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How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data
Characters
Character Comparisons
Character Data
Character
Health
Negative Penalty resistanceHow resistant the character is to getting a negative penalty, higher numbers mean more resistant
Ground Throw rangeThrow range is measured as horizontal distance in pixels between each character's collision box in the native resolution of 1280x768. Character origins must also be within 200px of each other
Air Throw rangeFor standard air throws, the target's origin must be no lower than 60px below the attacker's origin, and no higher than 280px
Dash type
Air jumps
Air dashes
WidthMeasured in pixels at native resolution of 1280x768, character origin is always 55px in from the back, characters are all 188px tall
Amane
10,500
4
70
120
Run
1
1
110
Arakune
10,500
5
70
120
Teleport
1
2
110
Azrael
12,000
5
70
120
Teleport
1
1
110
Bang
11,500
4
70
120
Run
1
2
110
Bullet
11,500
5
70
120
Step
1
1
110
Carl
10,000
5
70
120
Step
1
1
110
Celica
10,000
4
70
120
Run
1
1
110
Es
10,500
4
70
120
Run
1
1
110
Hakumen
12,000
5
70
120
Step
1
1
110
Hazama
11,000
4
70
120
Step
1
1
110
Hibiki
11,000
4
70
120
Run
1
1
110
Izanami
10,500
4
70
120
Run
0
1
110
Izayoi (normal)
11,000
4
70
120
Run
1
1
110
Izayoi (Gain Arts)
11,000
4
70
120
Hover
1
2
110
Jin
11,000
4
70
120
Run
1
1
110
Jubei
11,000
4
70
120
Run
1
1
110
Kagura
11,500
5
70
120
Run
1
1
110
Kokonoe
10,500
4
70
120
Run
1
1
110
Lambda
10,500
4
70
120
Run
1
1
110
Litchi
11,000
4
70
120
Run
1
1
110
Mai
11,000
4
70
120
Run
1
1
110
Makoto
11,000
4
70
120
Run
1
1
110
Mu
10,000
4
70
120
Run
1
1
110
Naoto
11,500
4
70
120
Run
1
1
110
Nine
10,500
4
70
120
Teleport
1
2Nine can use her two ground dashes in the air, even after a double jump.
110
Noel
11,000
4
70
120
Run
1
1
110
Nu
10,000
4
70
120
Run
1
1
110
Platinum
11,000
4
70
120
Run
1
1
110
Rachel
11,000
4
70
120
Run
1
1
110
Ragna
10,000
4
70
120
Run
1
1
110
Relius
11,000
4
70
120
Run
1
1
110
Susano'o
12,500
4
70Has a wider collision box
120
Run
1
1
135
Tager
13,000
6
125Technically 140px, this usually gets reduced to 125px due to the maximum origin distance check. Tager also has a wider bounding box, meaning other players get 20px more throw range when measured between origins. Tager can still out-reach standard throws by 65px however
140
None
0
0
145
Taokaka
10,000
4
70
120
Run
2
2
110
Terumi
10,500
3
70
120
Run
1
1
110
Tsubaki
11,000
4
70
120
Run
1
1
110
Valkenhayn (human)
10,500
5
70
120
Step
1
1
110
Valkenhayn (wolf)
10,500
5
70Wolf has a much wider bounding box again making this slightly misleading, but can still outrange other standard throws by 40px.
90
None
1
1
170
Ground movement data
Character
Forward walk speed
Backward walk speed
Initial run speed
Run acceleration
Final run speed
Step duration
Step distance
Backdash duration
Backdash distance
Backdash invincibility
Amane
5300
4100
13000
440
15000
-
-
25F
324
1~7F All
Arakune
8000
4800
-
-
-
40F
640
32F
400
1~24F All
Azrael
6200
4800
-
-
-
20F
416
28F
336
1~20F All
Bang
8000
5000
21000
200
38000
-
-
36F
480
1~9F All
Bullet
5500
4500
-
-
-
20F
386
22F
198
1~7F All
Carl
7700
5000
-
-
-
23F
450
22F
352
1~7F All
Celica
6200
4800
16000
440
28000
-
-
25F
358
1~5F All
Es
6200
4800
14000
1000
32000
-
-
25F
270
1~5F All
Hakumen
6400
4100
-
-
-
16F
349
15F
189
1~4F T
Hazama
6200
4800
-
-
-
19F
247
25F
324
1~7F All
Hibiki
6200
4800
18000
440
28000
-
-
22F
240
1~4F All
Izanami
6200
4800
9800
660
28000
-
-
22F
371
1~7F All
Izayoi (normal)
5200
3200
18000
200
28000
-
-
22F
270
1~5F All
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration.
6200
4800
-
-
-
14~34F
271~859
22~29F
377~470
1~5F All
Jin
5900
4800
16000
440
28000
-
-
22F
360
1~5F All
Jubei
4200
3300
17500
2500
30000
-
-
25F
433
1~7F All
Kagura
4500
3500
12000
250
25000
-
-
25F
271
1~7F All
Kokonoe
4800
4800
18000
400
28000
-
-
22F
247
1~5F All
Lambda
5500
5000
22000
320
30000
-
-
25F
371
1~7F All
Litchi
5300
4100
14000
440
28000
-
-
22F
225
1~5F All
Mai
6200
4800
16000
440
28000
-
-
25F
270
1~7F All
Makoto
6200
4800
18000
440
38000
-
-
22F
270
1~5F All
Mu
5500
5000
22000
320
30000
-
-
22F
370
1~5F All
Naoto
5700
4300
18000
440
28000
-
-
25F
270
1~4F All
Nine
6800
5300
-
-
-
40F
600
40F
417
1~4F P, 5~32F All
Nirvana
8000
7000
-
-
-
-
-
-
-
-
Nirvana (Overdrive)
12000
10500
-
-
-
-
-
-
-
-
Noel
6600
5000
18000
440
28000
-
-
22F
318
1~5F All
Nu
5500
5000
22000
320
30000
-
-
25F
371
1~7F All
Platinum
6200
4800
17000
440
28000
-
-
22F
306
1~7F All
Rachel
4000
3800
14000
300
28000
-
-
25F
375
1~7F All
Ragna
6200
4800
16000
440
28000
-
-
22F
270
1~5F All
Relius
4000
3800
14000
300
28000
-
-
22F
198
1~7F All
Susano'o
7000
4800
33000Susano'o's dash has 15 frames of startup, during which he starts at 0 speed and builds a small amount of speed, before the game forces it to 33000.
200
33000
-
-
22F
270
1~5F All
Tager
6000
4500
-
-
-
-
-
28F
182
1~20F All
Taokaka
6000
5000
20000
440
28000
-
-
22F
252
1~7F All
Terumi
6200
4800
19800
440
28000
-
-
22F
270
1~5F All
Tsubaki
5500
3200
18500
400
35000
-
-
22F
270
1~5F All
Valkenhayn (human)
6200
4800
-
-
-
23F
390
22F
270
1~5F All
Valkenhayn (wolf)
12400
11000
-
-
-
-
-
25F
504
1~7F All
Air movement data
Character
Prejump
Jump initial speed
Super jump initial speed
Gravitycharacters subtract this value every frame from their vertical velocity while not in any kind of stun
Forward jump speed
Forward super jump speed
Backward jump speed
Backward super jump speed
Forward air dash duration
Forward air dash speed
Backward air dash duration
Backward air dash speed
Amane
4F
31200
33000
1170
7875
12600
7875
12600
20F
31000
16F
24000
Arakune
5F
30000
32000
1150
9000
12600
8000
12600
45F
14500
45F
11000
Azrael
4F
34000
41000
1850
7875
12600
7875
12600
14F
28000
14F
23000
Bang
4F
37000
43000
1900
10000
12500
7875
12600
20F
30000
23F
24000
Bullet
4F
31000
42000
1800
7875
12600
7875
12600
15F
27500
12F
22000
Carl
4F
32000
39000
1650
7875
12600
7875
12600
20F
31000
16F
24000
Celica
4F
34000
42000
1800
7875
12600
7875
12600
20F
28000
20F
23000
Es
4F
30000
37000
1500
8662
13860
7875
12600
20F
23000
16F
24000
Hakumen
4F
34000
42000
1650
7875
12600
7875
12600
23F
31000
23F
24000
Hazama
4F
31000
38000
1500
7875
12600
7875
12600
16F
24000
14F
18000
Hibiki
4F
36000
44000
1900
9450
15120
7875
12600
20F
31000
16F
24000
Izanami
4F
300008000 while in float state
42000-8000 while in float state
1350
7875
12600
7875
12600
23F
28000
16F
24000
Izayoi (normal)
4F
38000
43000
1850
7875
12600
7875
12600
16F
26000
12F
24000
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. They are also programmed like step dashes, so her speed values are actually distance values.
4F
35000
42000
1850
7875
12600
7875
12600
14~38F
264~970
16~27F
310~470
Jin
4F
34000
41000
1850
7875
12600
7875
12600
20F
31000
16F
24000
JubeiJubei's jump changes height and speed when he is dashing. In boxes with two values, the latter value is used when he is dashing and the former is used when he is not.
4F
36000/29000
44000
2000
10000/5000
15000
8000/10000
15000
20F
31000
16F
24000
Kagura
4F
34000
45000
1800
7875
12600
7875
12600
23F
25000
16F
20000
Kokonoe
4F
32000
42000
1800
7875
12600
7875
12600
20F
31000
22F
22000
Lambda
4F
33000
40000
1700
7600
11000
7000
9000
18F
30000
12F
29000
Litchi
4F
36000
47000
1700
7875
7500
7875
6500
18F
33000
30F
21000
Mai
4F
34000
42000
1800
7875
12600
7875
12600
20F
31000
16F
24000
Makoto
4F
34000
41000
1850
7875
12600
7875
12600
20F
28000
12F
25000
Mu
4F
34000
42000
1700
7600
11000
7000
9000
18F
30000
12F
29000
Naoto
4F
34000
42000
1800
7875
12600
7875
12600
16F
27900
10F
24000
NineNine can use her two ground dashes in the air. To reflect this, her air dash values are identical to her ground dash values, so her speed values are actually distance values.
4F
28000
30000
1200
12500
20000
7500
12000
40F
600
40F
417
Noel
4F
34000
42000
1800
7875
12600
7875
12600
20F
31000
16F
24000
Nu
4F
33000
40000
1700
7600
11000
7000
9000
18F
30000
12F
29000
Platinum
4F
34000
41000
1850
7875
12600
7875
12600
30F
26000
24F
22000
Rachel
4F
25000
32000
1000
10000
13000
8000
11000
20F
23250
16F
21600
Ragna
4F
34000
42000
1800
7875
12600
7875
12600
20F
31000
16F
24000
Relius
4F
34000
41000
1850
7875
12600
7875
12600
20F
31000
16F
24000
Susano'o
4F
34000
42000
1650
7875
12600
7875
12600
16F
31000
16F
24000
Tager
6F
26000
36000
1250
6000
8500
5500
7500
-
-
-
-
Taokaka
4F
35000
44000
2200
7875
12600
7875
12600
20F
31000
16F
24000
Terumi
4F
31000
44000
1800
8400
15000
7875
12600
20F
31000
16F
24000
Tsubaki
4F
32000
39000
1800
7875
12600
7875
12600
18F
30000
16F
26000
Valkenhayn (human)
4F
34000
42000
1850
7875
12600
7875
12600
20F
31000
16F
24000
Valkenhayn (wolf)
4F
41000
46000
1650
7875
12600
7875
12600
20F
31000
16F
24000
System Data
Ground Recovery
Roll Options When Knocked Down
Forward Roll
+ A/B/C
1~3F Fully invincible
4~17F Throw invincible, if hit you will be in the air
18~30F Guard possible, if hit will be in crouching position
1~10F can pass through opponent
30F Total Duration
Back Roll
+ A/B/C
1~10F Fully invincible
11~17F Throw invincible, if hit you will be in the air
18~30F Guard possible, if hit will be in crouching position
1~10F can pass through the opponent
30F Total Duration
Quick Tech
+ A/B/C
1~13F Throw invincible, if hit you will be in the air
14~19F Throw invincible, guard possible, cancellable into any grounded move, if hit will be in standing position
Will automatically Quick Tech after lying on the ground for 64 frames
19F Total Duration
Neutral Tech
no direction + A/B/C
1~32F Fully invincible
32F Total Duration
Knockdown Timeline
The following time table shows a character's options and status during a knockdown.
Air Recovery
Recovery Options When Hit In the Air
Air Recovery
// + A/B/C when airborne
1~15F Fully invincible
15F Total Duration
Emergency Tech
A/B/C when landing on the ground
1~32F Fully invincible
32F Total Duration
Overdrive
Overdrive Activation
Overdrive Activation
Type
Recovery
Normal
3+13F
Overdrive Cancel
3+3F
Guard Cancel
3+23F
All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3)
Overdrive Duration
Overdrive Duration vs. Remaining Health
100% - 91%
90% - 82%
81% - 73%
72% - 63%
62% - 54%
53% - 45%
44% - 35%
34% - 0%
240F
270F
300F
330F
360F
390F
420F
480F
Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel
Overdrive timer is paused during hitstop and superflash frames
Burst
Burst Frame Data
P1
P2
Startup
Active
Recovery
Frame Advantage
Untechable
Invuln.
10
80
6
6
43
-24
300
1-48 All
Air Burst is vulnerable until landing
Ends Active Flow and disables it for the rest of the round
Burst Gauge
Passive Burst Gain over Time
Health
Increment per frame
Time to fill (seconds)
H ≥ 55%
10
166.7
40% < H ≤ 55%
15
111.1
H ≤ 40%
20
83.3
The Burst Gauge is 10,000 units
Passive Burst Gain is ×4 during Active Flow.
Passive Burst Gain is not paused during hitstop or super flash
Burst gained from getting hit:
(1- Current ProrationGiven as value between 1 and 0, includes the proration values of the current hit) × damageThe damage the move actually did × 10 + 100
Barrier Gauge
Barrier Gauge is 10,000 units.
Each usage of Barrier instantly consumes 100 units.
After the first frame of activation, holding Barrier consumes 10 units per frame.
Barrier Gauge is not consumed during hitstop, superflash, etc.
Upon defending an attack, instantly consumes (the raw damage of that attack / 2) units.
Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units.
Charged Crush Trigger deals extra 4000 units to Barrier Gauge.
Barrier Gauge starts to recover 124 frames after deactivation at the rate of 16 units every 10 frames.
Barrier recovery is not paused during hitstop, superflash, etc.
When the Barrier Gauge is depleted, character enters Danger State and Barrier is disabled until Barrier Gauge fully refills (900F).
Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
Spin Fall = Standing Hit Stun + 16F Fall animation
Fatal Counter = Hitstun / Untechable + 3
Instant Block Blockstun (Ground) = Blockstun - 3
Instant Block Blockstun (Air) = Air Blockstun - 6
Barrier Guard Blockstun = Blockstun + 1
Additional hitstop on Counter Hit only applies to the person being hit
Jumping moves almost universally have an override of 80% P1 from the default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Heat Gain Table
Heat Gain Table
Situation
Formula
Opponent getting hit
Scaled Damage × 0.72
Getting hit
Scaled Damage × 0.4
Opponent blocking attack
Base Damage × 0.18
Normal blocking attack
Base Damage × 0.1
Instant blocking attack
(Base Damage × 0.2) + 100
Hakumen's Heat Gain is 1/4 of the formula above.
Heat Gauge is 10,000 units, so 100 units = 1 Heat.
Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units).
Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker.
Hakumen's Specials are the sole exception; they still generates Heat for Hakumen.
Using Barrier does not affect Heat Gain.
Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block.
Building Active Flow
In order to get Active Flow you must reach 10000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round. When a player reaches 8000p, "Attention!" appears on their side of the screen and their burst gauge will begin rotating more rapidly.
Building Active Flow
Action
Catalyst
Value
Notes
Pressing An Attack Button
No
10p
This means missing in neutral or during a combo. Move must have active frames to count.
Attack Hit
Yes
850p
Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage.
Counter Hit
Yes
850p + 500p
Fatal Counter Hit
Yes
850p + 1000p
Successful Overhead
Yes
850p + 1000p
Occurs on any hit where the opponent was blocking low so you see the Red Exclamation mark
Additional Hit
Yes
50p
Applies to all hits during a combo
Attack Blocked
No
50p
Attack Clash
No
500p
Includes projectile clashes
Moving Forward
No
Distance Value ×5p
Moving Backward
No
0p
Negative Penalty
No
-10000p
Opponent Getting Negative Penalty
Yes
Forced
Forces Active flow even if the player has used a burst or already used active flow this round.
Blocking
No
30p
Blocking Standing Overhead
No
850p
Applies to grounded overheads only
Instant Blocking
No
30p + 10p
Barrier
No
30p + 10p
Instant Barrier
No
30p + 10p + 10p
Getting Hit
No
40p
Using Attribute Invul Successfully
No
1000p
Anything that makes the blue/white invul circle appear and the opponent's active frames go through it.
Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc.
Burst
No
-100000p
Prevents Active Flow build for the rest of the round
Active Flow Ends
No
-10000p
Prevents Active Flow build for the rest of the round
Overdrive Activation
Yes
100p
Exceed Accel
Yes
10000p
Spending Heat
No
20p × Heat % used
e.g. Will give 1000 for 50% heat use. Applies to all forms of heat loss, even Terumi's drive moves during overdrive.
Successful Guard Break
No
2500p
Because spending 25 meter gets you 500p already, getting a successful guard break with Crush Trigger nets you 3000p
Throw
Yes
1420p
Counts even if the throw is then rejected afterwards.
Throw Reject
Yes
1700p
During OD
No
×2 multiplier (stacks)
During <35% HP
No
×2 multiplier (stacks)
Miscellaneous Properties
This just a table of various values and properties that don't go anywhere else
Miscellaneous Properties
Property
Value
Notes
Round start separation
520,000 units
A in-game unit is defined by 1000 units per pixel when rendering at 1280x768 with no camera zoom
Corner start separation
400,000 units
Used in training and challenge modes only for corner start positions.
Player front collisionMeasured from origin to front of where players can collide
55,000 units
Add 25,000 for Susanno, 35,000 for Tager and 60,000 for Wolf Form Valkenhayn. Various moves can adjust this.
Player back collisionMeasured from origin to back of where players can collide
55,000 units
Player top collisionMeasured from origin to top of where players can collide
188,000 units
Looks more when in game due to air sprites being noticeably above their origin points
Wall offset
-5,000 units
Seems the actual place bounding boxes collide with is 5px offscreen
Stage Width
3,730,000 units
Measured from a player backed to the wall to the same on the other side. Some of the playable area isn't reachable by players themselves due wall collision
Stage Height
2,500,000 units
Players and objects can go above this height, but the camera will not normally pan to show anything above this value.
Maximum player separation
1,422,000 units
How far two players are allowed to be from each other horizontally. Also defines how far the "wall" is for wall bounces when not near a corner.
Hit/guardstun Gravity
-2,000 units/F^2
Gravity for characters in hitstun or guardstun in the air.
Floor Friction
Current Speed × 0.9
Deceleration experienced by grounded players when sliding. Walking and dashing aren't affected, except when ending a dash.