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 |
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1.15 | 1 | 0.875 | 1/6F | 1.05 | 50 | 24F | 25F |
Ground Movement Values
Error: No field named "runSkinSpeed" found for any of the specified database tables.
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
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16 | 1~9F | 9.0 |
Jump Values
Error: No field named "jumpHeight" found for any of the specified database tables.
High Jump Values
Error: No field named "highJumpHeight" found for any of the specified database tables.
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 |
---|---|---|---|---|---|---|---|
2 | 6F | 16F | 19.5 | 6F | 12F | 14.0 | 30 |
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 |
---|---|---|
130 | 49 | 88 |
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 | -4 | 5 | 2 | 12 | CSJR | N/A | 9 | 10 | 10 | 11 | 10 | 1.44 | 3 | 8 | |||
5K | Mid | 3 | -4 | 7 | 4 | 14 | SJR | N/A | 13 | 14 | 14 | 13 | 16 | 2.64 | 10 | 7 | |||
c.S | Mid | 3 | +1 | 5 | 2 | 11 | SJR | N/A | 13 | 14 | 14 | 13 | 24 | 2.64 | 10 | 7 | |||
f.S | Mid | 3 | -4 | 8 | 2×4,6 | 12 | SR | N/A | 13 | 14×3, Stagger 35, 14 | 14 | 6 | 20×5 | 2.64×5 | 10×5 | 7×5 | |||
5H | Mid | 4 | -4 | 12 | 6 | 15 | SR | N/A | 16 | 17 | 16 | 14 | 40 | 3.84 | 14 | 6 | |||
5D | High | 4 | -12 | 29 | 14 | 15 | R | N/A | 16 | Launch 48 | 16 | 14 | 20 | 2.64 | 11 | 20 | |||
6P | Mid | 3 | -9 | 11 | 4 | 19 | SR | 1~14F Upper Body | 90% | N/A | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | 26 | 2.64 | 10 | 7 | |
6H | Mid | 5 | -5 | 18 | 9,3 | 21 | SRF, SJRF | 18~20F, 27~29F | 18 | 19, Launch 28 | 18 | 15 | 38×2 | 3.84×2 | 20×2 | 6×2 | |||
2P | Mid | 1 | -2 | 6 | 3 | 9 | CSR | 70% | N/A | 9 | 10 | 10 | 11 | 8 | 1.44 | 3 | 8 | ||
2K | Low | 2 | -1 | 6 | 4 | 9 | SR | 80% | N/A | 11 | 12 | 12 | 12 | 18 | 2.64 | 5 | 7 | ||
2S | Mid | 3 | -11 | 7 | 3 | 22 | SJR | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 10 | 7 | |||
2H | Mid | 5 | -23 | 8 | 4 | 38 | SRF | 8~10F | 18 | Down | 18 | 15 | 40 | 3.84 | 20 | 6 | |||
2D | Low | 4 | -19 | 12 | 3 | 33 | SJR | 9~26F, 36~39F Low Profile 27~35F Above Feet | N/A | 16 | Down | 16 | 13 | 38 | 3.84 | 11 | 6 | ||
j.P | High/Air | 1 | 6 | 2 | 10 | CSJR | 90% | N/A | 9 | 10 | 10 | 11 | 12 | 1.44 | 3 | 8 | |||
j.K | High/Air | 2 | 4 | 12 | 12 | SJR | N/A | 11 | 12 | 12 | 12 | 16 | 2.64 | 5 | 7 | ||||
j.S | High/Air | 3 | 9 | 4 | 16 | SJR | N/A | 13 | 14 | 14 | 13 | 28 | 2.64 | 8 | 7 | ||||
j.2S | High/Air | 3 | 7 | 9 | 8 | SR | 1~23F Throw | 90% | N/A | 13 | 14 | 14 | 13 | 30 | 2.64 | 8 | 7 | ||
j.H | High/Air | 5 | 11 | 4 | 28 | SR | N/A | 18 | 19 | 18 | 15 | 42 | 3.84 | 15 | 6 | ||||
j.D | High/Air | 4 | 10 | 9,3 | 15+5 after landing | SR | N/A | 16 | Launch | 22, 26 | 14 | 30, 40 | 3.84×2 | 11×2 | 6×2 |
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 | 49 pixels | Forced 50% | Down | 50 | 4.00 | 6×2 | ||||||||||||
Air Throw | 88 pixels | Forced 50% | 60 + WBounce | 60 | 9.40 | 6×2 | ||||||||||||
Dead Angle Attack | All | 3 | -11 | 11 | 2 | 23 | R | 1~12F All 13~32F Throw and Upper Body | 50% | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | 25 | 0.52 | 10 | 7 | |
Taunt A | Air FD | 1 | -44 | 67 | 36 | 18 | R | 9 | 10 | 10 | 11 | 0 | 2.64 | 8 | ||||
Taunt B | Air FD | 1 | -33 | 45 | 25 | 18 | R | 9 | 10 | 10 | 11 | 0 | 2.64 | 8 | ||||
Taunt C | Air FD | 1 | -45 | 57 | 37 | 18 | R | 9 | 10 | 10 | 11 | 0 | 2.64 | 8 |
Special Moves
input | name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | guard | level | onBlock | startup | active | recovery | cancel | invuln | prorate | frcWindow | blockstun | groundHit | airHit | hitstop | damage | tension | gbp | gbm | |
236H | H I Use This to Fish | All | 3 | -23 | 14 | 8 | 42 | F | Forced 85% | 31~32F | 13 | Launch | 40 | 13 | 55 | 2.50/1.20 | 0 | 8 | ||
236D | D I Use This to Fish | All | 3 | -34 | 14 | 8 | 53 | F | Forced 85% | 31~32F | 13 | Launch | 40 | 13 | 55 | 2.50/1.20 | 0 | 8 | ||
214P | P My Talking Buddies | All | 1 | 58~68 (26~35) | 3(32)3 | 12 [Total 36] | N/A | 9 | 10 | 10 | 11 | 21×2 | -/1.20×2 | 0 | 8×2 | |||||
214K | K My Talking Buddies | All | 1 | 58~60 (27) | 15 | 0 [Total 36] | N/A | 9 | 10 | 10 | 11 | 20×3 | 1.00/1.20×3 | 0 | 8×3 | |||||
214S | S My Talking Buddies | All | 2 | 77 (44) | 35 | 19 [Total 41] | N/A | 11 | 12 | 40 + WStick 27 | 12 | 38 | 1.00/1.20 | 0 | 7 | |||||
214H | H My Talking Buddies | All | 2 | 77 (44) | 35 | 19 [Total 36] | N/A | 11 | 12 | 40 + WStick 27 | 12 | 38 | 1.00/1.20 | 0 | 7 | |||||
214D | D My Talking Buddies | All | 5 | 72~77 (40~44) | 3 | 24 [Total 36] | N/A | 19 | Stagger 45 | 18 | 15 | 60 | 1.00/1.20 | 10 | 6 | |||||
421S | I Use This to Get Fruit | All | 3, 2 | 22 | 18(15) | Total 37 | N/A | 13, 11 | Launch, 12 | 30, 12 | 13, 12 | 22, 55 | 2.50/1.20 | 0 | 7×2 | |||||
236K | K It Started Out as Just Light | All | 1 | +11 | 32 | 62 | Total 51 | F | 27~29F | 9 | 10 | 10 | 5 | 20×3 | 2.00/1.20×3 | 0 | 8×3 | |||
236S | S It Started Out as Just Light | All | 1 | +8 | 32 | 49 | Total 54 | F | 27~29F | 9 | 10 | 10 | 5 | 20×3 | 2.00/1.20×3 | 0 | 8×3 | |||
j.214P | Please Leave Me Alone | 9 | 176 | Total 22 | N/A | 1.50/- | ||||||||||||||
j.214P Pop | Please Leave Me Alone (Pop) | All | 4 | 13 | 4 | N/A | 16 | Launch | 36 | 14 | 45 | -/1.20 | 0 | 6 |
- ※1 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; Fish disappears if it gets hit; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames
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 | |
j.214D | FB Please Leave Me Alone | 9 | 199 | Total 25 | N/A | |||||||||||||||
j.214D Pop | FB Please Leave Me Alone (Pop) | All | 4 | 13 | 6 | N/A | 16 | Launch | 36 | 14 | 45 | -/0.24 | 0 | 6 | ||||||
421D | FB I Use This to Get Fruit | All | 3 | 31 | Total 47 | F | 15~16F | 13 | Launch | 14 | 13 | 30×3 | -/0.24×3 | 10×3 | 10×3 |
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 | |
632146S | Imperial Ray | All | 3 | 7+0 | {6(4)}×N | Total 41 | F | 5~6F Strike | 43~44F during superflash | 13 | Launch | 90 | 0 | 40×N | 10×N | 9×N | ||||
632146P | Necro Unleashed | Throw | 1, 3×6 | 9+4 | 20 | 14 | 1~9F All 10~14F Strike | N/A | Launch | Down | 11 | 0, 40×6 | 8, 7×6 | |||||||
64641236H | Gamma Ray | All | 5 | -31 | 16+7 | 6(24)6(51)46 | F | 200% | 53~58F | 18 | Launch | 120×5, 18×32 | 7×5, 15×32 | 13×5, 12×32 | 20×39 | 6×5, 4×32 |
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 | |
[2]8462PH | I Can't... Contain My Strength | All | 5 | -76 | 103+3 | 10 | 85 | 18 | 15 | Fatal | 20 |
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/Dizzy/Data.