Health
|
18,000
|
Prejump
|
4F
|
Backdash
|
28F (1-20F Inv All)
|
Forward Dash
|
25F (7-15F Inv All)
|
- Weakpoints
- Timing a button press right when certain attacks hit the opponent give additional benifits.
Normal Moves[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
4A
|
1000
|
CSTJP
|
100
|
75
|
B
|
All
|
6
|
6
|
9
|
-1
|
2
|
13
|
17
|
17
|
21
|
29
|
10
|
+0
|
+1
|
-
|
-
|
5A
|
1500
|
CSTJP
|
100
|
80
|
B
|
All
|
7
|
7
|
10
|
+1
|
3
|
17
|
22
|
19
|
27
|
33
|
11
|
+0
|
+2
|
-
|
-
|
5AA
|
1500
|
CSTP
|
100
|
80
|
B
|
All
|
11
|
3
|
15
|
0
|
3
|
17
|
23
|
22 + GBounce
|
28
|
36 + GBounce
|
11
|
+0
|
+2
|
-
|
-
|
5AAA
|
1700
|
CSP
|
100
|
85
|
B
|
All
|
15
|
9
|
14
|
-4
|
4
|
18
|
23
|
23
|
28
|
38
|
12
|
+0
|
+5
|
-
|
-
|
5AAAA
|
1700 [2000]
|
P
|
80
|
85 [90]
|
H
|
High
|
21
|
3
|
20
|
-4 [-2]
|
4 [5]
|
18 [20]
|
Launch
|
19 + Down 23 [60 + GBounce]
|
Launch
|
34 + Down 23 [76 + GBounce]
|
12 [15]
|
+0
|
+5
|
-
|
-
|
- Values in [] are for Weakpoint version
|
2A
|
1500 [2000]
|
CSTP
|
90
|
80 [90]
|
F
|
Low
|
15
|
3
|
15
|
-1 [+3]
|
3 [5]
|
16 [20]
|
17 [25]
|
25 [40 + Down 23]
|
22 [31]
|
39 [56 + Down 23]
|
11 [15]
|
+0
|
+2 [+8]
|
-
|
-
|
- Values in [] are for Weakpoint version
|
5B
|
1700
|
CSP
|
100
|
85
|
B
|
All
|
13
|
6
|
16
|
-3
|
4
|
18
|
22
|
22
|
27
|
37
|
12
|
+0
|
+5
|
-
|
-
|
5BB
|
1700 [2000]
|
CSP
|
90
|
85 [90]
|
F
|
Low
|
15
|
10
|
23L
|
-14
|
4 [5]
|
18
|
Launch
|
42 + Down 23 [Down 43]
|
Launch
|
57 + Down 23 [Down 43]
|
12 [13]
|
+0
|
+5 [+8]
|
11~24 F
|
-
|
- Values in [] are for Weakpoint version
|
5BB Followup
|
1500
|
CSP
|
100
|
80
|
P
|
All
|
-
|
3
|
20
|
+7
|
3
|
16
|
Launch
|
40
|
Launch
|
54
|
0/+11
|
+11
|
+11
|
-
|
-
|
- Only available after Weakpoint version of 5BB
|
2B
|
1500
|
CSJP
|
90
|
70
|
P
|
All
|
13
|
6
|
30
|
-19
|
3
|
16
|
Launch
|
30
|
Launch
|
44
|
11
|
+0
|
+2
|
7~16 H
|
-
|
5C
|
800+
|
-
|
100
|
100
|
B
|
High
|
26
|
3
|
18
|
-4
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
2C
|
1700 [2000]
|
P
|
90
|
85 [90]
|
F
|
Low
|
24
|
6
|
15
|
-2 [0]
|
4 [5]
|
[20]
|
Launch
|
40 + Slide 2 + Down 23 [60 + GBounce]
|
-
|
55 + Slide 2 + Down 23 [76 + GBounce]
|
12 [15]
|
+0
|
+5 [+8]
|
-
|
-
|
- Values in [] are for Weakpoint version
|
j.A
|
1500
|
JP
|
80
|
80
|
H
|
High
|
9
|
6
|
14
|
-
|
3
|
16
|
17
|
50
|
22
|
64
|
11
|
+0
|
+2
|
-
|
-
|
j.AA
|
1500
|
JP
|
80
|
80
|
H
|
High
|
10
|
6
|
15
|
-
|
3
|
16
|
17
|
50
|
22
|
64
|
11
|
+0
|
+2
|
-
|
-
|
j.B
|
1500 [2000]
|
P
|
80
|
80 [90]
|
H
|
High
|
19
|
5
|
16
|
-
|
3 [5]
|
16
|
17 [21]
|
30 [60 + GBounce]
|
22 [27]
|
44 [76 + GBounce]
|
11 [15]
|
+0
|
+2 [+8]
|
-
|
-
|
- Values in [] are for Weakpoint version
|
j.C
|
1800
|
P
|
80
|
80
|
H
|
All
|
22
|
Until L
|
10L
|
+1
|
3
|
16
|
17
|
50
|
22
|
64
|
11
|
+0
|
+2
|
-
|
-
|
Universal Mechanics[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Ground Throw
|
0, 2000
|
SP
|
100
|
50 (Once)
|
T
|
Throw
|
7-30
|
3
|
23
|
-
|
0, 4
|
-
|
Launch
|
60
|
-
|
-
|
-
|
0, 12
|
+0
|
-
|
-
|
|
Back Throw
|
0, 2000
|
SP
|
100
|
50 (Once)
|
T
|
Throw
|
7-30
|
3
|
23
|
-
|
0, 4
|
-
|
Launch
|
40 + GBounce + Down 23
|
-
|
-
|
-
|
0, 12
|
+0
|
-
|
-
|
|
Panzer Striker Reversal Action
|
1800*2
|
-
|
80
|
60 (Once)
|
B, H
|
Air Unblockable, All
|
18
|
12(16)Until L+4
|
34L
|
-19
|
4
|
18
|
Launch
|
60, 60 + GBounce
|
Launch
|
75, 75 + GBounce
|
14
|
+0
|
+5
|
1~29 All
|
-
|
Cross Burst Attack
|
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Gustav Buster 236A
|
1800
|
P
|
80
|
80
|
B
|
All
|
12~31
|
6
|
26
|
-1
|
3
|
30
|
33
|
24
|
38
|
38
|
11
|
+0
|
+2
|
-
|
-
|
Tiger Magnum 236B
|
1800
|
P
|
80
|
80
|
B
|
All
|
15
|
3
|
18
|
-4
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
Cobra Spike Tiger > A/B/C
|
1800
|
P
|
80
|
80
|
B
|
All
|
10
|
5
|
18
|
-6
|
3
|
16
|
23
|
36
|
28
|
50
|
11
|
+0
|
+2
|
-
|
-
|
Leopard Launcher Cobra > A/B/C
|
2100
|
P
|
80
|
85
|
B
|
All
|
16
|
3
|
30
|
-14
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
20
|
+0
|
+5
|
-
|
-
|
Growler Field 214A
|
1800
|
P
|
90
|
80
|
B
|
All
|
7
|
5
|
36
|
-24
|
3
|
16
|
Launch
|
45
|
Launch
|
59
|
11
|
+0
|
+2
|
1~28 Guard P
|
-
|
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
|
Phalanx Cannon Growler > A
|
1800
|
P
|
80
|
80
|
P2
|
All
|
5
|
Until hit
|
Total 26
|
+26
|
3
|
16
|
Launch
|
40 + WBounce
|
Launch
|
56 + WBounce
|
0/+3
|
+3
|
+5
|
1~26 All
|
-
|
Sentinel Dump 214B
|
1800
|
P
|
100
|
80
|
P
|
All
|
39
|
3
|
50
|
+8
|
3
|
16
|
Launch
|
40
|
Launch
|
54
|
0/+3
|
+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)
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Valiant Crash 236C
|
1900 [2090]
|
P
|
80
|
85 [90]
|
B
|
High
|
24
|
9
|
38
|
-28
|
4 [5]
|
18 [20]
|
60 + WBounce [Launch]
|
60 + WBounce [75 + Valiant]
|
Launch
|
75 + WBounce [75 + Valiant]
|
12 [20]
|
+0
|
+5 [+8]
|
11~(3 before active) HBFP GP
|
-
|
- Values in [] are for Weakpoint version
- Automatically becomes Weakpoint version if charged to max
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
|
Valiant Chaser Valiant Crash > 6
|
-
|
CSTJP
|
-
|
-
|
-
|
-
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
WStick 30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hornet Bunker 214C
|
1900 [2090]
|
P
|
90
|
85 [90]
|
F
|
Low
|
24
|
8
|
24
|
-13
|
4 [5]
|
18 [20]
|
Launch
|
60 [65 + Hornet]
|
Launch
|
75 [81 + Hornet]
|
12 [20]
|
+0
|
+5 [+8]
|
9~(8 before active) HBFP GP
|
-
|
- Values in [] are for Weakpoint version
- Automatically becomes Weakpoint version if charged to max
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
|
Hornet Chaser Hornet Bunker > 8
|
-
|
CSTJP
|
-
|
-
|
-
|
-
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Partner Skills[edit]
- 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.
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
5P BBCF 6C
|
2400
|
-
|
70
|
85
|
H
|
All
|
(18)+15
|
8
|
2+21L
|
-12
|
4
|
18
|
Launch
|
60 + GBounce
|
-
|
-
|
12
|
+0
|
-
|
-
|
-
|
6P Leopard Launcher
|
2500
|
-
|
70
|
90
|
B
|
All
|
(18+)22
|
6
|
49
|
-19
|
5
|
35
|
Launch
|
60
|
-
|
-
|
20
|
+0
|
-
|
-
|
-
|
4P Growler
|
1800
|
-
|
70
|
80
|
B
|
All
|
(18)+28
|
5
|
79
|
-68
|
3
|
16
|
Launch
|
45
|
-
|
-
|
11
|
+0
|
-
|
1-40 P 41-121 Guard P
|
-
|
- On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
|
Phalanx Cannon Absorb Projectile
|
1800
|
-
|
80
|
80
|
P2
|
All
|
25
|
Until Hit
|
Total: 46
|
-2
|
3
|
16
|
Launch
|
30 + WBounce
|
Launch
|
44 + WBounce
|
0/+3
|
+3
|
+5
|
1-End All
|
-
|
|
Distortion Skills[edit]
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge at the beginning of superflash
- Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Black Hawk Stinger 236B+C
|
5500 [6500]
|
-
|
80
|
60
|
B
|
All
|
7+(122 Flash)+4 [7+(149 Flash)+4]
|
3
|
54
|
-38
|
4
|
26
|
Crumple 60
|
19
|
Crumple 134
|
34
|
20
|
+0
|
+5
|
1~13 Guard All
|
-
|
- Values in [] are for Enhanced version
- On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
- Minimum damage: 1815 [2015]
|
Full Spartan 214B+C
|
1500, 1800*2, 4000 [1500, 1800*2, 5800]
|
-
|
80
|
95*3, 70
|
B
|
All
|
7+(77 Flash)+1
|
5
|
44
|
-22
|
4
|
26
|
Launch
|
360 + WBounce + Down 23
|
-
|
-
|
20
|
20, 13*2, 30
|
+5
|
1~12 All
|
-
|
- Values in [] are for Enhanced version
- Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
|
Black Hawk Stinger Distortion Skill Duo
|
2000 [2500]
|
-
|
100
|
100
|
B
|
All
|
1+(157 Flash)+1
|
3
|
54
|
-38
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
20
|
+0
|
+5
|
-
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
|
Astral Heat[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Patriot Apocalypse 222B+C
|
-
|
-
|
-
|
-
|
B
|
All
|
7+(55 Flash)+9
|
15
|
128
|
-122
|
5
|
20
|
-
|
-
|
-
|
-
|
3
|
-
|
-
|
1-30 All
|
-
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
Cancel
|
4A
|
5A, 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5A
|
5AA[+], 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5AA
|
5AAA, 2A |
- |
5C, 2C |
Special, Super
|
5AAA
|
5AAAA, 2A |
- |
5C, 2C |
Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A
|
- |
- |
5C, 2C |
Special, Super
|
5B
|
- |
5BB, 2B |
5C, 2C |
Special, Super
|
5BB
|
- |
- |
- |
-
|
5BB Followup
|
- |
- |
- |
Special[-], Super[-]
|
2B
|
- |
- |
- |
Jump, Special, Super
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
-
|
Air Revolver Action Table
|
A |
B |
C |
Cancel
|
j.A
|
j.AA |
j.B |
j.C |
Jump
|
j.AA
|
- |
j.B |
j.C |
Jump
|
j.B
|
- |
- |
j.C |
Jump
|
j.C
|
- |
- |
- |
Special (on landing), Super (on landing)
|
- 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
Sources[edit]
Early Proration Data from Hima based on the Beta
Link
Navigation[edit]
|
To edit frame data, edit values in BBTag/Azrael/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
|
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's full frame data
System Explanations