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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
Carmine
18,000
4F
32F (1~7F Inv All)
Backdash is 41F but can cancel into all actions on 33F
Blood Absorb
First time a Blood Absorb is used in a combo Carmine heals whichever is greater: 2000 HP or 50% of red health
Second time onward Blood Absorb is used in a combo heals whichever is greater: 1000 HP of red health or 50% of red health
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 5A 1100 All 9 3 25 -11 B 100 85 3 16 17 17 22 31 11 +0 +2 5AA 1100 All 14 7 16 -6 B 100 85 3 16 17 17 22 31 11 +0 +2 5AAA 1300 All 15 3 30 -14 B 100 90 4 18 19 19 24 34 12 +0 +5 5AAAA 0×2, 800×3, 100 All 12 2 32 -15 B 100 85 4 18 19×4, Launch Stand×4, 30 + Slide 3 3, 0×5 2A 800 Low 7 5 13 -6 F 90 80 1 11 12 12 16 23 9 +0 +0 5B 1500 All 14 Until Hit Total: 42 -2 P1 100 85 3 16 17 32 22 46 4/+10 +10 +12 5BB 2200 All 15 7 Total: 36 -3 P1 100 70 (Once) 3 18 Launch 30 Launch 44 11 +0 +2 2B 1100 All 8 2 30 -15 B 5~9 H 90 85 3 16 17 25 22 39 11 +0 +2 5C 800+ High 26 3 3+13L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1300 Low 11 2 29 -12 F 90 80 4 18 Launch 30 Launch 45 12 +0 +5 j.A 1000×2 High 11 4,2 18 H 80 85 3 16 17 22 22 36 11 +0 +2 j.AA 1100 High 7 3 18 H 80 85 3 16 17 22 22 36 11 +0 +2 j.B 1500 All 19 Until Hit Total: Until L+16L P1 80 85 3 13 17 40 22 54 4/+10 +10 +12 j.BB 2200 All 15 7 Total: Until L+0L P1 80 70 3 18 Launch 30 Launch 44 11 +0 +2 j.C 1000×4 All 14 2(7)2×3 Total: Until L+16L +7 at best H, P1×3 80 80 4 18 19, Launch×3 24 + Slide + Down 10, 40×3 24, Launch×3 39 + Slide + Down 10, 55×3 7, 0/+3×3 +0, +3×3 +5, +8×3
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, 2000 Throw 7~30 3 23 T 100 50 0, 4 Crumple 0, 12 AD Pulverize! 500×11 Air Unblockable 12 1×11 43 -27 B 1~22 All 80 60 3 16 Launch 50 Launch 64 1×7, 5×3, 8 +1 +3
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 Spin! 1200×2 All 47 12×4 Total: 37 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8 236B B Spin! 1200×2 All 47 12×4 Total: 37 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8 j.236A Air A Spin! 1200×2 All 46 12×4 Total: 40 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8 j.236B Air B Spin! 1200×2 All 46 12×4 Total: 40 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8 236A Puddle Spin! (Puddle) 1500 All 37 18 P1 80 95 3 16 Launch 17 Launch 31 0/+8 +8 +10 214A A Launch! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13 214B B Launch! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13 214A Puddle Launch! (Puddle) 1500 All 14 2 Total: 40 -9 P1 70 95 3 17 Launch 60 Launch 74 0/+8 +8 +10 214C Thrust! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13 214C Puddle Thrust! (Puddle) 2000 All 27 after Thrust! ends 18 P1 100 80 (Once) 4 18 Launch 30 Launch 45 0/+11 +11 +13
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 Spin! 600×7 All 19 15,4×6 Total: 33 +40 P1 80 80 3 16 Launch 24 Launch 38 0/+3 +3 +5 j.236C Air EX Spin! 600×7 All 22 Total: 37 P1 80 80 3 16 Launch 24 Launch 38 0/+3 +3 +5
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 UNI Dash C 1700 All (18)+18 7 31 -19 B 70 85 4 18 Launch 60 + GBounce 12 +0 6P Spin! 1200×2 All (18)+48 12×4 Total: (18)+43 P 100 80 3 16 17 24 0/+6 +6 4P Thrust! 1500×2 All (18)+15 2(19)7 Total: (18)+73 -10 P 70 80 3 16 Launch 25, 45 0/+10, 11 +10, +0
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 Hahahaha! Be Devoured! 500×3, 400×8, 580×2, 2000 <2000×2> [500×3, 400×8, 550×5, 2000 <2500×2>] Low, All×5 4+(59 Flash)+8 5,2×5 Total: 96 -56 P2 1~29 All 80 100×13 [×16], 60 4 18 Launch 60, 200×2, 90×11 [×14] 0, 0/+3×2 0, 0/+3×2, 0/+100×7, 0, 0/+12×3 [×6] 214BC No Escape...! 3000, 100 [4000, 100] All 12+(37 Flash)+11 3 Total: 69 -37 P2 1~32 All 80, 100 80 0 9 Launch, Crumple 300, Stand Launch, Crumple 311, Stand 0 0, 0/+180 0, +180 Distortion Skill Duo Hahahaha! Be Devoured! 100×14, 300, 800 <500×2> [100×8, 300, 200×2, 100×5, 1000 <750×2>] All 1+(95 Flash)+1 5,2×5 Total: 68 -40 P2 1~19 All 100 100 4 18 Launch 60, 200×2, 90×11 [×14] 0, 0/+3×2 0, 0/+3×2, 0/+100×7, 0, 0/+12×3 [×6]
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 You Shit! This is the END! All 1+(80 Flash)+16 9 175 -126 P2 1~27 All 5 20 0/+3
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
5AGuard All Startup 9 Recovery 25 Advantage -11
5AA
-
5C
Reverse Beat, Throw, Jump, Special, Super
5AAGuard All Startup 14 Recovery 16 Advantage -6
5AAA
-
5C
Reverse Beat, Throw, Jump[-] , Special, Super
5AAAGuard All Startup 15 Recovery 30 Advantage -14
5AAAA
-
5C
Reverse Beat, Jump[-] , Special, Super
5AAAAGuard All Startup 12 Recovery 32 Advantage -15
-
-
-
-
2AGuard Low Startup 7 Recovery 13 Advantage -6 [3]
2A[+]
-
5C
Reverse Beat, Throw, Jump, Special, Super
5BGuard All Startup 14 Recovery Total: 42 Advantage -2
-
5BB[+]
-
Special, Super
5BBGuard All Startup 15 Recovery Total: 36 Advantage -3
-
-
-
Jump[-] , Special, Super
2BGuard All Startup 8 Recovery 30 Advantage -15
-
-
5C
Reverse Beat, Jump[-] , Special, Super
5CGuard High Startup 26 Recovery 3+13L Advantage -4
-
-
-
-
2CGuard Low Startup 11 Recovery 29 Advantage -12
-
-
-
Reverse Beat, Jump[-] , Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 11 Recovery 18 Advantage -
j.AA
-
-
Reverse Beat, Jump, Special, Super
j.AAGuard High Startup 7 Recovery 18 Advantage -
-
-
-
Reverse Beat, Jump, Special, Super
j.BGuard All Startup 19 Recovery Total: Until L+16L Advantage -
-
j.BB[+]
-
Special, Super
j.BBGuard All Startup 15 Recovery Total: Until L+0L Advantage -
-
-
-
Reverse Beat, Jump, Special, Super
j.CGuard All Startup 14 Recovery Total: Until L+16L Advantage +7 at best
-
-
-
-
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
5BB whiff cancel is when 5B hits the floor
j.BB whiff cancel is when j.B hits the floor
Sources Navigation
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Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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