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Health: 12,000
Combo Rate: 60%
Prejump:
Backdash Time 21 / Invul: 1-21 Throw
Forward Dash Time 18 / Invul: None
Movement Options
- Double Jump, Air Dash, Dash type: Step
Normal Moves
Damage |
GuardHow this attack can be guarded. Throws have their throw range listed instead. |
StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. |
ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. |
RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. |
Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. |
On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. |
AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute |
Invuln |
300 |
HL |
5 |
3 |
6 |
- |
- |
B |
- |
730 |
HL |
10 |
2 |
15 |
- |
- |
B |
- |
1100 |
HL |
14 |
2 |
20 |
- |
- |
B |
- |
300 |
all |
7 |
3 |
9 |
- |
- |
F |
- |
650 |
L |
8 |
6 |
15 |
- |
- |
F |
- |
1050 |
HL |
13 |
3 |
33 |
- |
- |
B |
- |
1200 |
L |
8 |
3 |
28 |
- |
- |
F |
- |
720 |
HL |
12 |
4 |
14 |
- |
- |
B |
- |
590, 590 |
H, HL |
18 |
3, 3 |
20 |
- |
- |
B,B |
- |
1500 |
HL |
20 |
3 |
25 |
- |
- |
B |
- |
1700 |
HL |
25 |
3 |
25 |
- |
- |
B |
- |
2000 |
HL |
60 |
3 |
25 |
- |
- |
B |
- |
900 |
HL |
10 |
3 |
18 |
- |
- |
B |
- |
300 |
HA |
7 |
3 |
9 |
- |
- |
H |
- |
650 |
HA |
9 |
3 |
20 |
- |
- |
H |
- |
1000 |
all |
12 |
8 |
26 |
- |
- |
H |
- |
700 |
HA |
11 |
12 |
12 |
- |
- |
H |
- |
1200 |
HA |
16 |
4 |
30 |
- |
- |
H |
- |
Drive Moves
Damage |
GuardHow this attack can be guarded. Throws have their throw range listed instead. |
StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. |
ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. |
RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. |
Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. |
On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. |
AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute |
Invuln |
|
|
6 |
14 |
20 |
- |
- |
|
- |
|
|
6 |
24 |
20 |
- |
- |
|
- |
|
|
6 |
34 |
20 |
- |
- |
|
- |
|
|
|
|
|
- |
- |
|
- |
0, 1600 |
all |
6 |
10 |
10 |
- |
- |
BT |
- |
|
|
1 |
8 |
30 |
- |
- |
|
- |
|
|
|
|
|
- |
- |
|
- |
0, 1600 |
all |
6 |
10 |
15 |
- |
- |
FT |
- |
|
|
1 |
9 |
25 |
- |
- |
|
- |
|
|
|
|
|
- |
- |
|
- |
0, 1600 |
all |
6 |
10 |
10 |
- |
- |
BT |
- |
|
|
|
|
Until landing |
- |
- |
|
- |
|
|
|
|
|
- |
- |
|
- |
0, 1600 |
all |
4 |
10 |
6 |
- |
- |
HT |
- |
Universal Mechanics
Specials
Damage |
GuardHow this attack can be guarded. Throws have their throw range listed instead. |
StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. |
ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. |
RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. |
Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. |
On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. |
AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute |
Invuln |
950 |
all |
14 |
3 |
15 |
- |
- |
B |
- |
1000*2 |
L,HL |
9 |
3 (12) 3 |
21 |
- |
- |
F, B |
- |
2100, 800 |
HA,LA |
21 |
3 (14) 3 |
18 |
- |
- |
B,F |
- |
|
|
|
|
18T |
- |
- |
|
- |
1060 |
HL |
6 |
7 |
16 |
- |
- |
B |
- |
950 |
all |
12 |
16 |
Total 35 |
- |
- |
HBFP* |
- |
1500 |
HL |
11 |
3 |
35 |
- |
- |
H |
- |
2500 |
B |
15 |
3 |
22 |
- |
- |
H |
- |
|
all |
4 |
24 |
8~13 (Placeholder) |
- |
- |
BT |
- |
|
all |
1 |
3 |
6 |
- |
- |
BT |
- |
0, 1500 |
all |
1, 25 |
4 (23) 3 |
24 |
- |
- |
BT |
- |
900 |
all |
1 |
92 |
|
- |
- |
HBFP* |
- |
Distortion Drives
Exceed Accel
Astral Heat
Revolver Action Table
Ground Revolver Action Table
|
A |
B |
C |
D |
Cancels
|
5A
|
6A[*] |
5B[*], 6B[*] |
3C[*] |
Yes |
Throw, Jump, Special
|
5B
|
5A[*], 2A[*], 6A[*] |
2B[*], 6B[*] |
- |
Yes |
Jump, Special
|
5C
|
- |
- |
- |
- |
Special
|
2A[3]
|
5A[*], 2A[*], 6A |
5B[*] |
3C[*] |
Yes |
Throw, Special
|
2B
|
5A[*], 2A[*] |
- |
- |
Yes |
Special
|
2C
|
- |
- |
- |
- |
Jump[-], Special
|
6A
|
- |
6B |
- |
Yes |
-
|
6B
|
- |
- |
- |
Yes |
-
|
6C
|
- |
- |
- |
- |
Super
|
3C
|
- |
- |
- |
- |
-
|
4C
|
- |
- |
- |
- |
Super
|
Air Revolver Action Table
|
A |
B |
C |
D |
Cancels
|
j.A
|
j.A[*] |
j.B[*] |
- |
- |
Throw, Special
|
j.B
|
j.A[*], j.2A[*] |
- |
- |
- |
Jump, Special
|
j.C
|
- |
- |
- |
- |
Special
|
j.2A
|
- |
- |
j.C[*] |
- |
Jump, Special
|
j.2C
|
- |
- |
- |
- |
Special
|
- * = Delayed cancel
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#] = X can be used only # times per string
- X[*] = X is a delayed cancel, not immediately on hit like normal
- Special = Specials and Supers
- Super = Supers only
Click [★] for character's full frame data