(→Revolver Action Table: these notes are not needed, as they covered by the existing labels/text) |
No edit summary |
||
Line 140: | Line 140: | ||
:'''X''' = X is available on hit or block | :'''X''' = X is available on hit or block | ||
:{{color|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is available only on hit}} | :{{color|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is available only on hit}} | ||
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on whiff}} | :{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}} | ||
:{{color|blue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> X can be used only # times per string}} | :{{color|blue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> X can be used only # times per string}} | ||
Revision as of 05:10, 5 July 2022
Glossary
System Data Glossary | |
---|---|
Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
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. |
Frame Data Glossary | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Guard | How this attack can be guarded. All non-throws can be air Barrier Blocked 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. | ||||||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
| ||||||||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
P1 | Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2. | ||||||||||||||||
P2 | Proration value that is applied to the combo proration value when this attack is used. | ||||||||||||||||
Starter | Combo time modifier when this attack is used as the starting hit of a combo. | ||||||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
| ||||||||||||||||
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. Air blocking adds 2 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||||||
GroundCH | When Counter Hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirCH | When Counter Hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||||||
Blockstop | When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop. | ||||||||||||||||
Hitstop | When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. | ||||||||||||||||
CHstop | When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences. |
Attack Level Values | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see BBCF/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
---|---|---|---|---|---|
Nu-13 | 10,000 | 4F | 25F (1~7F Inv All) | Act Parcer |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5A | 300 | All | 6 | 3 | 12 | -3 | +6 | B | 100 | 80 | Normal | CSOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | ||
5B | 510 | Mid | 8 | 3 | 14 | 0 | +2 | B | 100 | 89 | Long | SOJR | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
5C | 160×8 | All | 16 | 4×8 | Total: 71 | -8 | P1 | 100 | 89 | Long | SOR | 3 | 16 | 20 | 23 | 25 | 37 | 0/+3 | +3 | +5 | |||
2A | 300 | All | 7 | 4 | 12 | -4 | +4 | F | 100 | 80 | Normal | SOR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | ||
2B | 480 | Low | 9 | 4 | 10 | 0 | +4 | F | 90 | 85 | Long | SOR | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | ||
2C | 140×8 | Mid×2,All×6 | 14 | 1×6,2×2 | 24 | -9 | -21 | B | 11~17 H | 90 | 89 | Long | SOJR | 3 | 16 | 23 | 23 | Launch | 37 | 2 | +0 | +2 | |
6A | 670 | Mid | 11 | 6 | 17 | -6 | -7 | B | 5~11 H | 90 | 89 | Long | SOJR | 3 | 16 | 17 | 26 | 22 | 40 | 11 | +0 | +2 | |
6B | 740 | Mid | 10 | 5 | 15 | -3 | -3 | B | 100 | 89 | Long | SOJR | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
6C | 180×8 | Mid×2,All×6 | 22 | 1×8 | 24 | -3 | B | 100 | 82 | Long | SODaR | 4 | 21 | 24 | 36 + Slide | Launch | 54 + Slide | 2 | +0 | +5 | |||
3C | 140×8 | Low×3, All×5 | 11 | 1×8 | 22 | -6 | F | 90 | 89 | Long | SOR | 3 | 16 | Launch | 36 | Launch | 50 + Down 23×3, 50×5 | 3 | +0 | +2 | |||
j.A | 300 | High/Air | 8 | 2 | 10 | H | 80 | 80 | Normal | SOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | ||||
j.B | 590 | High/Air | 9 | 4 | 12 | H | 80 | 89 | Long | SOJR | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
j.C | 150×8 | High/Air | 9 | 1×2,2×6 | 25 | H | 80 | 89 | Long | SOJR | 3 | 16 | 17 | 20 | 22 | 34 | 2 | +0 | +2 | ||||
j.2C | 150×8 | High/Air×2, All×6 | 15 | 1×8 | 10 | H | 80 | 89 | Long | SOJR | 3 | 16 | 17 | 24 | 22 | 38 | 3 | +0 | +2 |
Drive Moves
- Values in [] are during OD
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5D | 600 | All | 15 | 13 | Total 48 | -12 [-4] | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | ||||
5DD | 300 | All | 13 | 6 | Total 48 | -11 [-6] | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | ||||
2D | 600 | All | 11 | 11 | Total 45 | -13 [-5] | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | ||||
2DD | 300 | All | 13 | 6 | Total 51 | -14 [-9] | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | ||||
6D | 600 | All | 13 | 13 | Total 45 | -11 [-3] | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | ||||
6DD | 300 | All | 13 | 6 | Total 56 | -19 [-14] | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | ||||
4D | 600 | High/Air | 27 | 3 | Total 57 | -9 [-1] | P1 [P2] | 70 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 25 | 35 | 4/+8 | +8 | +13 | ||||
4DD | 300 | All | 13 | 6 | Total 50 | -13 [-8] | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | ||||
j.D | 600 | All | 13 | 10 | Total 50+5L | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | |||||
j.DD | 300 | All | 13 | 6 | Total 38 | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | |||||
j.2D | 600 | All | 11 | 8 | Total 50+5L | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | |||||
j.2DD | 300 | All | 13 | 6 | Total 51 | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | |||||
j.6D | 600 | All | 13 | 6 | Total 50+5L | P2→P1 [P2] | 80 | 92 | Normal | SODr(J)R | 4 | 16 | 17 | 17 | 22 | 32 | 4/+8 | +8 | +13 | |||||
j.6DD | 300 | All | 13 | 6 | Total 38 | P1 | 80 | 92 | Normal | SODr(J)R | 4 | 20 | 23 | 25 | 28 | 40 | 4/+7 | +7 | +12 | |||||
xD OD Followup | 300 | 5 after previous sword | See notes | P2 | 80 | 92 | Normal | 4 | 16 | 23 | 25 | 38 | 40 | 0/+7 | +7 | +12 | ||||||||
xDD OD Followup | 300 | 1 after previous sword | 13 | P1 | 80 | 92 | Normal | 4 | 24 | 25 | 29 | 30 | 44 | 0/+7 | +7 | +12 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
B+C | Ground Throw | 0, 1500 | Throw(70) | 7 | 3 | 23 | T | 100 | 50 | Normal | 0, 4 | Launch 40 + WBounce 100 | 0, 12 | +0 | ||||||||||
j.B+C | Air Throw | 0, 1500 | Throw(120) | 7 | 3 | 23+3L | T | 100 | 50 | Normal | R | 0, 4 | 53 + GBounce | 0 | +0 | |||||||||
6A+B | Counter Assault | 0 | All | 13 | 2 | 32 | -15 | B | 1~20 All | 50 | 92 | Very Short | R | 4 | 18 | Launch | 19 | Launch | 34 | 12 | +0 | +5 | ||
5A+B | Crush Trigger | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | 80 | 60 | Normal | R | 3 | 24 | Crumple | 60 + Slide + WBounce 60 | Crumple | 74 + Slide + WBounce 60 + WStick 35 | 11 | +0 | +2 | |||
5[A+B] | Crush Trigger | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B | 80 | 100 | Long | R | 3 | 24 | Crumple | 60 + Slide + WBounce 60 | Crumple | 74 + Slide + WBounce 60 + WStick 35 | 11 | +0 | +2 |
Specials
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236D | Sickle Storm | 800 | Low/Air | 17 | Until Hit | Total: 62 | -18 | P1 | 80 | 89 | Normal | SR | 3 | 16 | Launch | 40 + WBounce | Launch | 40 + Slide + WBounce | 0/+11 | +11 | +13 | |||
236[D] | Sickle Storm (Hold) | 980 | Low/Air | 33 | Until Hit | Total: 60 | +3 | P1 | 80 | 92 | Normal | SR | 4 | 18 | Launch | 48 + Slide + WBounce | Launch | 66 + Slide + WBounce | 0/+12 | +12 | +17 | |||
236D~C | Sickle Storm (C) | 800 | Low/Air | 24 | Until Hit | Total: 63 | -12 | P1 | 80 | 89 | Normal | SR | 3 | 16 | Crumple | 40 + Slide + WBounce | Crumple | 54 + Slide + WBounce | 0/+11 | +11 | +13 | |||
214D | Luminous Slave | 800 | All | 51 | Until Hit | Total 52 | +29 [+39] | P1 | 80 | 92 | Short | R | 4 | 18 | Launch | 33 | Launch | 48 | 0/+12 | +12 | +17 | |||
214[D] | Luminous Slave (Hold) | 1000 | All | see notes | Until Hit | Total 61 | P1 | 80 | 92 | Short | R | 4 | 18 | Launch | 33 | Launch | 48 | 0/+12 | +12 | +17 | ||||
214D~C | 800 | All | 31 | Until Hit | Total 61 | +1 [+11] | P1 | 80 | 92 | Short | R | 4 | 18 | Launch | 33 | Launch | 48 | 0/+12 | +12 | +17 | ||||
j.214D | Crescent Saber | 1000 [1100] | High/Air | 18 | 6 | Total: 59+9L | -11 | P1 | 80 | 89 | Normal | R | 3 | 16 | Launch | 40 + Down 23 [70 + GBounce + Down 23] | Launch | 54 + Down 23 [84 + GBounce + Down 23] | 0/+11 | +11 | +13 | |||
j.214[D] | Crescent Saber (Hold) | 1200 [1320] | High/Air | 35 | 6 | Total: 55+9L | +16 | P1 | 80 | 89 | Normal | R | 3 | 16 | Launch | 40 + Down 23 [70 + GBounce + Down 23] | Launch | 54 + Down 23 [84 + GBounce + Down 23] | 0/+11 | +11 | +13 | |||
j.214D~C | Crescent Saber (C) | Total: 55 | ||||||||||||||||||||||
214A/B/C | Gravity Seed | 13 | Total: 42 | |||||||||||||||||||||
623C | Supra Rage | 700, 140×7 | Mid, All | 12 | 1×8 | 10+27 | -21 | B | 5~15 H | 80 | 89 | Very Short | R | 3 | 16 | Launch | 49 | Launch | 63 | 2 | +0 | +2 | ||
j.623C | Air Supra Rage | 700, 140×7 | All | 9 | 1×8 | Until L+24 | B | 1~12 T | 90 | 89 | Long | R | 3 | 16 | Launch | 40 | Launch | 63 | 2 | +0 | +2 | |||
X > 66 | Ground X > Forward Dash | 41 | ||||||||||||||||||||||
X > 44 | Ground X > Back Dash | 30 | 1~8 All | |||||||||||||||||||||
j.X > 66 | Air X > Forward Dash | 37 | ||||||||||||||||||||||
j.X > 44 | Air X > Back Dash | 33 |
Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236236D | Legacy Edge | 130×24 [130×37] | All | 16+(41 Flash)+9 | P{(4)P}×24 [P{(4)P}×37] | Total: 57 | +79 [+131] | P2 | 1~19 xP [1~15 All, 16~19 xP] | 100 | 79 | Normal | R | 3 | 16 | Launch | 40 + WBounce | Launch | 54 + WBounce | 0/+2 | +2 | +4 | ||
632146D | Calamity Sword | 2400 [1400×4] | Mid | 10+(52 Flash)+1 | 9 [{9{(6)9}×3] | Total 52 [Total 84] | -11 [-9] | P2 | 1~11 All | 70 | 82 | Normal | R | 4 | 18 | Launch | 100 + Down 23 | Launch | 115 + Down 23 | 0/+12 | +12 | +17 | ||
j.632146D | Air Calamity Sword | 2400 [1400×4] | All | 8+(42 Flash)+5 | 9 [{9{(6)9}×3] | Total Until L+3 [Total Until L+5] | P2 | 70 | 82 | Normal | R | 4 | 18 | Launch | 100 + Down 23 | Launch | 115 + Down 23 | 0/+12 | +12 | +17 |
Exceed Accel
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
A+B+C+D | True Impreza | 600, 197×12 {600, 170×30} | All | 20 [10] | 10 | Total 61 [Total 51] | -15 | P Null | 1~29 All [1~19 All] | 125 | 80 | Long | 26 | Crumple + Down 15 | Stand | 20 | 20, 0/+4×12 {×30} | +0, +4×12 {×30} |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
214214D | Sword of Destruction | 40000 | All | 13+(101 Flash)+7 | 9 | 21 | -13 | B | 13~28 HBFPT 1~28 Burst | Long | 0 |
Revolver Action Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used only # times per string
External References
To edit frame data, edit values in BBCF/Nu-13/Data.
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State