41F Feet N/A 18 Launch 20 15 50 6 6 623H Lv1 Hun-KY Homerun Lv 1 Mid 3 -35 9 3 38+8 after landing RF 1~8F Throw 24~25F 13 Launch 20 13 30 10 7 623H Lv2 Hun-KY Homerun Lv 2 Mid 2, 4 -29 3 2(4)3 35+8 after landing RF 1~7F All 22~23F 11, 16 Launch 30, 40 6, 14 30, 50 6, 14 7, 6 623H Lv3 Hun-KY Homerun Lv 3 Mid 5×2 -22 3 4(6)4 29+8 after landing RF 1~17F All 23~24F 18 Launch 30 6, 15 16, 50 20×2 6×2 j.623H Lv1 Hun-KY Homerun Lv 1 All 3 -35 9 3 Until landing+8 RF 1~8F Throw 24~25F 13 Launch 20 13 30 10 7 j.623H Lv2 Hun-KY Homerun Lv 2 High/Air, All 3 -29 3 2(4)3 Until landing+8 RF 1~7F All 90%, 100% 23~24F 13 Launch 30, 40 6, 13 30, 50 5, 14 7, 6 j.623H Lv3 Hun-KY Homerun Lv 3 High/Air, All 5×2 -22 3 4(6)4 Until landing+8 RF 1~17F All 90%, 100% 23~24F 18 Launch 30, 40 6, 15 40, 50 15, 20 6×2 j.236S Lv1 Jun-KY Bargain Lv 1 All 2 11 Total 47+14 after landing N/A 11 12 12 12 20 0 7 j.236S Lv2 Jun-KY Bargain Lv 2 All 3 7 Total 31+14 after landing N/A 13 14 25 13 60 0 7 j.236S Lv3 Jun-KY Bargain Lv 3 All 5 9 Total 39+14 after landing N/A 18 19 18 15 75 0 6 66X Spi-KY Mid 5 0 13 9 19 RF 5~8F Upper Body 9~18F All 9~11F 18 Launch 60 15 50 -/See notes 20 6 63214K S-KY-line 70 pixels 7 1 37 1~7F Throw Forced 70% N/A Down 2×N, 50 -/See notes 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.214D Today's S-KY's Beautiful Total 67
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 236236S What's Useless Will Always Be So Mid 4 +6 2+2 2×N 9 R 16 17 60 7 6×N 3×N 1×N 236236S > 236S Headbutt Mid 5 -11 [-4] 7 [3] 3 27 [20] R 18 Launch 60 [+ WBounce] 15 70 [95] 20 6 623H Whac-KY Blow Mid 5 13+0 12(15)20 26+10 landing R 1~9F All 10~69F Strike 18 Launch 120 + WBounce 15 30, 110 6×2 236236P Ris-KY Lovers 10+12 236236P Explosion Ris-KY Lovers (Self Destruct) Mid 2 +118 1 3×27 Total 134 11 Launch 60 6 12×27 6×27 3×27
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 13 Luck-KY All 5 -11 9+9 4 26 Fatal 20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 6 Recovery 3 Advantage +7
-
-
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Special, Super
2PGuard Mid Startup 6 Recovery 5 Advantage +3
-
2K
c.S, f.S
5H, 2H, 6H
5D, 2D
Special, Super
6PGuard Mid Startup 11 Recovery 36 Advantage -4
6P[+]
-
-
-
-
-
5KGuard Low Startup 5 Recovery 7 Advantage -4
5P[*] [+] , 2P[*] [+]
5K[+]
c.S, f.S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2KGuard Low Startup 7 Recovery 9 Advantage -8
-
-
2S
2H, 6H
2D
-
c.SGuard Mid Startup 9 Recovery 18 Advantage -3
2P, 6P
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuard Mid Startup 10 Recovery 20 Advantage -8
-
-
-
5H, 2H, 6H
5D, 2D
Special, Super
2SGuard Low Startup 10 Recovery 20 Advantage -9
-
-
-
5H[*] , 2H
2D
-
5HGuard Mid Startup 5 Recovery 29 Advantage -17
-
-
-
-
-
-
2HGuard Mid Startup 14 Recovery Total 51 Advantage -7
-
-
-
-
-
-
6HGuard All Startup 13 Recovery 12 Advantage -9
-
-
-
-
-
-
5DGuard High Startup 24 Recovery 22 Advantage -12
-
-
-
-
-
Homing Jump
2DGuard Startup 38 Recovery Total 24 Advantage -
-
-
-
-
-
-
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 7 Recovery 4 Advantage -
j.P
j.K
j.S
j.H
j.D
Jump, Special
j.KGuard High/Air Startup 7 Recovery 16 Advantage -
j.P
-
j.S
j.H
j.D
Jump, Special
j.SGuard High/Air Startup 9 Recovery 23 Advantage -7
j.P
-
-
j.H
-
Jump, Special
j.HGuard High/Air Startup 8 Recovery 41 Advantage -7
-
-
-
-
-
Special
j.DGuard High/Air Startup 8 Recovery 12+8 after landing Advantage -
-
-
-
-
-
Special
5D can be only canceled into Homing Jump on ground hit
6P is cancellable into self up to 2 times
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal
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