Character System Data

MuMakotoValkenhayn (Human)Valkenhayn (Wolf)PlatinumRagnaJinNoelTagerTaokakaRachelArakuneBangLitchiCarlHakumenLambdaTsubakiHazama
Health100001100010500105001000011500110001300095001100010500115001100095001200100001100011000
Walk Speed (forward)5.56.26.214.06.26.25.96.66.06.04.07.28.05.37.76.45.55.56.2
Walk Speed (backward)5.04.84.811.04.84.84.85.04.55.03.84.25.04.15.04.15.03.24.8
Dash/Step Initial Speed222125-18181618-2014-211430252218.524
Dash Acceleration0.320.20-1.400.440.440.440.44-0.440.30-0.200.44--0.320.40-
Max Dash Speed3038-3528282828-2828-3828--3035-
Jump Initial Y Speed30313138313131312628253034312929302931
High Jump Initial Y Speed37383838383838383648323240423636373638
Jump Forward X Speed7.67.8757.8757.8757.8757.8757.8757.87567.875109107.8757.8757.8757.67.8757.875
High Jump Forward X Speed1112.612.612.612.612.612.612.68.512.61312.612.57.512.612.61112.612.6
Jump Backward X Speed77.8757.8757.8757.8757.8757.8757.8755.57.875887.8757.8757.8757.87577.8757.875
High Jump Backward X Speed912.612.612.612.612.612.612.67.512.61112.612.66.512.612.6912.612.6
Jump Gravity Ratio1.51.651.651.651.651.651.651.651.252.411.151.751.51.451.451.51.651.65
Max # Airdash1111111102122111111
Max # Jump1111111102111111111
Airdash Initial X Speed3023212126313131-3123.2514.530333131303024
Air Backdash Initial X Speed29252427.822242424-2421.61124212424292618
Combo Rating80%80%80%80%80%80%80%80%40%85%85%80%80%80%80%60%85%70%70%
Negative Penalty Resistance8222626464764456822
  • Speed is measured in pixels per frame.
  • "Initial Speed" is the speed at the beginning of each action.
  • "Dash Acceleration Speed" is the speed increase value for every 1 frame when you continue a dash.
  • "X" refers to horizontal movement (i.e. x-axis); "Y" refers to vertical movement (i.e. y-axis).
  • "Jump Gravity Ratio" is in effect from the moment you jump, and with each frame in the air, the higher up you go gets smaller in proportion to this value.
  • "Combo Rating" is the combo rating described on [here]
  • "Negative Penalty Resistance" describes the character's resistance to Defensive Actions and negative penalty; the higher the number, the harder it is to be hit with a negative penalty
Additonally:
  • Litchi's air backdash has a gravity of 1.35
  • Arakune's air dash and air backdash have a gravity of -0.5. Furthermore, if he's within 200 pixels from the ground, then he cannot air (back)dash.
  • Valkenhayn's Wolf form "retreat" has a Dash Accel. of 0.9, and his air dash and air backdash have a gravity of 2.2


BackStep Data

CharacterTotalInvulnerableDistanceAirborne
Mu25F5F372-
Makoto20F5F2702~15F
Valkenhayn (Human)*116F5F2881~15F
Valkehayn (Wolf)*216F10F2881~15F
Platinum22F7F306F2~15F
Ragna20F5F2702~15F
Jin22F5F3603~16F
Noel18F5F3182~15F
Tager*323F19F1841~22F
Taokaka18F7F2521~11F
Rachel*423F7F3451~15F
Arakune*537F26F400-
Bang36F9F48013~28F
Litchi*621F5F2251~13F
Carl*720F7F3801~19F
Hakumen*827F0F2705~15F
Lambda25F5F372-
Tsubaki20F5F2702~15F
Hazama25F6F2702~15F
  1. After backdashing, cannot backdash again for 8F.
  2. From frame 6 on, can cancel into special attacks or airdash (but not air backdash). After backdashing, cannot backdash again for 13F.
  3. After backdashing, cannot backdash again for 12F.
  4. After backdashing, cannot backdash again for 24F.
  5. Passes through the opponent between frames 7-26.
  6. Can double-backdash on frame 17.
  7. After backdashing, cannot backdash again for 6F.
  8. From frame 8 on, can cancel into special attacks.


Forward Step Data


Some characters do not run forward. Instead, they do a dash forward typically found in games like Street Fighter 4. These moves have certain properties explained in the table below.
CharacterTotalDistanceNotes
Valkenhayn (Human)23F4025~15F airborne / 1~4F JCable / Regular & Sepcial Attack cancellabel after 16F
Arakune40F640Invincible and passes through opponent 7~26F
Carl22F4205~15F airborne / 1~4F JCable / Special Attack Cancellable after 6F
Hakumen16F3275~11F airborne / 1~4F JCable / Special Attack Cancellable after 8F
Hazama19F227Cancellable with anything except blocking and movement (barrier is OK) after 1F


Jump and Air Dash Data

CharacterStartupJumpHigh JumpAirdash
(Forward)
Airdash
(Backward)
Mu4F42F51F18F12F
Makoto4F36F48F20F12F
Valkenhayn (Human)4F39F48F20F16F
Valkehayn (Wolf)4F48F48F20F16F
Platinum4F39F48F30F24F
Ragna4F39F48F20F16F
Jin4F39F48F20F16F
Noel4F39F48F20F16F
Tager6F43F59F--
Taokaka4F33F42F20F16F
Rachel4F52F66F20F16F
Arakune5F54F57F45F45F
Bang4F40F47F20F23F
Litchi4F43F58F18F30F
Carl4F42F51F20F16F
Hakumen4F42F51F23F23F
Lambda4F42F51F18F12F
Tsubaki4F37F45F18F16F
Hazama4F37F48F16F14F
  • For 5 frames after landing from a jump, no movement can be done except for forward dash and attack.
  • Arakune's forward jump only has a movement duration of 4. You can cancel his air dash and air back dash into Barrier Guard from the 2nd frame. If you press the backward direction and do a jump attack he will descend.
  • For the first 5 frames of any air dash, no action is possible