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.
Normals
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
5P | 12 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 4 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | |||
5K | 20 | 6 | 7 | Mid | 2 | SJR | 2.64 | 7 | 7 | 12 | -7 | 11 | 12 | 12 | 12 | |||
c.S | 34 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 5 | 9 | 0 | 13 | 14 | 14 | 13 | |||
f.S | 32 | 14 | 6 | Forced 60% | Mid | 4 | 3.84 | 19 | 11 | 1 | +5 | 16 | Launch | 30 | 0 | |||
5H | 37 | 20 | 6 | Mid | 5 | SJR | 3.84 | 13 | 4 | 18 | -3 | 11~18F Feet | 18 | 19 | 18 | 15 | ||
5D | 15 | 8 | 20 | High | 3 | R | 2.64 | 29 | 12 | 7 | -5 | 13 | Launch 48 | 14 | 13 | |||
6P | 28 | 10 | 7 | Forced 90% | Mid | 3 | SR | 2.64 | 9 | 3 | 21 | -10 | 1~4F Upper Body 5~11F Above Knees | 13 | Down | 14 | 13 | |
6H | 20, 52 | 14, 20 | 6×2 | Mid | 4, 5 | R | 3.84×2 | 7 | 1(7)8 | 17 | -6 | 16, 18 | 17, Launch 28 | 16, 18 | 14, 15 | |||
2P | 10 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 2 | 6 | +2 | 9 | 10 | 10 | 11 | ||
2K | 15 | 3 | 8 | 75% | Low | 1 | SR | 1.44 | 5 | 2 | 8 | 0 | 5~8F Low Profile | 9 | 10 | 10 | 11 | |
2S | 28 | 8 | 7 | Low | 3 | SR | 2.64 | 9 | 2 | 17 | -5 | 13 | 14 | 14 | 13 | |||
2H | 35 | 20 | 6 | Mid | 5 | SR | 3.84 | 11 | 2 | 11 | +6 | 11~15F Low Profile | 18 | 19 | 18 | 15 | ||
2D | 26 | 8 | 7 | Low | 3 | SR | 2.64 | 11 | 3 | 18 | -7 | 13 | 14 | 14 | 13 | |||
j.P | 18 | 3 | 8 | High/Air | 1 | SR | 1.44 | 5 | 5 | 12 | 9 | 10 | 10 | 11 | ||||
j.K | 13 | 5 | 7 | 90% | High/Air | 2 | SR | 2.64 | 5 | 12 | 27 | 11 | 12 | 12 | 12 | |||
j.S | 23 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 8 | 6 | 23 | 13 | 14 | 14 | 13 | ||||
j.H | 32 | 8 | 7 | High/Air | 3 | SR | 2.64 | 12 | 6 | 61 | 13 | 14 | 21 | 13 | ||||
j.D | 40 | 8 | 7 | 80% | High/Air | 3 | SJR | 2.64 | 16 | 5 | 20+8 after landing | 13 | Launch | 18 | 13 |
Universal Mechanics
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | Ground Throw | 60 | 6,7 | Forced 40% | 45 pixels | F | 4.00 | Down | |||||||||||
Air Throw | Air Throw | 60 | 6 | Forced 50% | 80 pixels | 4.00 | 60 + WBounce | ||||||||||||
DAA | Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | R | 0.52 | 11 | 3 | 25 | -14 | 1~13F All 14~33F Throw | 13 | Launch 28 + WBounce | 14 + WBounce | 13 | |
Respect | Respect | 2 | 3 | 8 | All | 1 | R | 2.64 | 174 | 3 | 32 | -25 | 9 | 10 | 10 | 11 | |||
66 | Hover Dash | 9 |
Specials
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
41236S | S Stroke the Big Tree | 40 | 15 | 6 | 80% | Low | 5 | R | 2.00/7.20 | 20 | 2 | 17 | 0 | 3~21F Low Profile 6~15F Throw | 18 | Stagger 38 | 28 | 15 | |
41236H | H Stroke the Big Tree | 40 | 15 | 6 | 90% | Low | 5 | JRF | 2.00/7.20 | 28 | 2 | 16 | +1 | 5~29F Low Profile 11~23F Throw | 18 | Launch | 28 | 15 | |
214P | Antidepressant Scale | 12×1~5 | 0 | 8, 7×0~4 | All | 1, 2×0~4 | F | 2.50/1.20×1~5 | 19 | Total 50 | -11 | 9 | 10 | 10 | 11, 6×1~4 | ||||
j.214P | Air Antidepressant Scale | 12×1~5 | 0 | 8, 7×0~4 | All | 1, 2×0~4 | F | 2.50/1.20×1~5 | 13 | Until landing+6 | 9 | 10 | 10 | 11, 6×1~4 | |||||
j.236P | P Sultry Performance | 30 | 8 | 7 | High/Air | 3 | R | 2.00/4.80 | 13 | Until landing | 16 after landing | +1 | 13 | 14 | 30 | 13 | |||
j.236K | K Sultry Performance | 35 | 8 | 7 | High/Air | 3 | R | 2.00/4.80 | 13 | Until landing | 12 after landing | +1 | 13 | Down | 30 | 13 | |||
j.236S | S Sultry Performance | 40 | 8 | 7 | 80% | High/Air | 3 | R | 2.00/4.80 | 13 | Until landing | 14 after landing | -1 | 13 | Launch | 28 | 13 | ||
j.236H | H Sultry Performance | 25×3 | 10×3 | 7×3 | All | 3 | RF | 2.00/4.80×3 | 10 | 32 | Until landing+10 | 13 | Launch | 32 | 6 | ||||
632146K | K Chemical Love | 45 | 0 | 6 | All | 5 | F | 2.50/1.20 | 11 | 11 | 12+8 after landing | +3 | 18 | Launch | 20 | 15 | |||
j.632146K | Air K Chemical Love | 45 | 0 | 6 | All | 5 | F | 2.50/1.20 | 11 | 11 | 22+8 after landing | 18 | Launch | 20 | 15 | ||||
632146S | S Chemical Love | 45 | 0 | 7 | All | 3 | F | 2.50/1.20 | 11 | 11 | 11+13 after landing | -8 | 13 | Launch | 30 | 13 | |||
j.632146S | Air S Chemical Love | 45 | 0 | 7 | All | 3 | F | 2.50/1.20 | 11 | 11 | 20+13 after landing | 13 | Launch | 30 | 13 |
- ※1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
- ※2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
- ※3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
214D | FB Antidepressant Scale | 12×6~14 | 10×6~14 | 4×6~14 | All | 1,2×6~14 | F | 0.50/0.24×6~14 | 15 | Total 42 | +10 | 9 | 10 | 10 | 11, 6×1~13 | ||||
j.214D | FB Air Antidepressant Scale | 12×6~14 | 10×6~14 | 4×6~14 | All | 1,2×6~14 | F | 0.50/0.24×6~14 | 13 | Until landing+6 | +9 | 9 | 10 | 10 | 11, 6×1~13 | ||||
j.236D | FB Sultry Performance | 20×5 | 14×5 | 3×5 | Forced 80% | All | 4 | R | 9 | 18 | 23 | 6~9F Strike | 16 | Launch | 60 | 7 | |||
j.236D > X | Stop | 1 |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
632146H | Longing Desperation | 46×3 | 10×3 | 7×3 | All | 3 | 7+2 | 20 | 10 | +1 | 1~13F Strike | 13 | Launch | 120 | 6 | ||||
j.2363214S | Ultimate Fortissimo | 50×3 | 14×3 | 6×3 | All | 4 | 7+0 | 9 | Until landing | +27 | 1~9F Strike | 16 | Launch 28 | 16 | 14 |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
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input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Last Will and Testament | Fatal | 3 | All | 1 | 7+8 | 3 | 32 | -25 | 4~17F Strike | 9 | 11 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGACR/I-No/Data.