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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
0.96
2
0.875
1/5F
1.0
70
20F
26F
Ground Movement Values
Forwards Walk Speed
Backwards Walk Speed
Initial Dash Speed
Dash Acceleration
Friction
4.5
2.75
0.0
0.4
95
Backdash Values
Backdash Duration
Backdash Invuln
Backdash Horizontal Speed
28
1~19F
0.0
Jump Values
Prejump
Number of Jumps
Jump vY
Jump Gravity
Jump Duration
Forwards Jump vX
Backwards Jump vX
4F
2
22.0
1.1
41F
6.5
6.5
High Jump Values
Prejump
High Jump vY
High Jump Gravity
High Jump Duration
Forwards High Jump vX
Backwards High Jump vX
4F
26.0
1.0
53F
6.0
6.0
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
9F
11F
15.0
6F
8F
14.0
60
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
160
49
88
Normal Moves
input guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow input guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow 5P Mid 1 +2 5 4 4 CJR 1.44 16 3 7 9 14 15 11 N/A 5K Mid 2 +1 6 3 8 SJR 2.64 22 6 6 11 17 17 12 N/A c.S Mid 3 0 7 4 10 SJR 2.64 30 10 6 13 20 17 13 N/A f.S Mid 3 +4 13 2 8 SJR 2.64 30 10 6 13 16 14 13 N/A 5H Mid 5 -4 13 5 18 SJR 3.84 45 20 6 18 19 30 + Slide 30 15 N/A 5D High 3 -9 24 3 20 R 2.64 22 8 20 13 Launch 48 14 13 N/A 5[D] Total 34 N/A 6P Mid 5 -1 18 6 14 RF 1~6F Upper Body 7~23F Above Knees 90% 3.84 45 20 6 18 Launch 26 + WBounce 15 18~20F 6K High/Air 3 +5 21 5 1+3 after landing R 8~21F Lower Body 90% 2.64 22 8 7 13 14 14 13 N/A 6[K] Total 24+3 after landing 8~24F Feet N/A 6H Mid 5 +0 21 6 13 SJRF 3.84 40 20 6 18 24 26 + GBounce 15 17~18F 2P Mid 1 +3 4 2 5 CR 1.44 14 3 7 9 13 16 11 N/A 2K Low 2 -1 6 2 11 R 3~4F, 12~15F Feet 90% 2.64 18 5 7 11 18 12 12 N/A 2S Mid 3 -7 8 6 15 SJR 5~9F Upper Body 2.64 32 10 6 13 14 14 13 N/A 2H Low 5 -5 13 2 22 R 5~14F Below Knees Forced 80% 3.84 42 15 15 18 Stagger 49 41 0 N/A 2D Low 5 -8 7 15 12 R 3.84 34 15 6 18 Down 26 15 N/A j.P High/Air 1 5 3 7 CR 1.44 10 3 8 9 10 14 11 N/A j.K High/Air 3 6 5 6 SJR 2.64 22 8 7 13 14 19 13 N/A j.2K High/Air 3 13 3 16 R 3.60 22 8 15 13 Launch 33 13 N/A j.S High/Air 3 3 2(2)2(4)2(2)2 6 SJR 2.64×4 16×4 8×4 6×4 13 14 19 6 N/A j.H High/Air 3 14 5 7 SR 80% 2.64 36 8 6 13 14 23 13 N/A j.D High/Air 3 7 5 19+5 after landing SJR 2.64 40 8 6 13 14 20 13 N/A
※1: Includes one sided hitstop
Universal Mechanics
name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop Ground Throw 49 pixels 4.00 52 6, 7 Down Air Throw 88 pixels Forced 50% 4.00 60 6 Down Dead Angle Attack All 3 -9 18 6 17 R 1~23F All 24~36F Throw 50% 0.52 25 10 7 13 Launch Down 13
Special Moves
input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow 236P P Mappa Hunch Mid 5 -1 11 3 17 R 2.00/4.80 40 20 6 18 19 25 15 N/A 236K K Mappa Hunch Mid 5 -3 14 6 16 R 2.00/4.80 40 20 6 18 19 27 15 N/A 236[P] P Mappa Hunch Feint Total 23 2.00/- N/A 236[K] K Mappa Hunch Feint Total 27 2.00/- N/A 214P P Dandy Step Total 30 F 1~3F Strike 2.50/- 9~12F 214K K Dandy Step Total 38 F 1~6F Strike 2.50/- 15~18F 214S S Dandy Step Total 30 6~13F Above Knees 14~17F Upper Body 2.50/- N/A 214H H Dandy Step Total 40 15~22F Above Knees 23~27F Upper Body 2.50/- N/A Dandy > P Pilebunker Mid 5 -17 3 3 33 R Forced 80% 3.00/7.20 80 20 10 18 Launch 50 + Slide 26 15 N/A Dandy > K Crosswise Heel Mid 3 -14 6 4(9)7 16+5 after landing R 3~18F Above Feet 19~25F Upper Body 100%, Forced 85% 3.00/4.80×2 23, 27 10×2 7,10 13 Launch 32, 42 6, 13 N/A Dandy > S Under Pressure Mid 3 -3 5 2 15 R 2.50/7.20 36 10 7 13 14 24 13 N/A Dandy > H It's Late High 5 +4 18 6 9 R 5~17F Throw 2.50/7.20 52 15 6 18 22 34 15 N/A Dandy > S > H It's Late High 5 +1 14 6 12 R 1~13F Throw 2.50/7.20 52 15 6 18 19 30 15 N/A 236H Bloodsucking Universe 92 pixels 7 2 29 F Forced 60% -/6.00 55 6 Stagger 33 26~27F on hit 632146P Undertow Mid 3 -2 28 3 13 RF 5~28F Armor 50% 2.00/7.20 60 10 7 13 Launch 26 + GBounce 13 24~27F j.214K Footloose Journey All 4 5 2(2)×6 Until landing+11 R 2.00/3.60×3 26×3 14×3 6×3 16 Launch 24 7 N/A
Force Breaks
input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop 236D Big Bang Upper Mid 5 -22 10 6 35 R 1~1F Upper Body 2~3F Above Knees 4~13F Above Feet 80 20 18 18 Launch 66 15 214D FB Dandy Step Total 30 1~12F Strike 13~17F Low Profile Dandy > D FB Pilebunker Mid 5 -3 3 3 31 R 90 20 6 30 Launch 80 + WStick 27
Overdrives
input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop frcWindow 632146S Dead on Time All 5 -43 7+1 10 31+21 after landing RF 7~9F Strike Forced 75% 140 20 6 18 Launch 50 + WStick 32 15 15~17F 236236H Eternal Wings Mid 5 -42 5+2 18 36+7 after landing R 1~24F Strike 88 20 6 18 Launch 120 15 N/A j.214214S Up and Close Dandy Mid [All] 5 7+2 Until landing [6] 20 after landing R[-] 1~10F Strike 100 [160] 20 [20] 6 [6] 18 Stagger 46 [19] 100 [18] 7 [15] N/A
Instant Kill
input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop input name guard level onBlock startup active recovery cancel invuln prorate tension damage gbp gbm blockstun groundHit airHit hitstop 236236H All Dead All 5 -16 10+10 10 25 10~17F strike Fatal 20 18 15
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard Mid Startup 5 Recovery 4 Advantage +2
5P[*] [+] , 2P[*] [+] , 6P[+]
5K[*] [+] , 2K[*] [+]
-
-
5D
Jump
2PGuard Mid Startup 4 Recovery 5 Advantage +3
5P[*] [+] , 2P[*] [+] , 6P[+]
-
-
-
5D
-
6PGuard Mid Startup 18 Recovery 14 Advantage -1
-
-
-
-
-
-
5KGuard Mid Startup 6 Recovery 8 Advantage +1
6P
6K
-
-
5D
Jump, Special, Super
2KGuard Low Startup 6 Recovery 11 Advantage -1
-
-
2S[*]
2H[*]
5D[*] , 2D[*]
-
6KGuard High/Air Startup 21 Recovery 1+3 after landing Advantage +5
-
-
-
-
-
-
c.SGuard Mid Startup 7 Recovery 10 Advantage 0
-
-
f.S
-
5D
Jump, Special, Super
f.SGuard Mid Startup 13 Recovery 8 Advantage +4
-
6K
-
-
5D
Jump, Special, Super
2SGuard Mid Startup 8 Recovery 15 Advantage -7
-
6K[*]
-
2H[*]
5D[*] , 2D[*]
Jump, Special, Super
5HGuard Mid Startup 13 Recovery 18 Advantage -4
-
-
-
2H
5D, 2D
Jump, Special, Super
2HGuard Low Startup 13 Recovery 22 Advantage -5
-
-
-
-
-
-
6HGuard Mid Startup 21 Recovery 13 Advantage +0
-
-
-
-
-
Jump, Special, Super
5DGuard High Startup 24 Recovery 20 Advantage -9
-
-
-
-
-
Homing Jump
2DGuard Low Startup 7 Recovery 12 Advantage -8
-
-
-
-
-
-
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard High/Air Startup 5 Recovery 7 Advantage -
j.P[+]
j.K[+]
-
-
-
-
j.KGuard High/Air Startup 6 Recovery 6 Advantage -
-
j.2K
-
-
-
Jump, Special, Super
j.2KGuard High/Air Startup 13 Recovery 16 Advantage -
-
-
-
-
-
-
j.SGuard High/Air Startup 3 Recovery 6 Advantage -
-
j.2K
-
-
-
Jump[*] , Special, Super
j.HGuard High/Air Startup 14 Recovery 7 Advantage -
-
j.2K
-
-
-
Special, Super
j.DGuard High/Air Startup 7 Recovery 19+5 after landing Advantage -
-
j.2K
-
-
-
Jump, Special, Super
5D can be only canceled into Homing Jump on ground hit
Delay gatling windows are: 5P – 10~12F; 2P – 9~10F; 2K – 11~14F; 2S – 11~18F
5P > 6P and 2P > 6P use the delay window only on whiff
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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