Character Frame Data
Character Comparisons
Defense Values
R.I.S.C. Values
Character | R.I.S.C. Gain Modifier |
---|---|
A.B.A | 32.0 |
A.B.A (Jealous Rage) | 32.0 |
Anji Mito | 32.0 |
Asuka R | 34.0 |
Asuka R (No Mana) | 34.0 |
Axl Low | 36.0 |
Baiken | 32.0 |
Bedman | 32.0 |
Bridget | 32.0 |
Chipp Zanuff | 40.0 |
Elphelt Valentine | 32.0 |
Faust | 36.0 |
Giovanna | 32.0 |
Giovanna (100% Tension) | 32.0 |
Giovanna (50~99% Tension) | 32.0 |
Goldlewis Dickinson | 28.0 |
Happy Chaos | 36.0 |
I-No | 36.0 |
Jack-O | 28.0 |
Jack-O (Backward Dash) | 28.0 |
Johnny | 32.0 |
Ky Kiske | 32.0 |
Ky Kiske (Dragon Install) | 32.0 |
Leo Whitefang | 32.0 |
Leo Whitefang (Brynhildr Stance) | 32.0 |
May | 32.0 |
Millia Rage | 40.0 |
Nagoriyuki | 30.0 |
Nagoriyuki (1 bar of Blood Gauge) | 30.0 |
Nagoriyuki (2 bars of Blood Gauge) | 30.0 |
Nagoriyuki (Blood Rage) | 30.0 |
Potemkin | 28.0 |
Ramlethal Valentine | 32.0 |
Sin Kiske | 32.0 |
Sol Badguy | 32.0 |
Testament | 34.0 |
Zato-1 | 36.0 |
- R.I.S.C. Level maximum value is 12800 for all characters.
- Base R.I.S.C. Gain * R.I.S.C. Gain Modifier = Actual R.I.S.C Gain
- R.I.S.C. Gain is increased by x1.5 if blocking in the air, but reduced to x0.75 if blocking a low or an overhead.
- R.I.S.C. Gain is decreased by x0.5 while the defender has positive R.I.S.C. Level but before the gauge starts depleting.
Note: Base R.I.S.C Gain is tied to Attack Level (5 + 5 * Attack Level, then * 100). Multi-hitting attacks typically have their individual hit R.I.S.C. Gain divided by the number of hits, then rounded down (5 + 5 * Attack Level, then ÷ number of hits, then rounded down (no less than 1), then * 100), but some moves or hits ignore this. Projectiles typically have a base R.I.S.C. Gain of 500 regardless of Attack Level, with multi-hitting projectiles dividing that as normal. Please consult your character's full frame data in case of exceptions.
Movement Values
Character | Prejump | Jump Duration | High Jump Duration | Earliest Forward Instant Air Dash | Earliest Backward Instant Air Dash | Forward Air Dash Duration ※1 | Backward Air Dash Duration | Forward Air Dash Attack Transition | Backward Air Dash Attack Transition |
---|---|---|---|---|---|---|---|---|---|
Anji | 4 | 42 | 49 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Axl | 4 | 42 | 49 | 4 | 4 | 25/19 | 12 | 18 | 6 |
Chipp | 4 | 42 | 55 | 3 | 3 | 25/16 | 12 | 15 | 6 |
Faust | 4 | 42 | 57 | 3 | 3 | 52 | 28 | 18 | 12 |
Giovanna | 4 | 38 | 49 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Goldlewis | 5 | 31 | 38 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
I-No | 4 | 38 | 49 | 4 ※2 | 4 ※2 | 15~32 ※5 | 15~32 ※5 | 15 | 15 |
Jack-O' | 4 | 42 | 48 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Ky | 4 | 38 | 48 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Leo | 4 | 38 | 53 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
May | 4 | 37 | 57 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Millia | 4 | 37 | 55 | 3 | 3 | 18 | 18 | 13 | 13 |
Nagoriyuki | 5 ※3 | 41 | 38 | - | - | - | - | - | - |
Potemkin | 5 | 42 | 55 | - | - | - | - | - | - |
Ramlethal | 4 | 38 | 53 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Sol | 4 | 38 | 48 | 4 ※2 | 4 ※2 | 25/19 | 12 | 18 | 6 |
Zato ※4 | 4 | 38 | 57 | 4 ※2 | - | 91/14 | - | 14 | - |
※1: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
※2: When performing a high jump, earliest instant air dash is 1 frame earlier.
※3: When performing a high jump, prejump is 10 frames.
※4: Zato's air dash values represent his flight.
※5: I-No's air dash duration changes if the dash button or direction is held.
Character | Backdash Duration |
---|---|
A.B.A | 24 |
A.B.A (Jealous Rage) | 16 |
Anji Mito | 20/1-5 strike invuln/1-15 airborne |
Asuka R | 21/1-5 strike invuln/1-18 airborne |
Asuka R (No Mana) | 21/1~5 strike invuln/1~18 airborne |
Axl Low | 20/1-5 strike invuln/1-15 airborne |
Baiken | 21/1-5 strike invuln/1-15 airborne |
Bedman | 24/1-6 strike invuln/1-17 airborne |
Bridget | 17/1-4 strike invuln/1-12 airborne |
Chipp Zanuff | 20/1-5 strike invuln/1-19 airborne |
Elphelt Valentine | 20/1-5 strike invuln/1~15 airborne |
Faust | 20/1-5 strike invuln/1-15 airborne |
Giovanna | 19/1-5 strike invuln/1-13 airborne |
Giovanna (100% Tension) | 19/1-5 strike invuln/1-13 airborne |
Giovanna (50~99% Tension) | 19/1-5 strike invuln/1-13 airborne |
Goldlewis Dickinson | 22/1-6 strike invuln/1-11 airborne |
Happy Chaos | 18/1-5 strike invuln/1-13 airborne |
I-No | 20/1-5 strike invuln/1-15 airborne |
Jack-O | 18/1-5 strike invuln/1-13 airborne |
Jack-O (Backward Dash) | 18/1-5 strike invuln/1-13 airborne |
Johnny | 18/1-5 strike invuln/1-16 airborne |
Ky Kiske | 20/1-5 strike invuln/1-15 airborne |
Ky Kiske (Dragon Install) | 20/1~5 strike invuln/1~15 airborne |
Leo Whitefang | 20/1-5 strike invuln/1-15 airborne |
Leo Whitefang (Brynhildr Stance) | 17 |
May | 16/1-4 strike invuln/1-11 airborne |
Millia Rage | 16/1-4 strike invuln/1-11 airborne |
Nagoriyuki | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (1 bar of Blood Gauge) | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (2 bars of Blood Gauge) | 23/1-6 strike invuln/1-16 airborne |
Nagoriyuki (Blood Rage) | 23/1-6 strike invuln/1-16 airborne |
Potemkin | 24/1-6 strike invuln/1-17 airborne |
Ramlethal Valentine | 20/1-5 strike invuln/1-15 airborne |
Sin Kiske | 24/1-6 strike invuln/1-20 throw invuln/1-20 airborneSin is considered airborne if he is hit during backdash and grounded otherwise |
Sol Badguy | 20/1-5 strike invuln/1-15 airborne |
Testament | 18/1-5 strike invuln/1-15 airborne |
Zato-1 | 20/1-5 strike invuln/1-15 airborne |
Throw Ranges
Character | Move Name | Range |
---|---|---|
Anji | Ground Throw | 90000 |
Axl | Ground Throw | 90000 |
Axl | Winter Mantis | 1500000 |
Chipp | Ground Throw | 75000 |
Chipp | Genrou Zan | 20000 |
Faust | Ground Throw | 90000 |
Faust | Snip Snip Snip | 120000 |
Giovanna | Ground Throw | 90000 |
Goldlewis | Ground Throw | 90000 |
I-No | Ground Throw | 90000 |
I-No | Megalomania | 120000 |
Jack-O' | Ground Throw | 90000 |
Jack-O' | Forever Elysion Driver | |
Ky | Ground Throw | 90000 |
Leo | Ground Throw | 90000 |
Leo | Gländzendes Dunkel | 120000 |
May | Ground Throw | 90000 |
May | Overhead Kiss | 120000 |
Millia | Ground Throw | 75000 |
Nagoriyuki | Ground Throw | 120000 |
Nagoriyuki | Bloodsucking Universe | 160000 |
Potemkin | Ground Throw | 120000 |
Potemkin | Potemkin Buster | 120000, 160000, 200000, 250000 |
Ramlethal | Ground Throw | 90000 |
Sol | Ground Throw | 90000 |
Sol | Wild Throw | 120000 |
Sol | Heavy Mob Cemetery | 150000 |
Zato | Ground Throw | 90000 |
Zato | Damned Fang | 120000 |
Character | Move Name | Range |
---|---|---|
Air Throw (All Characters) | Air Throw | 200000 |
Potemkin | Heavenly Potemkin Buster | 200000 |
System Data
Attack Level
Level | Hitstop | Standing Hitstun | Crouching Hitstun | Ground Block | Air Regular Block/FD ※ | Air Instant Block/IFD ※ |
---|---|---|---|---|---|---|
Lv.0 | 11 | 12 | 13 | 9 | Until landing+19 | Until landing+5 |
Lv.1 | 12 | 14 | 15 | 11 | Until landing+19 | Until landing+5 |
Lv.2 | 13 | 16 | 17 | 13 | Until landing+19 | Until landing+5 |
Lv.3 | 14 | 19 | 20 | 16 | Until landing+19 | Until landing+5 |
Lv.4 | 15 | 21 | 22 | 18 | Until landing+19 | Until landing+5 |
※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)
Guts
Guts Rating | < 70% Life | < 60% Life | < 50% Life | < 40% Life | < 30% Life | < 20% Life | < 10% Life |
---|---|---|---|---|---|---|---|
0 | 97% | 92% | 89% | 84% | 75% | 66% | 56% |
1 | 96% | 91% | 87% | 82% | 73% | 63% | 53% |
2 | 95% | 90% | 85% | 80% | 70% | 60% | 50% |
3 | 94% | 89% | 83% | 78% | 67% | 57% | 47% |
4 | 93% | 88% | 81% | 76% | 64% | 53% | 44% |
5 | 92% | 87% | 79% | 74% | 60% | 50% | 41% |
Faultless Defense
Level | Ground FD Consumption | Air FD Consumption |
---|---|---|
Lv.0 | 500 | 525 |
Lv.1 | 600 | 625 |
Lv.2 | 675 | 700 |
Lv.3 | 775 | 800 |
Lv.4 | 875 | 900 |
- Tension Gauge maximum value is 10000.
- Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
- (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
Psych Burst
Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST- Bursts become airborne on frame 1.
- Gold Burst has an Attack Level of 2, Blue Burst has an Attack Level of 1.
- Blue Burst has 6 frames of hitstop.
- Recovery listed is while grounded.
- If activated while airborne, recovery is until landing + 9 frames after landing.