GGACR/Frame Data

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< GGACR(Redirected from Frame Data (GGACR))

Character Index

GGACR A.B.A Icon.png GGACR Anji Mito Icon.png GGACR Axl Low Icon.png GGACR Baiken Icon.png GGACR Bridget Icon.png
GGACR Chipp Zanuff Icon.png GGACR Dizzy Icon.png GGACR Eddie Icon.png GGACR Faust Icon.png GGACR I-No Icon.png
GGACR Jam Kuradoberi Icon.png GGACR Johnny Icon.png GGACR Justice Icon.png GGACR Kliff Icon.png GGACR Ky Icon.png
GGACR May Icon.png GGACR Millia Icon.png GGACR Order-Sol Icon.png GGACR Potemkin Icon.png GGACR Robo Icon.png
GGACR Slayer Icon.png GGACR Sol Badguy Icon.png GGACR Testament Icon.png GGACR Venom Icon.png GGACR Zappa Icon.png

About Measurement

Distance is measured in pixels, time is measured in frames, and speed is measured in pixels per frame. Pixel measurement assumes native resolution.
To get internal distance value multiply distance by 100.

Defense Values

Defense modifiers are a flat amount of "armor" that your character that determines how much damage they will take. Guts affects the amount of damage that is reduced the lower your health is. So the equation to calculate how much damage an attack would do is : damage = (base_damage × defense_mod) × guts_modifier. Guard balance determines how fast your guard bar cranks up and stun resistance is how resistant you are to getting stunned.

Character Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist
GGACR A.B.A Icon.png A.B.A 0.89 0 1.0 1/5F 0.98 80
GGACR Anji Mito Icon.png Anji Mito 1.06 5 1.25 1/6F 1.0 65
GGACR Axl Low Icon.png Axl Low 1.06 1 1.0 1/5F 1.0 60
GGACR Baiken Icon.png Baiken 1.18 5 1.0 1/5F 1.1 55
GGACR Bridget Icon.png Bridget 1.07 0 1.0 1/5F 1.1 55
GGACR Chipp Zanuff Icon.png Chipp Zanuff 1.30 4 1.125 1/5F 1.0 50
GGACR Dizzy Icon.png Dizzy 1.15 1 0.875 1/6F 1.05 50
GGACR Eddie Icon.png Eddie 1.06 0 1.0 1/5F 1.0 60
GGACR Faust Icon.png Faust 1.00 0 0.8125 1/6F 1.0 65
GGACR I-No Icon.png I-No 1.06 1 1.0 1/5F 1.05 55
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 1.06 3 1.0 1/5F 1.1 65
GGACR Johnny Icon.png Johnny 1.00 4 0.875 1/5F 0.98 70
GGACR Justice Icon.png Justice 1.03 5 0.85 1/5F 1.05 70
GGACR Kliff Undersn Icon.png Kliff Undersn 1.06 0 1.0 1/4F 1.1 50
GGACR Ky Kiske Icon.png Ky Kiske 1.03 2 1.0 1/5F 1.0 60
GGACR May Icon.png May 1.06 3 1.0 1/5F 1.1 70
GGACR Millia Rage Icon.png Millia Rage 1.21 3 1.25 1/6F 1.05 55
GGACR Order-Sol Icon.png Order-Sol 0.96 2 1.0 1/5F 0.98 60
GGACR Potemkin Icon.png Potemkin 0.87 4 1.0 1/5F 0.94 80
GGACR Robo-Ky Icon.png Robo-Ky 0.89 0 1.25 1/5F 0.95 80
GGACR Slayer Icon.png Slayer 0.96 2 0.875 1/5F 1.0 70
GGACR Sol Badguy Icon.png Sol Badguy 1.00 1 1.0 1/5F 1.0 60
GGACR Testament Icon.png Testament 1.00 0 1.0 1/6F 1.0 65
GGACR Venom Icon.png Venom 1.06 1 1.0 1/5F 1.0 60
GGACR Zappa Icon.png Zappa 1.00 2 1.0 1/5F 1.0 60
  • The gravity modifier is only for combos.
  • All characters have 460 health.

Ground Movement Values

Character Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
GGACR A.B.A Icon.png A.B.A 1.75 1.45 7.0 0.3 120
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 1.75 1.45 14.0 0.33 120
GGACR A.B.A Icon.png A.B.A (Moroha) 1.75 1.45 11.0 0.3 120
GGACR Anji Mito Icon.png Anji Mito 3.2 2.8 8.0 0.32 100
GGACR Axl Low Icon.png Axl Low 3.0 2.8 7.5 0.3 100
GGACR Baiken Icon.png Baiken 2.8 2.7 8.0 0.35 105
GGACR Bridget Icon.png Bridget 3.0 2.7 8.0 0.35 105
GGACR Chipp Zanuff Icon.png Chipp Zanuff 4.7 3.9 14.0 0.55 85
GGACR Dizzy Icon.png Dizzy 3.2 2.4 11.0 0.24 100
GGACR Eddie Icon.png Eddie 2.8 2.2 7.75 0.3 100
GGACR Faust Icon.png Faust 2.5 4.4 8.0 0.3 100
GGACR I-No Icon.png I-No 3.5 2.75 8.0 0.4 95
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 5.5 4.5 10.0 0.42 100
GGACR Johnny Icon.png Johnny 3.6 2.95 7.0 0.3 100
GGACR Justice Icon.png Justice 3.6 2.8
GGACR Justice Icon.png Justice (Omega Shift) 3.6 2.8 11.0 0.24 100
GGACR Kliff Undersn Icon.png Kliff Undersn 3.2 2.74 4.8 0.16 100
GGACR Ky Kiske Icon.png Ky Kiske 3.75 2.85 8.96 0.37 100
GGACR May Icon.png May 3.2 2.74 7.87 0.32 100
GGACR Millia Rage Icon.png Millia Rage 4.5 3.5 11.8 0.45 90
GGACR Order-Sol Icon.png Order-Sol 3.5 2.75 10.0 0.45 95
GGACR Potemkin Icon.png Potemkin 3.2 2.75 3.5 0.3 100
GGACR Robo-Ky Icon.png Robo-Ky 3.75 2.85 7.0 0.3 120
GGACR Slayer Icon.png Slayer 4.5 2.75 0.0 0.4 95
GGACR Sol Badguy Icon.png Sol Badguy 3.5 2.75 8.0 0.4 95
GGACR Testament Icon.png Testament 3.2 2.6 6.6 0.38 100
GGACR Venom Icon.png Venom 3.45 2.75 8.12 0.34 100
GGACR Zappa Icon.png Zappa 3.35 3.25 9.6 0.28 95

Minimum run time is 11F, run skid lasts 14F. If run is longer than minimum, run skid starts 1F after letting go of forward direction

  • Baiken has Feet invul 1~14F of run skid
  • Sol and Order-Sol have Feet invul 1~6F of run skid

Backdash Values

Character Backdash Duration Backdash Invuln Backdash Horizontal Speed
GGACR A.B.A Icon.png A.B.A 17 1~8F 9.0
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 20 1~8F 9.7
GGACR A.B.A Icon.png A.B.A (Moroha) 16 1~8F 9.0
GGACR Anji Mito Icon.png Anji Mito 16 1~9F 8.0
GGACR Axl Low Icon.png Axl Low 16 1~8F 7.0
GGACR Baiken Icon.png Baiken 16 1~9F 8.5
GGACR Bridget Icon.png Bridget 15 1~8F 8.5
GGACR Chipp Zanuff Icon.png Chipp Zanuff 21 1~9F 8.5
GGACR Dizzy Icon.png Dizzy 16 1~9F 9.0
GGACR Eddie Icon.png Eddie 16 1~7F 8.0
GGACR Faust Icon.png Faust 13 1~7F 9.5
GGACR I-No Icon.png I-No 16 1~11F 9.0
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 13 1~7F 10.0
GGACR Johnny Icon.png Johnny 11 1~7F 12.5
GGACR Justice Icon.png Justice 24 1~19F 6.5
GGACR Justice Icon.png Justice (Omega Shift) 24 1~19F 6.5
GGACR Kliff Undersn Icon.png Kliff Undersn 13 1~7F 10.0
GGACR Ky Kiske Icon.png Ky Kiske 16 1~9F 9.0
GGACR May Icon.png May 13 1~9F 12.0
GGACR Millia Rage Icon.png Millia Rage 11 1~5F 14.0
GGACR Order-Sol Icon.png Order-Sol 16 1~8F 9.0
GGACR Potemkin Icon.png Potemkin 21 1~20F 3.5
GGACR Robo-Ky Icon.png Robo-Ky 14 1~10F 9.0
GGACR Slayer Icon.png Slayer 28 1~19F 0.0
GGACR Sol Badguy Icon.png Sol Badguy 16 1~8F 9.0
GGACR Testament Icon.png Testament 16 1~9F 9.0
GGACR Venom Icon.png Venom 13 1~7F 9.0
GGACR Zappa Icon.png Zappa 11 1~10F 14.0

Jump Values

Character Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
GGACR A.B.A Icon.png A.B.A 4F 2 19.5 1.1 37F 5.5 4.0
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 4F 2 17.8 1.1 34F 5.9 4.0
GGACR A.B.A Icon.png A.B.A (Moroha) 4F 2 19.5 1.1 37F 5.5 4.0
GGACR Anji Mito Icon.png Anji Mito 3F 2 24.5 1.2 42F 4.0 4.0
GGACR Axl Low Icon.png Axl Low 4F 2 22.0 1.1 41F 5.0 4.0
GGACR Baiken Icon.png Baiken 3F 2 23.0 1.1 43F 5.0 5.0
GGACR Bridget Icon.png Bridget 3F 2 21.0 1.05 41F 6.5 6.5
GGACR Chipp Zanuff Icon.png Chipp Zanuff 3F 3 28.0 1.4 41F 6.0 5.0
GGACR Dizzy Icon.png Dizzy 3F 2 23.0 1.1 43F 5.0 5.0
GGACR Eddie Icon.png Eddie 3F 2 24.0 1.3 38F 5.0 5.0
GGACR Faust Icon.png Faust 4F 2 22.0 1.1 41F 5.0 5.0
GGACR I-No Icon.png I-No 3F 2 20.0 1.1 38F 5.0 5.0
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 3F 2 22.0 1.1 41F 5.25 5.0
GGACR Johnny Icon.png Johnny 4F 2 23.5 1.05 46F 4.7 5.0
GGACR Justice Icon.png Justice 3F 2 24.0 1.2 40F 5.0 5.0
GGACR Justice Icon.png Justice (Omega Shift) 3F 3 24.0 1.2 40F 5.0 5.0
GGACR Kliff Undersn Icon.png Kliff Undersn 3F 2 18.0 0.8 45F 4.0 4.0
GGACR Ky Kiske Icon.png Ky Kiske 3F 2 20.0 1.1 38F 5.0 5.0
GGACR May Icon.png May 3F 2 30.0 1.7 37F 4.0 4.0
GGACR Millia Rage Icon.png Millia Rage 3F 2 28.0 1.6 36F 4.7 4.5
GGACR Order-Sol Icon.png Order-Sol 3F 2 17.5 1.15 32F 6.0 5.0
GGACR Potemkin Icon.png Potemkin 5F 2 20.0 1.1 38F 5.0 5.0
GGACR Robo-Ky Icon.png Robo-Ky 5F 2 19.5 1.1 37F 4.0 4.0
GGACR Slayer Icon.png Slayer 4F 2 22.0 1.1 41F 6.5 6.5
GGACR Sol Badguy Icon.png Sol Badguy 3F 2 20.0 1.1 38F 5.0 5.0
GGACR Testament Icon.png Testament 4F 2 20.0 1.1 38F 5.0 5.0
GGACR Venom Icon.png Venom 4F 2 22.0 1.1 41F 5.0 5.0
GGACR Zappa Icon.png Zappa 3F 2 20.0 1.05 40F 7.5 5.0

High Jump Values

Character Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
GGACR A.B.A Icon.png A.B.A 4F 29.0 1.3 46F 8.0 8.0
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 4F 29.0 1.3 46F 8.0 8.0
GGACR A.B.A Icon.png A.B.A (Moroha) 4F 29.0 1.3 46F 8.0 8.0
GGACR Anji Mito Icon.png Anji Mito 3F 26.0 1.1 49F 12.5 14.0
GGACR Axl Low Icon.png Axl Low 4F 26.0 1.1 49F 5.0 3.0
GGACR Baiken Icon.png Baiken 3F 25.0 1.1 47F 5.0 5.0
GGACR Bridget Icon.png Bridget 3F 24.0 1.05 47F 6.5 6.5
GGACR Chipp Zanuff Icon.png Chipp Zanuff 3F 29.0 1.1 54F 8.0 7.0
GGACR Dizzy Icon.png Dizzy 3F 30.0 1.1 56F 8.0 8.0
GGACR Eddie Icon.png Eddie 3F 30.0 1.1 56F 5.0 5.0
GGACR Faust Icon.png Faust 4F 30.0 1.1 56F 5.0 5.0
GGACR I-No Icon.png I-No 3F 26.0 1.1 49F 6.5 6.5
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 3F 28.0 1.1 52F 6.5 6.5
GGACR Johnny Icon.png Johnny 4F 31.5 1.1 59F 4.7 5.0
GGACR Justice Icon.png Justice 3F 30.0 1.2 50F 8.0 8.0
GGACR Justice Icon.png Justice (Omega Shift) 3F 30.0 1.2 50F 8.0 8.0
GGACR Kliff Undersn Icon.png Kliff Undersn 3F 30.0 0.9 67F 4.0 4.0
GGACR Ky Kiske Icon.png Ky Kiske 3F 25.0 1.1 47F 8.0 8.0
GGACR May Icon.png May 3F 30.0 1.1 56F 4.0 4.0
GGACR Millia Rage Icon.png Millia Rage 3F 29.0 1.1 54F 8.0 7.0
GGACR Order-Sol Icon.png Order-Sol 3F 28.0 1.15 50F 6.0 5.0
GGACR Potemkin Icon.png Potemkin 5F 26.0 1.1 49F 6.5 6.5
GGACR Robo-Ky Icon.png Robo-Ky 5F 30.0 1.3 48F 8.0 8.0
GGACR Slayer Icon.png Slayer 4F 26.0 1.0 53F 6.0 6.0
GGACR Sol Badguy Icon.png Sol Badguy 3F 26.0 1.1 49F 5.0 5.0
GGACR Testament Icon.png Testament 4F 26.0 1.1 49F 5.0 5.0
GGACR Venom Icon.png Venom 4F 26.0 1.1 49F 5.0 5.0
GGACR Zappa Icon.png Zappa 3F 31.0 1.3 49F 6.0 5.0

Air Dash Values

Character 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
GGACR A.B.A Icon.png A.B.A 1 7F 17F 10.0 6F 12F 10.0 60
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 2 7F 14F 16.0 6F 12F 16.0 50
GGACR A.B.A Icon.png A.B.A (Moroha) 1 7F 14F 16.0 6F 12F 13.0 50
GGACR Anji Mito Icon.png Anji Mito 1 6F 20F 17.0 6F 12F 14.0 60
GGACR Axl Low Icon.png Axl Low 1 7F 18F 15.0 6F 11F 11.0 80
GGACR Baiken Icon.png Baiken 1 6F 17F 16.5 6F 12F 12.5 30
GGACR Bridget Icon.png Bridget 1 6F 20F 17.5 6F 12F 13.0 60
GGACR Chipp Zanuff Icon.png Chipp Zanuff 1 6F 16F 21.0 6F 12F 16.0 60
GGACR Dizzy Icon.png Dizzy 2 6F 16F 19.5 6F 12F 14.0 30
GGACR Eddie Icon.png Eddie 1 9F 18F 16.0 8F 18F 10.0 75
GGACR Faust Icon.png Faust 1 9F 62F 10.0 11F 30F 8.0 60
GGACR I-No Icon.png I-No 2 6F 23F 17.5 6F 13F 14.0 60
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 1 7F 15F 20.0 6F 12F 15.0 20
GGACR Johnny Icon.png Johnny 1 6F 17F 15.0 6F 12F 14.0 80
GGACR Justice Icon.png Justice 0
GGACR Justice Icon.png Justice (Omega Shift) 3 6F 22F 21.0 6F 24F 18.0 30
GGACR Kliff Undersn Icon.png Kliff Undersn 1 6F 20F 10.0 6F 12F 12.0 70
GGACR Ky Kiske Icon.png Ky Kiske 1 7F 20F 18.0 6F 12F 14.0 60
GGACR May Icon.png May 1 6F 21F 16.0 6F 12F 14.0 70
GGACR Millia Rage Icon.png Millia Rage 2 6F 12F 20.0 6F 12F 15.0 60
GGACR Order-Sol Icon.png Order-Sol 1 6F 16F 17.5 6F 12F 14.0 60
GGACR Potemkin Icon.png Potemkin 0
GGACR Robo-Ky Icon.png Robo-Ky 1 7F 17F 22.0 6F 12F 10.0 60
GGACR Slayer Icon.png Slayer 1 9F 11F 15.0 6F 8F 14.0 60
GGACR Sol Badguy Icon.png Sol Badguy 1 6F 20F 17.5 6F 12F 14.0 60
GGACR Testament Icon.png Testament 1 7F 18F 20.0 6F 12F 14.0 80
GGACR Venom Icon.png Venom 1 7F 22F 16.5 6F 12F 13.0 80
GGACR Zappa Icon.png Zappa 1 6F 20F 14.0 6F 14F 14.0 60

Height in pixels, based on the distance between the character's origin and the ground. "Rising" is defined as having any upwards velocity, including after air ukemi. While descending (or at zero vertical velocity), characters have a universal minimum airdash height of 40 pixels.

Tension Gain Values

Character Forwards Walk Run Forwards Jump Forwards Air Dash
GGACR A.B.A Icon.png A.B.A 12 25 10 25
GGACR Anji Mito Icon.png Anji Mito 12 25 10 30
GGACR Axl Low Icon.png Axl Low 12 28 10 25
GGACR Baiken Icon.png Baiken 12 25 10 25
GGACR Bridget Icon.png Bridget 12 25 10 25
GGACR Chipp Zanuff Icon.png Chipp Zanuff 10 18 10 18
GGACR Dizzy Icon.png Dizzy 12 25 10 25
GGACR Eddie Icon.png Eddie 12 25 10 25
GGACR Faust Icon.png Faust 12 25 10 25
GGACR I-No Icon.png I-No 12 35 10 35
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 12 25 10 25
GGACR Johnny Icon.png Johnny 14 50 10 25
GGACR Justice Icon.png Justice 18 10
GGACR Kliff Undersn Icon.png Kliff Undersn 12 25 10 25
GGACR Ky Kiske Icon.png Ky Kiske 12 25 10 25
GGACR May Icon.png May 12 25 10 25
GGACR Millia Rage Icon.png Millia Rage 12 22 10 22
GGACR Order-Sol Icon.png Order-Sol 12 22 8 25
GGACR Potemkin Icon.png Potemkin 12 10
GGACR Robo-Ky Icon.png Robo-Ky 5 15 5 12
GGACR Slayer Icon.png Slayer 12 25 10 25
GGACR Sol Badguy Icon.png Sol Badguy 12 25 10 25
GGACR Testament Icon.png Testament 12 25 10 25
GGACR Venom Icon.png Venom 12 25 10 25
GGACR Zappa Icon.png Zappa 12 25 10 25
  • For the first 8 frames of a run, the tension gained from running is reduced by 40%. After running for 60 frames, the tension gained by running is reduced by 50%.
    • Additionaly, I-No's Tension gain is reduced by 40% for grounded startup of hoverdash (3F)
  • Tension gain is doubled for the first 6F of forward jump.

Throw Range

Character Ground Throw Range Air Throw Range
GGACR A.B.A Icon.png A.B.A 45 88
GGACR Anji Mito Icon.png Anji Mito 43 88
GGACR Axl Low Icon.png Axl Low 45 88
GGACR Baiken Icon.png Baiken 40 88
GGACR Bridget Icon.png Bridget 45 88
GGACR Chipp Zanuff Icon.png Chipp Zanuff 36 88
GGACR Dizzy Icon.png Dizzy 49 88
GGACR Eddie Icon.png Eddie 49 88
GGACR Faust Icon.png Faust 48 88
GGACR I-No Icon.png I-No 45 80
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 43 88
GGACR Johnny Icon.png Johnny 45 88
GGACR Justice Icon.png Justice 55 91
GGACR Kliff Undersn Icon.png Kliff Undersn 46 90
GGACR Ky Kiske Icon.png Ky Kiske 43 88
GGACR May Icon.png May 43 96
GGACR Millia Rage Icon.png Millia Rage 40 88
GGACR Order-Sol Icon.png Order-Sol 43 88
GGACR Potemkin Icon.png Potemkin 55 104
GGACR Robo-Ky Icon.png Robo-Ky 45 88
GGACR Slayer Icon.png Slayer 49 88
GGACR Sol Badguy Icon.png Sol Badguy 43 88
GGACR Testament Icon.png Testament 45 88
GGACR Venom Icon.png Venom 43 88
GGACR Zappa Icon.png Zappa 45 88
  • Throw Ranges are measured in pixels
  • Airthrows have a fixed height check of 130px upwards and 30px downwards

Close Slash Proximity Range

Character Close Slash Proximity Range
GGACR A.B.A Icon.png A.B.A 180
GGACR Anji Mito Icon.png Anji Mito
GGACR Axl Low Icon.png Axl Low 140
GGACR Baiken Icon.png Baiken 170
GGACR Bridget Icon.png Bridget 135
GGACR Chipp Zanuff Icon.png Chipp Zanuff 170
GGACR Dizzy Icon.png Dizzy 130
GGACR Eddie Icon.png Eddie 160
GGACR Faust Icon.png Faust 170
GGACR I-No Icon.png I-No 130
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 140
GGACR Johnny Icon.png Johnny 145
GGACR Justice Icon.png Justice 135
GGACR Kliff Undersn Icon.png Kliff Undersn 170
GGACR Ky Kiske Icon.png Ky Kiske 220
GGACR May Icon.png May 170
GGACR Millia Rage Icon.png Millia Rage 130
GGACR Order-Sol Icon.png Order-Sol 170
GGACR Potemkin Icon.png Potemkin 170
GGACR Robo-Ky Icon.png Robo-Ky 220
GGACR Slayer Icon.png Slayer 160
GGACR Sol Badguy Icon.png Sol Badguy 170
GGACR Testament Icon.png Testament 170
GGACR Venom Icon.png Venom 140
GGACR Zappa Icon.png Zappa 145

Distances are measured in horizontal pixels from character origin to character origin. Vertical position has no bearing on f.S or c.S determination. Distances greater than or equal to the values in the chart will result in f.S when the S button is pressed; distances strictly less than the values in the chart will result in c.S.

 Anji does not have a proximity-based f.S or c.S.

Wakeup Times

Wakeup times consist of 3 parts:

  • Ground Bounce Time (Context-Specific)
  • OTG State (11F)
  • Character-Specific Invuln. Wakeup Animation

The duration of the Ground Bounce is determined by a number of factors. These include the move used to knock down, the airborne/grounded state of the victim, and more[1].
Therefore, Wakeup Time = Ground Bounce + 11 + Invuln. Anim.

Character-Specific Invuln. Wakeup Animations

Character Face Down Face Up
GGACR A.B.A Icon.png A.B.A 21F 32F
GGACR Anji Mito Icon.png Anji Mito 21F 25F
GGACR Axl Low Icon.png Axl Low 21F 25F
GGACR Baiken Icon.png Baiken 21F 25F
GGACR Bridget Icon.png Bridget 23F 25F
GGACR Chipp Zanuff Icon.png Chipp Zanuff 21F 30F
GGACR Dizzy Icon.png Dizzy 24F 25F
GGACR Eddie Icon.png Eddie 22F 25F
GGACR Faust Icon.png Faust 29F 25F
GGACR I-No Icon.png I-No 21F 24F
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 25F 28F
GGACR Johnny Icon.png Johnny 24F 25F
GGACR Justice Icon.png Justice 20F 25F
GGACR Kliff Undersn Icon.png Kliff Undersn 21F 24F
GGACR Ky Kiske Icon.png Ky Kiske 21F 23F
GGACR May Icon.png May 22F 25F
GGACR Millia Rage Icon.png Millia Rage 23F 25F
GGACR Order-Sol Icon.png Order-Sol 21F 25F
GGACR Potemkin Icon.png Potemkin 22F 24F
GGACR Robo-Ky Icon.png Robo-Ky 21F 23F
GGACR Slayer Icon.png Slayer 20F 26F
GGACR Sol Badguy Icon.png Sol Badguy 21F 25F
GGACR Testament Icon.png Testament 23F 27F
GGACR Venom Icon.png Venom 26F 21F
GGACR Zappa Icon.png Zappa 27F 21F

System Data

Attack Level

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.

Air Tech Values

Air Tech Values
Direction Invulnerability
Forward/Neutral 1~6F Full, 7~16F Strike
Backward 1~6F Full, 7~14F Strike
  • Air actions available on 10th frame after air tech for most characters.
    • On 11th frame for: Axl, Justice, Kliff, Ky, May, Robo-Ky.
    • On 12th frame for Faust

Burst

Burst Frame Data
Type Startup Active Recovery Level Invincibility On Block
Blue Burst 19 6 27 2 1~31F Strike -15
Blue Burst ( Justice) 19 6 27 2 1~37F Strike -15
Blue Burst ( A.B.A) 17 6 24 2 1~31F Strike -12
Gold Burst 19 6 26 3 1~1F after landing Strike
  • Bursts become airborne on 1F
  • Air versions are in recovery until landing
  • Initial Prorate 25%
  • Blue Burst gains same invincibility as Gold if it successfully hits opponent
  • All recovery frames except the very last one is airborne.
  • Standard landing recovery rules still apply

Burst Gauge

The Burst Gauge is 15000 units. There are two ways for the Burst gauge to increase: over time, and when taking damage:

Building Burst Over Time

The Burst Gauge will gradually fill at a rate that depends on how much health a character has. There are three different rates at which a character will gain Burst back:

  • 100%-51% health = 600 Burst per 10 seconds
  • 50%-26% health = 1200 Burst per 10 seconds
  • 25%-0% health = 1800 Burst per 10 seconds
Building Burst While Taking Damage

Whenever a player takes damage, the player will also gain some Burst. The formula that determines exactly how much Burst gained is:

(100 + Move Damage × 3) × (1.0 + Combo Count × 0.03) 
  • Move Damage - amount of damage the move does in the combo
  • Combo Count - number of hits in the current combo (1 being the first hit, 3 being third hit of combo etc)


Example

Potemkin 6H (90 damage, solo hit) The Move Damage section is 100 + 90 × 3 (270) = 370. The second part becomes 1 × 1 × 0.03 = 1.03. Now multiply them together: 370 × 1.03 = 381.1. Potemkin's 6H gives the opponent back 381 Burst if it is a solo hit or the first hit of a combo. Not bad.

If Potemkin's 6H was the third hit of the combo, the second part of the formula would be 1.0 + 3 × 0.03 = 1.09. Then the total would be (100 + 90 × 3) × (1.09) = 403.3. However, one thing you can't overlook is the fact that there is still damage scaling to take into account. Depending on the damage scaling effects, Potemkin's 6H may do less damage than 90. This would change the overall Burst added, but the formula is still identical. Check the Damage Scaling section for more info.

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  1. These factors are still being investigated