< GGACR | Kliff Undersn
Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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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.
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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.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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For more values, see GGACR/Frame Data |
System 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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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
- 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
To edit frame data, edit values in GGACR/Kliff Undersn/Data.