Glossary
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.
| ||||||||||||
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.
| ||||||||||||
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.
|
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.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 |
---|---|---|---|---|---|---|---|
0.96 | 2 | 1.0 | 1/5F | 0.98 | 60 | 21F | 25F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
---|---|---|---|---|
3.5 | 2.75 | 10.0 | 0.45 | 95 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
16 | 1~8F | 9.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Gravity | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 17.5 | 1.15 | 32F | 6.0 | 5.0 |
High Jump Values
Prejump | High Jump vY | High Jump Gravity | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
3F | 28.0 | 1.15 | 50F | 6.0 | 5.0 |
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 | 16F | 17.5 | 6F | 12F | 14.0 | 60 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
12 | 22 | 8 | 25 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
170 | 43 | 88 |
Normal Moves
input | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
5P | Mid | 1 | CSJR | 1.44 | 4 | 3 | 4 | +3 | 10 | 3 | 8 | 80% | 9 | 10 | 10 | 11 | ||
5K | Mid | 2 | SJR | 2.64 | 3 | 3 | 9 | 0 | 14 | 6 | 7 | 90% | 11 | 12 | 12 | 12 | ||
c.S | Mid | 3 | SJR | 2.64 | 5 | 3 | 14 | -3 | 32 | 10 | 7 | 13 | 14 | 14 | 13 | |||
f.S | Mid | 3 | SJR | 2.64 | 10 | 2 | 15 | -3 | 28 | 10 | 7 | 13 | 14 | 14 | 13 | |||
5H | Mid | 5 | SJR | 3.84 | 14 | 2 | 16 | +1 | 47 | 20 | 6 | 18 | 19 | 20 | 15 | |||
5D | High | 3 | R | 2.64 | 24 | 3 | 18 | -7 | 20 | 8 | 20 | 13 | Launch 48 | 14 | 13 | |||
6P | Mid | 3 | R | 2.64 | 20 | 3 | 9 | +2 | 32 | 10 | 7 | 90% | 1~17F, 28~31F Upper Body 18~27F Above Knees | 13 | Stagger 30 | 14 | 0 | |
6K | Mid | 3 | SR | 2.64 | 12 | 10 | 7 | -3 | 30 | 10 | 7 | 1~21F Throw | 13 | 14 | 14 | 13 | ||
6H | Mid | 5 | R | 3.84 | 17 | 1 | 24 | -6 | 70 | 20 | 6 | 18 | Stagger 45 | 50 | 15 | |||
2P | Mid | 1 | CSR | 1.44 | 4 | 4 | 5 | +1 | 8 | 3 | 8 | 80% | 9 | 10 | 10 | 11 | ||
2K | Low | 1 | SR | 1.44 | 5 | 4 | 6 | 0 | 12 | 3 | 8 | 70% | 9 | 10 | 10 | 11 | ||
2S | Mid | 3 | SR | 2.64 | 6 | 3 | 12 | -1 | 24 | 10 | 7 | 13 | 14 | 14 | 13 | |||
2H | High | 4 | R | 3.84 | 23 | 4 | 13 | 0 | 32 | 11 | 6 | 90% | 11~22F Lower Body 17~26F Throw | 16 | 17 | 16 | 14 | |
2D | Low | 4 | SR | 3.84 | 9 | 4 | 14 | -1 | 28 | 11 | 6 | Forced 90% | 6~21F Low Profile | 16 | 17 | 16 | 14 | |
j.P | High/Air | 1 | CSR | 1.44 | 4 | 6 | 4 | 11 | 3 | 8 | 9 | 10 | 10 | 11 | ||||
j.K | High/Air | 2 | SJR | 2.64 | 5 | 8 | 10 | 16 | 5 | 7 | 11 | 12 | 12 | 12 | ||||
j.S | High/Air | 3 | SJR | 2.64 | 8 | 6 | 14 | 26 | 8 | 7 | Forced 90% | 13 | 14 | 14 | 13 | |||
j.H | High/Air | 4 | SR | 3.84 | 9 | 6 | 13 | 34 | 11 | 6 | 90% | 16 | 17 | 16 | 14 | |||
j.D | High/Air | 4 | SJR | 3.84 | 13 | 4 | 7+5 after landing | 42 | 11 | 10 | Forced 90% | 16 | Launch | 22 | 14 |
Universal Mechanics
name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 43 pixels | 4.00 | 60 | 6 | Forced 40% | 40 + WStick 30 | ||||||||||||
Air Throw | 88 pixels | 4.00 | 60 | 6,7 | Forced 50% | 60 | ||||||||||||
Dead Angle Attack | All | 3 | R | 0.52 | 5 | 5 | 17 | -8 | 25 | 10 | 7 | 50% | 1~9F All 10~23F Throw | 13 | Down | 14 | 13 |
Special Moves
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
236P Lv1 | Blockhead Buster Lv 1 | All | 4, 3 | R | 2.00/1.20 | 12 | 2,8 | Total 42 | -2 | 10, 16 | 0 | 4×2 | 16, 13 | 17, 14 | 16, 20 | 0, 13 | N/A | |||
236P Lv2 | Blockhead Buster Lv 2 | All | 4, 5×2 | R | 2.00/0, 1.20×2 | 12 | 2,6,6 | Total 42 | +14 | 10, 12×2 | 0 | 4×3 | 16, 18×2 | 17, 19, Launch | 16, 18, 45 + WStick 30 | 0, 15×2 | N/A | |||
236P Lv3 | Blockhead Buster Lv 3 | All | 4, 5×3 | R | 2.00/- | 12 | 2,12(8)12(8)12 | Total 42 | +37 | 10, 12×3 | 0 | 4, 2×3 | 16, 18×3 | 17, 19×3 | 16, 20×3 | 0, 7×3 | N/A | |||
214S Lv1 | Gun Blaze Lv 1 | All | 4 | F | 3.00/1.20 | 23 | 14 | Total 44 | +9 | 40 | 0 | 6 | 85% | 1~4F Above Knees 5~16F Above Feet 17~19F Low Profile | 16 | Launch | 40 | 14 | 27~28F | |
214S Lv2 | Gun Blaze Lv 2 | All | 4 | F | 3.00/1.20×2 | 23 | 14(2)14 | Total 50 | +12 | 30×2 | 0 | 6×2 | 85% | 1~4F Above Knees 5~24F Above Feet 25~27F Low Profile | 16 | Launch | 60, 40 | 14 | 35~36F | |
214S Lv3 | Gun Blaze Lv 3 | All | 4 | F | 3.00/1.20×3 | 17 | 14(2),18,24 | Total 53 | +16 | 30×3 | 0 | 4×3 | 1~4F Above Knees 5~30F Above Feet 31~33F Low Profile | 16 | Launch | 60×2, 50 | 14 | 41~42F | ||
623H Lv1 | Storm Viper Lv 1 | Mid | 3 | R | 2.00/4.80×2 | 12 | 8,3 | 22+8 after landing | -19 | 25×2 | 10×2 | 7×2 | 1~12F All | 13 | Launch | 24 | 13 | N/A | ||
623H Lv2 | Storm Viper Lv 2 | Mid | 3 | R | 2.00/4.80×3 | 10 | 8,3(3)3 | 22+8 after landing | -26 | 30×3 | 10×3 | 7×3 | 1~12F All | 13 | Launch | 24×2, 40 | 13 | N/A | ||
623H Lv3 | Storm Viper Lv 3 | Mid | 3 | R | 2.00/4.80×3, 2.90 | 8 | 8,3(3)3(22)7 | 4+8 after landing | -3 | 25×4 | 10×4 | 7×4 | 100%×3, Forced 90% | 1~14F All | 13 | Launch | 24×2, 40, 60 + GBounce 10 | 13 | N/A | |
j.623H Lv1 | Air Storm Viper Lv 1 | All | 3 | R | 2.00/4.80×2 | 8 | 8,3 | Until landing+8 | 25×2 | 10×2 | 7×2 | 1~8F All | 13 | Launch | 24 | 13 | N/A | |||
j.623H Lv2 | Air Storm Viper Lv 2 | All | 3 | R | 2.00/4.80×3 | 8 | 8,3(3)3 | Until landing+8 | 30×3 | 10×3 | 7×3 | 1~10F All | 13 | Launch | 24×2, 45 | 13 | N/A | |||
j.623H Lv3 | Air Storm Viper Lv 3 | All | 3 | R | 2.00/4.80×3, 2.90 | 8 | 8,3(3)3(24)7 | Until landing+8 | 25×4 | 10×4 | 7×4 | 100%×3, Forced 90% | 1~14F All | 13 | Launch | 50, 40×2, 60 + GBounce 10 | 13 | N/A | ||
236K Lv1 | Bandit Revolver Prototype Lv 1 | High/Air | 3 | RF | -/4.80 | 22 | 3 | 6+6 after landing | -1 | 24 | 8 | 7 | 1~7F Feet | 13 | 14 | 14 | 13 | 16~17F | ||
236K Lv2 | Bandit Revolver Prototype Lv 2 | High/Air, High | 3, 4 | RF | -/4.80×2 | 20 | 3(9)3 | 9+4 after landing | +1 | 26, 28 | 8, 11 | 7, 9 | 80% | 1~6F Feet | 13, 16 | 14, Launch | 14, 35 + Slide 19 | 13 | 14~15F | |
236K Lv3 | Bandit Revolver Prototype Lv 3 | High/Air, High | 3,5 | RF | -/4.80×2 | 18 | 3(8)4 | 8+2 after landing | +5 | 30, 42 | 8, 15 | 7, 9 | 85% | 1~5F Feet | 13, 18 | 14, Launch | 14, 60 + WBounce | 13 | 12~13F | |
j.236K Lv1 | Air Bandit Revolver Prototype Lv 1 | High/Air | 4 | R | -/4.80 | 19 | 3 | Until landing+8 | 24 | 11 | 6 | 16 | 17 | 16 | 14 | N/A | ||||
j.236K Lv2 | Air Bandit Revolver Prototype Lv 2 | High/Air, High | 4 | R | -/4.80×2 | 19 | 3(9)3 | Until landing+8 | 26, 28 | 11×2 | 6, 9 | 16 | 17, Down | 16, 37 | 14 | N/A | ||||
j.236K Lv3 | Air Bandit Revolver Prototype Lv 3 | High/Air, High | 4, 5 | R | -/4.80×2 | 19 | 3(8)4 | Until landing+8 | 30, 42 | 11, 15 | 6, 9 | 85% | 16, 18 | 17, Launch | 16, 60 + WBounce | N/A | ||||
236S Lv1 | Rock It Lv 1 | Mid | 3 | R | 1.50/2.40 | 16 | 16 | 10 | +3 | 30 | 10 | 7 | 13 | 14 | 14 | 13 | N/A | |||
236S Lv2 | Rock It Lv 2 | Mid | 3, 5 | R | 1.50/3.60, 2.40 | 12 | 17(10)3 | 12 | +4 | 30×2 | 10, 20 | 7, 6 | 13, 18 | 14, Down | 14, 40 | 13, 15 | N/A | |||
236S Lv3 | Rock It Lv 3 | Mid | 3, 5×2 | R×2, JR | 1.50/4.80, 3.60×2 | 8 | 15(10)3(15)4 | 19 | -4 | 30, 25, 20 | 10, 20×2 | 7, 6×2 | 13, 18×2 | 14, Launch×2 | 14, 40 + GBounce 10, 45 | 13, 15×2 | N/A | |||
214[D] | Charge | 13~ | N/A | |||||||||||||||||
214[D] > H | Charge Burst | All | 2 | -/1.20 | 19 | 4 | 35 | -10 | 10 | 0 | 7 | 1~28F All | 16 | Launch | 43 | 12 | N/A | |||
Special > D | Action Charge | F | Total 30 | 7~12F | ||||||||||||||||
Special > j.D | Air Action Charge | F | Until Landing+8 | 13~18F |
- ※1: In CH state until landing.
- ※2: In crouching state on landing until end of recovery
- ※3: The length of the levels (time wise) while draining is as follows: Lvl 3 is 28F long, lvl 2 is 66F long, and lvl 1 is 90F long (Charge gauge does not drain during hitstop). If Order Sol uses a move that requires charge gauge while the charge gauge is draining, the charge gauge stops draining until the move would normally start draining charge meter. If you want an example: A completely full gauge turns into a lvl 2 gauge in 28F, while a just barely lvl (201%) gauge would become a lvl 2 immediately once the charge gauge starts draining.
Force Breaks
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
41236D | Fafnir | Low | 5 | R | 10 | 2 | 23 | -6 | 70 | 15 | 6 | 1~11F Lower Body | 18 | Launch | 40 | 15 |
Overdrives
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
632146H Lv1 | Tyrant Rave ver. Omega Lv 1 | Mid | 5 | R | 5+10 | 13 | 18 | -12 | 80 | 20 | 6 | 1~15F All 16~30F Throw | 18 | Launch | 60 | 15 | |||
632146H Lv2 | Tyrant Rave ver. Omega Lv 2 | Mid | 5 | R | 4+9 | 13(13+3)16 | 16 | -13 | 50, 60 | 20×2 | 6×2 | 100%, Forced 75% | 1~19F All 20~33F Throw | 18 | Launch | 60, 60 + WBounce | 15 | ||
632146H Lv3 | Tyrant Rave ver. Omega Lv 3 | Mid | 5 | R | 3+8 | 13(13+3)16(5+5)22 | 26 | -25 | 50, 60, 128 | 20×3 | 6×3 | 1~23F All 24~31F Throw | 18 | Launch | 60×2, 95 | 15 | |||
632146P Lv1 | Savage Fang Lv 1 | All | 3 | 3+2 | 6 | 27 | -13 | 60 | 10 | 7 | 1~3F Strike | 13 | Launch | 40 | 6 | ||||
632146P Lv2 | Savage Fang Lv 2 | All | 3 | 3+0 | 6(4)6(4)6 | 7 | +7 | 40×3 | 10×3 | 7×3 | 1~3F Strike | 13 | Launch | 40 | 6 | ||||
632146P Lv3 | Savage Fang Lv 3 | All | 5 | 3+1 | 3×3,1×2 | 26 | +7 | 60×5 | 20×5 | 6×5 | Forced 80% | 1~3F Strike | 18 | Launch | 45 | 15 |
Instant Kill
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | guard | level | cancel | tension | startup | active | recovery | onBlock | damage | gbp | gbm | prorate | invuln | blockstun | groundHit | airHit | hitstop | |
632146S | Dragon Install Morbid World | All | 5, 3×6, 5×2, 3 | R | 7+1 | 3 | 68 | -50 | 30, 20×8, 230 | 20 | 6, 4×8, 7 | 18 | Stagger 125 | 100 | 15 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- 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/Order-Sol/Data.