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
Error: No field named "backdash" found for any of the specified database tables.
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 | 3 | +3 | 4 | 3 | 8 | SJR | N/A | 13 | 14 | 16 | 13 | 10 | 2.64 | 10 | 7 | |||
5K | Mid | 1 | -1 | 5 | 5 | 6 | SJR | N/A | 9 | 10 | 10 | 11 | 14 | 1.44 | 3 | 8 | |||
5S | Mid | 4 | 0 | 7 | 4 | 13 | SJR | N/A | 16 | 17 | 16 | 14 | 26 | 3.84 | 14 | 6 | |||
5H | Mid | 5 | -6 | 15 | 4 | 21 | SR | N/A | 18 | Crouch 20 | 18 | 15 | 38 | 3.84 | 20 | 6 | |||
5D | High | 3 | -18 | 27 | 6 | 26 | SR | 4~18F High Guardpoint | N/A | 13 | Launch 48 | 14 | 13 | 15 | 2.64 | 8 | 20 | ||
6P | Mid | 5 | -1 | 18 | 4 | 16 | SR | 1~21F Above Knees | 90% | N/A | 18 | 21 | 18 | 15 | 24 | 3.84 | 20 | 6 | |
3P | High | 3 | 0 | 20 | 3 | 11 | R | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 8 | 7 | |||
6K | Mid | 3 | -10 | 11 | 6 | 18 | RF | 1~7F High Guardpoint | 11~12FThe first two active frames; FRC immediately as the move hits | 13 | 14 | 14 | 13 | 28 | 2.64 | 10 | 7 | ||
3K | Low | 4 | -1 | 19 | 4 | 14 | SR | 1~4F Low Guardpoint 1~End Throw | 80% | N/A | 16 | 17 | 16 | 14 | 38 | 0.50/4.80 | 11 | 6 | |
6S | Mid | 3 | -7 | 13 | 4 | 17 | SJR | 7~12F High Guardpoint | N/A | 13 | 14 | 14 | 13 | 34 | 2.64 | 10 | 7 | ||
3S | Mid | 5 | +1 | 28 | 12 | 10 | SJR | 1~27F Low Guardpoint | N/A | 22 | 19 | 18 | 15 | 28 | 3.84 | 20 | 6 | ||
6H | Mid | 4 | -14 | 21 | 6 | 25 | SRF | 13~20F High Guardpoint, Throw | 80% | 17~20FFRC immediately before the move hits | 16 | Launch | 19 | 14 | 44 | 3.84 | 14 | 6 | |
2P | Mid | 1 | 0 | 5 | 4 | 6 | CSR | 80% | N/A | 9 | 10 | 10 | 11 | 8 | 1.44 | 3 | 8 | ||
2K | Low | 3 | +6 | 8 | 2 | 6 | SR | 70% | N/A | 13 | 14 | 14 | 13 | 12 | 2.64 | 8 | 7 | ||
2S | Low | 3 | -6 | 8 | 6 | 14 | SR | 11~13F, 21~23F Low Profile | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 8 | 7 | ||
2H | Mid | 5 | +5 | 20 | 5 | 15 | SR | 10~19F Low Guardpoint | N/A | 24 | 19 | 18 | 15 | 38 | 3.84 | 20 | 6 | ||
2D | Low | 4 | -11 | 7 | 3 | 25 | SR | 5~23F Low Profile | N/A | 16 | Down | 16 | 14 | 28 | 3.84 | 11 | 6 | ||
j.P | High/Air | 1 | 8 | 3 | 3 | CSR | N/A | 9 | 10 | 10 | 11 | 10 | 1.44 | 3 | 8 | ||||
j.K | High/Air | 3 | 6 | 6 | 10 | SR | N/A | 13 | 14 | 14 | 13 | 18 | 2.64 | 8 | 7 | ||||
j.S | High/Air | 3 | 7 | 9 | 18 | SJR | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 8 | 7 | ||||
j.H | High/Air | 3 | 13 | 6 | 15 | SR | N/A | 13 | 14 | 14 | 13 | 32 | 2.64 | 8 | 7 | ||||
j.D | High/Air | 3 | 10 | 6 | 14+6 after landing | SR | 1~11F, 22~End Upper Body | 90% | N/A | 13 | Launch | 30 | 13 | 40 | 2.64 | 8 | 7 |
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 | 43 pixels | Forced 50% | Down | 56 | 4.00 | 6 | ||||||||||||
Air Throw | 88 pixels | Forced 50% | 60 | 60 | 4.00 | 6 | ||||||||||||
Dead Angle Attack | All | 3 | -4 | 12 | 6 | 12 | R | 1~11F All 12~26F Throw | 50% | 13 | Down | 14 | 13 | 25 | 0.52 | 10 | 7 |
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 | Shitsu | All | 1 | -7 | 21 | 56 | Total 48 | N/A | 9 | 10 | 10 | 11 | 18, 16×2 | 2.50/1.20×3 | 0 | 8×3 | ||||
236S | S Fuujin | Mid | 3 | -16 | 15 | 3 | 27 | R | N/A | 13 | 14 | 40 + Slide 30 | 13 | 30 | 2.50/3.60 | 10 | 7 | |||
236H | H Fuujin | Mid | 3 | -16 | 20 | 3 | 27 | R | 1~12F Strike | 80% | N/A | 13 | Launch | 38 + WBounce | 13 | 46 | 2.90/4.08 | 10 | 7 | |
236S > P | Shin: Isshiki | All | 3 | +17 | 36 | Total 50+8 after landing | F | 6~8FFRC immediately after the followup starts | 13 | 14 | 14 | 13 | 10×6 | 1.60/1.20×6 | 0 | 7×6 | ||||
236S > K | Issokutobi | 24+6 after landing | 7~24F Lower Body | N/A | 1.70/- | |||||||||||||||
236S > S | Nagiha | Low | 3 | -19 | 10 | 6 | 27 | RF | 23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears | 13 | Launch | 35 | 13 | 30 | 1.50/2.40 | 8 | 7 | |||
236S > H | Rin | High | 5 | 0 | 27 | 8 | 16 | R | 8~26F High Guardpoint 1~22F Throw | N/A | 21 | Down | 40 | 15 | 40 | -/7.20 | 15 | 30 | ||
Autoguard > P | Kou | Mid | 3, 1×6, 5 | -41 | 4 | 2, 4×6, 12 | 11+8 after landing | R | 1~4F Strike 5~13F Upper Body | N/A | 13, 9×6, 18 | Launch | 20×7, 60 | 13, 5×6, 15 | 25, 7×6, 20 | -/7.20×8 | 10, 3×6, 20 | 7, 4×7 | ||
Autoguard > K | Sou | Mid | 2×3, 5 | +4 | 11 | 4×2,3(4)5 | 14 | RF | 1~11F Strike 12~23F Lower Body | 26~28FFRC is during the first active frames of the last, stronger hit | 11×3, 22 | 14×3, 23 | 12×3, 68 | 6×3, 15 | 12×3, 38 | 0.50/2.40×3, 5.80 | 6×3, 20 | 5×3, 15 | ||
623H | On | Unblockable | 3 | 11 | 18 | 20+6 after landing | F | 11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active | 120 | 13 | 0, 90 | 2.50/6.00 | 7, 8 | |||||||
214P | P Kai | High/Air | 3 | +2 | 28 | 3 | 9 | R | 22~27F Feet | 90% | N/A | 13 | Launch | 30 | 13 | 32 | 2.00/7.20 | 8 | 7 | |
214K | K Kai | High/Air | 4 | +1 | 32 | 10 | 8 after landing | RF | 32~41F Feet | 23~31FFRC is as Anji starts to descend after rising | 16 | Launch | 30 + GBounce | 14 | 50 | 2.50/1.80 | 11 | 6 | ||
j.214P | Shin: Nishiki | High/Air | 3 | -37 | 14 | 7 | 44 | R | 1~11F Feet 14~20F Lower Body | N/A | 13 | Launch | 50 + GBounce | 6 | 45 | 2.50/2.40 | 8 | 7 |
Force Breaks
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 | |
236D | FB Shitsu | All, High/Air×2 | 1, 2×2 | -9 | 21 | 88 | Total 50 | N/A | 9, 11×2 | 10, 12×2 | 10, 12×2 | 11, 12×2 | 25, 16×2 | 0.50/- | 0 | 8, 12×2 | ||||
236S > D | FB Rin | High | 5 | +5 | 21 | 8 | 8 | R | 2~20F High Guardpoint 2~25F Throw | N/A | 18 | Launch | 50 + GBounce | 15 | 50 | 15 | 20 | |||
Autoguard > D | FB Kou | Mid | 3, 1×6, 5 | -66 | 4 | 2,4×6(24)4 | 24 | R | 1~11F Strike 12~13F Upper Body | N/A | 13, 9×6, 18 | Launch | 60, 20, 60×5, 100 | 13, 5×6, 15 | 35, 7×6, 70 | 10, 3×6, 20 | 7, 4×7 | |||
623D | FB On | Unblockable | 3 | 21 | 18 | 35+6 after landing | F | 10~18F Low Profile 19~38F Strike | Forced 70% | 19~20FFRC is shortly after Anji leaves the ground | 120 | 13 | 0, 90 | 0.50/1.20 | 7, 8 |
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 | |
632146H | Issei Ougi: Sai | All | 3 | -40 | 7+3 | 4×9,2×2,4×4 | 63 | F | 3~6F Above Chest | 63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand | 13 | 13×10, Launch×2 | 14×10, 50, 82 | 13 | 11×11, 50 | 10×15 | 2×11, 7 | |||
[2]8K | Tenjinkyaku | High/Air | 5, 3×13 | -11 | 18+0 | 10 | 20 after landing | R | 4~20F Strike | N/A | 18 | Launch | 18, 14×13 | 15, 0×13 | 30, 14×13 | 2.00/- | 15 | 6, 2×13 | ||
Autoguard > 63214S | Kachoufuugetsu | Mid | 5 | -61 | 7+0 | 5(16)5(12)5(20)5 | 75 | RF | 1~22F All 23~69F Throw | 63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing | 18 | Stagger 65×3, Launch | 80 | 15 | 40×4 | 20×4 | 6×4 |
Instant Kill
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 | |
236236H | Zetsu | All | 5 | -159~ | 17+4 | 18~Recovery Throw | 18 | 15 | Fatal | 20 |
- ※1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- 3S > 5S and 3S > 5H have an early cancel window 6~8F
- 6K > 5K has a late cancel window from 24F; 2H > 6P has a late cancel window from 28F
- j.D is cancellable from 22F
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
- X[*] = is a delayed cancel, not immediately on hit like normal
To edit frame data, edit values in GGACR/Anji Mito/Data.