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Glossary
How do I read frame data?
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.
A positive value means the attacker can move first.
A negative value means the defender can move first.
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.
Attributes
H
Head
B
Body
F
Foot
P
Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T
Throw
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.
Cancel
What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C
self cancellable
S
special/distortion cancellable
T
throw cancellable
J
jump cancellable
P
can call Partner during this attack
(X)
X cancellable on hit only
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.
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
Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Hitstop
8
9
10
11
12
13
Hitstop (Counter Hit)
+0
+0
+1
+2
+5
+8
Hitstun (Standing)
10
12
14
17
19
21
Hitstun (Ground Counter Hit)
+4
+4
+4
+5
+5
+6
Crumple Duration
20
22
24
27
29
31
Crumple Fall
53
55
57
60
62
64
Crumple Fall (Counter Hit)
67
70
73
78
81
84
Untechable (Air Hit)
12
12
14
17
19
21
Untechable (Air Counter Hit)
+11
+11
+12
+14
+15
+16
Blockstun (Ground)
9
11
13
16
18
20
Damage
1000
1000
1500
1700
2000
P1
100
100
100
100
100
100
P2
70
75
80
85
90
Blockstun (Air) = Ground Blockstun + 2
Crumple Duration (Counter Hit) = Crumple Duration × 2
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.
Additional hitstop on Counter Hit only applies to the person being hit
Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data
name
health
prejump
backdash
forwarddash
Unique Movement Options
Akatsuki
17,000
4F
22F (1~7F Inv All)
Normal Moves
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 4A 1000 All 6 2 12 0 B 100 75 2 13 14 14 18 26 10 +0 +1 4AA 1000 All 7 4 13 -3 B 100 75 2 13 14 14 18 26 10 +0 +1 4AAA 1500 All 7 4 12 +1 B 100 80 3 16 17 17 22 31 11 +0 +2 5A 1500 All 9 3 16 -2 B 100 80 3 16 17 17 22 31 11 +0 +2 5AA 1500 All 9 3 19 -5 B 100 80 3 16 17 17 22 31 11 +0 +2 5AAA 1700 All 10 4 21 -6 B 100 85 4 18 19 19 24 34 12 +0 +5 5AAAA 2000 All 5 6 28 -13 B 100 90 5 20 Launch 60 Launch 76 13 +0 +8 2A 1000 All 7 2 12 -2 F 100 70 1 11 12 12 16 23 9 +0 +0 5B 1700 All 10 5 24 -10 B 7~9 H 90 85 4 18 Launch 37 Launch 51 12 +0 +5 5BB 1500 All 11 2 14+10L -9 H 100 80 3 16 Launch 22 Launch 36 11 +0 +2 5BBB 0×2, 3000 All 7 6 ??+0L H 80 100×2, 85 4 18 100 + GBounce 0 +0 2B 1500 Low 9 6 18 -7 F 90 80 3 16 17 17 22 31 11 +0 +2 5C 800 High 22 3 24 -10 B 100 80 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 12 5 19 -5 F 90 85 4 18 Launch 26 Launch 41 12 +0 +5 j.A 1500 High 10 3 18 H 80 80 3 16 17 17 22 31 11 +0 +2 j.AA 1500 High 8 2 19 H 80 80 3 16 17 17 22 31 11 +0 +2 j.B 1700 High 12 4 25 H 80 85 4 18 19 19 24 34 12 +0 +5 j.C 1000, 1500 High 20 Until L,2 21 -4 H 80 85 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
Universal Mechanics
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop BC Ground Throw 0, 200×4, 1200 Throw 7~30 3 23 T 100 50 0, 4 Launch 60 0, 0/+14×5, 5 AD Reflector (Catch) 45 1~25 Guard All AD Attack Reflector (Attack) 2500 Air Unblockable 20 4 20 -5 B 1~29 All 80 60 4 18 Launch 60 Launch 75 12 +0 +0 j.AD Air Reflector (Catch) 45 1~25 Guard All j.AD Attack Air Reflector (Attack) 2500 All 20 4 Until L H 1~29 All 80 60 4 18 Launch 60 Launch 75 12 +0 +0
Skills
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 236A A Blitz Shot 1500 All 10 Until Hit Total: 44 -13 P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10 236B B Blitz Shot 1500 All 10 Until Hit Total: 46 -15 P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10 j.236A Air A Blitz Shot 1500 All 10 Until Hit Total: Until L+7L P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10 j.236B Air B Blitz Shot 1500 All 10 Until Hit Total: Until L+7L P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10 214A A Armor Pierce Kick 1850 All 11 4 6+9L -2~+1 H 80 80 3 16 20 25 25 39 11 +0 +2 214B B Armor Piercing Kick 1000×2, 1500 All×2, High 11 4(6)5(6)4 4+22L -4 H 80 80 3×2, 5 16×2, 25 20, Launch×2 45×2, 80 + GBounce 25, Launch×2 59×2, 96 + GBounce 11×2, 13 +0 +2×2, +8 j.214A Air A Armor Piercing Kick 1850 All 11 4 Until L + 7L H 80 80 3 16 20 25 25 39 11 +0 +2 j.214B Air B Armor Piercing Kick 1000×2, 1500 All×2, High 11 4(8)3 Until L + 20L H 80 80 3×2, 5 16 20, Launch 45 25, Launch 59 11 +0 +2
All Extra Skills have the following properties unless otherwise stated:
Cost 1 Skill Gauge on 4F
Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 236C EX Blitz Shot 1000×4 All 15 P{(5)P}×3 Total 54 -3 P1 80 80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10 j.236C Air EX Blitz Shot 1000×4 All 15 P{(5)P}×3 Total Until L+7L P1 80 80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10 214C EX Armor Piercing Kick 700×6, 2000 All 7 1{(6)1}×5(10)3 11+10L -7 H×7 80 70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2 j.214C Air EX Armor Piercing Kick 700×6, 2000 All 7 1{(6)1}×5(10)3 Until L+10L H 80 70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2
Partner Skills
Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 5P B Armor Piercing Kick 500×3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12 B 70 80 3 16 17×3, Launch 45×3, 60 + WBounce 5×3, 12 +0 6P Blitz Shot 1000 All (18)+10 Until Hit Total: (18)+46 -15 P1 70 80 3 16 Launch 60 0/+5 +5 4P Human Cannon 1200, 800×2 All (18)+14 4,3,11 13+21L -29 B 70 85 4 18 Launch 80 Launch 95 8 +0 +5
Distortion Skills
All Distortion Skills have the following properties unless otherwise stated:
Cost 2 Skill Gauge the frame before superflash
Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 236BC Kamikaze 1000, 262×23, 782, 1304, 4428 [1000, 262×25, 782, 1304, 6514] All 1+(68 Flash)+7 7 38 -24 B 1~16 All 80, 48×24 60 5 20 75×24, Launch×3 [75×8, Launch×21] Stand×24, 120×2, 120 + WBounce [Stand×8, 120×20, 120 + WBounce] 1 1, 1×23, 22×2, 20 214BC Thunderbolt 3980 [4980] All 6+(87 Flash)+10 4 32 -17 B 1~15 All 60 80 4 18 Launch 100 + GBounce Launch 115 + GBounce 5 +15 +15 Distortion Skill Duo Kamikaze 500, 250×2, 1000 [500, 300×2, 1400] All 1+(84 Flash)+1 7 38 -24 B 1~8 All 80 60 5 20 21, Launch×3 Stand, 90×2, 90 + WBounce 1 1, 22×2, 20
Astral Heat
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 222BC Ouka-Kai All 1+(75 Flash)+11 Until Hit Total 77 -45 P2 1~40 All 5 20 0
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 6 Recovery 12 Advantage 0 [3]
4A[+] , 4AA, 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
4AAGuard All Startup 7 Recovery 13 Advantage -3
4AAA, 5A
5B, 2B
5C, 2C
Jump, Special, Super
4AAAGuard All Startup 7 Recovery 12 Advantage +1
5A
5B, 2B
5C, 2C
Jump, Special, Super
5AGuard All Startup 9 Recovery 16 Advantage -2
5AA
5B, 2B
5C, 2C
Jump, Special, Super
5AAGuard All Startup 9 Recovery 19 Advantage -5
5AAA
5B, 2B
5C, 2C
Special, Super
5AAAGuard All Startup 10 Recovery 21 Advantage -6
5AAAA
5B, 2B
5C, 2C
Special, Super
5AAAAGuard All Startup 5 Recovery 28 Advantage -13
-
-
-
-
2AGuard All Startup 7 Recovery 12 Advantage -2 [3]
2A[+] , 5A
5B, 2B
5C, 2C
Jump, Special, Super
5BGuard All Startup 10 Recovery 24 Advantage -10
-
5BB, 2B
5C, 2C
Special, Super
5BBGuard All Startup 11 Recovery 14+10L Advantage -9
-
5BBB[-]
j.C
Special
5BBBGuard All Startup 7 Recovery ??+0L Advantage -
-
-
-
Special, Super
2BGuard Low Startup 9 Recovery 18 Advantage -7
5A
5B
5C, 2C
Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 12 Recovery 19 Advantage -5
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 10 Recovery 18 Advantage -
j.AA
j.B
-
Jump, Special
j.AAGuard High Startup 8 Recovery 19 Advantage -
-
j.B
-
Jump, Special
j.BGuard High Startup 12 Recovery 25 Advantage -
-
-
j.C
Jump, Special[-]
j.CGuard High Startup 20 Recovery 21 Advantage -4
-
-
-
-
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
Sources Navigation
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Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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