Health: | 17,000 |
Prejump: | 4F |
Backdash: | 24F (1~7F Inv All) |
Unique Movements: | |
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
|
-
|
100
|
70
|
B
|
All
|
5
|
3
|
11
|
-2
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
4AA
|
400*6
|
-
|
100
|
75 (once)
|
B
|
All
|
9
|
2,{(4)2}*5
|
21
|
-9
|
2
|
13
|
14
|
14
|
18
|
26
|
1
|
+0
|
+1
|
-
|
-
|
4AAA
|
1000*2
|
-
|
100
|
80
|
B
|
All
|
6
|
3,3
|
15
|
-1
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5A
|
1500
|
-
|
100
|
80
|
B
|
All
|
6
|
4
|
18
|
-5
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5AA
|
950*2
|
-
|
100
|
75 (once)
|
B
|
All
|
7
|
3(3)6
|
11
|
-3
|
2
|
13
|
20
|
20
|
24
|
32
|
12, 3
|
+0
|
+1
|
-
|
-
|
5AAA
|
750*3
|
-
|
100
|
85
|
B
|
All
|
10
|
2(12)3(1)3
|
19
|
-3
|
4
|
18
|
19
|
19
|
24
|
34
|
9
|
+0
|
+5
|
-
|
-
|
5AAAA 4AAAA
|
2040
|
-
|
100
|
85
|
P
|
All
|
13
|
12
|
Total: 48
|
-5
|
4
|
18
|
Launch
|
35
|
Launch
|
50
|
12
|
+0
|
+5
|
-
|
-
|
2A
|
1000
|
-
|
90
|
70
|
F
|
Low
|
6
|
2
|
12
|
-2
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5B
|
1700
|
-
|
90
|
85
|
B
|
All
|
10
|
3
|
30
|
-14 [-2]
|
4
|
18
|
19
|
20
|
27
|
35
|
12
|
+0
|
+5
|
-
|
-
|
5BB
|
1100*2
|
-
|
90
|
85 (Once)
|
B
|
All
|
19
|
3(7)2
|
Total: 48
|
-1 [-2]
|
4
|
18
|
19, Launch
|
30
|
24, Launch
|
45
|
1/+8, 8
|
+8, +0
|
+13, +5
|
-
|
-
|
2B
|
1500
|
-
|
90
|
80
|
B
|
All
|
10
|
2
|
30
|
-15
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
8-11 H
|
-
|
5C
|
800
|
-
|
100
|
100
|
B
|
High
|
22
|
3
|
24
|
-10
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
2C
|
1700
|
-
|
90
|
85
|
F
|
Low
|
9
|
3
|
20
|
-4
|
4
|
18
|
Launch
|
24
|
Launch
|
39
|
12
|
+0
|
+5
|
-
|
-
|
j.A
|
1500
|
-
|
80
|
80
|
H
|
High
|
8
|
3
|
13
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
j.AA
|
1500
|
-
|
80
|
80
|
H
|
High
|
7
|
5
|
14
|
-
|
3
|
16
|
17
|
19
|
22
|
33
|
11
|
+0
|
+2
|
-
|
-
|
j.B
|
1500
|
-
|
80
|
80
|
H
|
High
|
13
|
6
|
9
|
-
|
3
|
16
|
17
|
19
|
22
|
34
|
11
|
+0
|
+2
|
-
|
-
|
j.C
|
300*6, 1500
|
-
|
80
|
70*6 (Once), 70
|
H
|
All
|
26
|
2*6,(13)3
|
Total: 28
|
-
|
3
|
16
|
17
|
25
|
22
|
39
|
0*6, 0/+12
|
+0*6, +12
|
+2*6, +14
|
-
|
-
|
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*2, 2000
|
-
|
100
|
50 (once)
|
T
|
Throw
|
7~30
|
3
|
23
|
-
|
0, 1, 4
|
-
|
Launch
|
31 + Down 58, 35 + Down 58
|
-
|
-
|
-
|
0*2, 6
|
+0
|
-
|
-
|
|
Hyper Counter Reversal Action (Catch)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1-25 Guard All
|
-
|
- On Guard Point, hitstop for Chie is 0F. Opponent hitstop is 14F
|
Hyper Counter Reversal Action (Attack)
|
950*5
|
-
|
80
|
60 (Once)
|
B
|
Low, Air Unblockable*4
|
5
|
2(7)1(6)2(6)2(6)2
|
??+8L
|
-
|
2, 4*4
|
13, 18*4
|
Launch
|
14, 19*3, 50
|
Launch
|
26, 34*3, 65
|
4, 8*4
|
+0
|
+1, +5*4
|
1-38 All
|
-
|
Hyper Counter Air Reversal Action
|
1100*4
|
-
|
80
|
60 (Once)
|
H
|
All
|
6
|
2(6)2(6)2(6)2
|
30
|
-
|
4
|
18
|
Launch
|
25
|
Launch
|
40
|
8
|
+0
|
+5
|
1-7 All
|
-
|
Dash Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
20
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
Rampage 236A
|
800*3
|
-
|
80
|
80 (Once)
|
H
|
All
|
11
|
5(3)3(6)6
|
17
|
-6
|
3
|
16
|
17
|
17
|
22
|
31
|
4
|
+0
|
+2
|
-
|
-
|
Air Rampage j.236A
|
550*N
|
-
|
80
|
80 (once)
|
H
|
All
|
6
|
2{(6)3}*N
|
17
|
-
|
3
|
16
|
17
|
30
|
22
|
44
|
4
|
+0
|
+2
|
-
|
-
|
Skullcracker 236A > X
|
1200*2
|
-
|
80
|
85 (once)
|
B, F
|
High, All
|
6
|
2(9)3
|
20
|
-4
|
4
|
18
|
19, Launch
|
19 + Down 33, 36
|
24, Launch
|
34 + Down 33, 51
|
12
|
-4, +0
|
+1, +5
|
-
|
-
|
Dragon Kick 236B or 236A > X > X
|
3000
|
-
|
80
|
90
|
H
|
All
|
18
|
12
|
27+15L
|
-33
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
9
|
+0
|
+8
|
-
|
-
|
Air Dragon Kick j.236B
|
3000
|
-
|
80
|
90
|
H
|
All
|
14
|
12
|
Until L+15L
|
-
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
9
|
+0
|
+8
|
-
|
-
|
A Herculean Strike 214A
|
1800
|
-
|
90
|
80
|
B
|
All
|
11
|
6
|
23
|
-8
|
3
|
19
|
Launch
|
31
|
Launch
|
45
|
11
|
+0
|
+2
|
-
|
-
|
B Herculean Strike 214B
|
2200
|
-
|
80
|
90
|
B
|
All
|
25
|
10
|
18
|
-4
|
5
|
23
|
Launch
|
45 + WBounce 30
|
Launch
|
61 + WBounce 30 + WStick 20
|
13
|
+0
|
+8
|
1-20 T
|
-
|
- 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
|
EX Dragon Kick 236C
|
4500
|
-
|
80
|
90
|
H
|
All
|
30
|
12
|
12
|
-3
|
5
|
20
|
Launch
|
80
|
Launch
|
96
|
13
|
+0
|
+8
|
-
|
-
|
Air EX Dragon Kick j.236C
|
4500
|
-
|
80
|
90
|
H
|
All
|
13
|
12
|
12
|
-
|
5
|
20
|
Launch
|
80
|
Launch
|
96
|
13
|
+0
|
+8
|
-
|
-
|
EX Herculean Strike 214C
|
2500
|
-
|
70
|
90
|
B
|
All
|
25
|
10,1
|
18
|
+7
|
5
|
25
|
Launch
|
45 + WBounce 40
|
Launch
|
61 + WBounce 40 + WStick 35
|
13
|
+0
|
+0
|
1-20 T
|
-
|
- Only does 2nd hit on block
|
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 Herculean Strike
|
1500
|
-
|
70
|
80, 90
|
B, P1
|
All
|
(18)+13
|
6 [6(20)12]
|
22 [13]
|
-14
|
3, 4
|
19, 18
|
Launch
|
31, 35
|
Launch
|
45, 50
|
11, 12
|
+0
|
+2, +5
|
-
|
-
|
6P Dragon Kick
|
2500
|
-
|
70
|
90
|
H
|
All
|
(18)+23
|
12
|
26+14L
|
-31
|
5
|
20
|
Launch
|
60 + WBounce 50
|
Launch
|
76 + WBounce 50
|
13
|
+0
|
+8
|
-
|
-
|
4P P4A 2D
|
1000*2, 1700
|
-
|
70*2, 100
|
85 (Once)
|
B*3
|
All
|
(18)+12
|
2(3)2(10)3
|
Total: 68
|
-11
|
4
|
18*3
|
19*2, Launch
|
19*2, 60
|
24*2, Launch
|
34*2, 75
|
0/+1*2, 0/+8
|
+1*2, +8
|
+6*2, +13
|
-
|
-
|
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
|
God's Hand 236BC
|
6000 [5100, 5000]
|
-
|
80
|
60 (Once)
|
P2
|
All
|
4+(50 Flash)+10
|
6 [6(27)6]
|
Total: 88 [Total: 130]
|
-41 [-50]
|
5
|
20
|
Launch
|
21 + Down 53
|
Launch
|
37 + Down 53
|
0/+13
|
+13
|
+13
|
1-22 All
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 1920 [1122, 1100 (2222)]
- [If first attack is blocked, second hit has base damage 5100]
|
Power Charge 214BC
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1+(43 Flash)+10 {1+(43 Flash)+56}
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1-1 All [1-End All]
|
-
|
- Values in [] are for Enhanced version
- Values in {} are when you hold the buttons
- Increases Power Charge Level by 1 {2} [{3}]
- Base power of all attacks increases when Power Charge is active. Lv1: +100% Lv2: +200% Lv3: +300%
|
Agneyastra j.236BC or j.214BC
|
740*10 [960*10]
|
-
|
80
|
95 (Once)
|
P2
|
All
|
11+(41 Flash)+0
|
X(3){X(5)}*8,X
|
Total: 22
|
-
|
5
|
20
|
30
|
42
|
36
|
58
|
0
|
+0
|
+8
|
1-10 All
|
-
|
- Values in [] are for Enhanced version
- Attacks appear at the top of the screen
- Minimum Damage: 111*N [144*N]
|
God's Hand Distortion Skill Duo
|
2000 [1000, 1500]
|
-
|
100
|
100
|
P2
|
All
|
1+(93 Flash)+1
|
6 [6(27)6]
|
Total: 65 [Total: 107]
|
-30 [-39]
|
5
|
20
|
-
|
-
|
-
|
-
|
0/+13
|
-
|
-
|
1-9 All
|
-
|
- 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
|
Galactic Punt 222BC
|
-
|
-
|
-
|
-
|
P2
|
All
|
11+(41 Flash)+30
|
15
|
Total: 110
|
-61
|
5
|
20
|
-
|
-
|
-
|
-
|
0/+7
|
-
|
-
|
1-48 All
|
-
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
Cancels
|
4A[2]
|
4A[+], 4AA, 5A, 2A |
5B, 2B |
5C, 2C |
Jump, Special, Super
|
4AA
|
4AAA, 5A |
5B, 2B |
5C, 2C |
Jump, Special, Super
|
4AAA
|
4AAAA |
- |
5C, 2C |
Jump (2nd hit), Special, Super
|
4AAAA
|
- |
- |
- |
-
|
5A[3]
|
5AA, 2A |
5B, 2B |
5C, 2C |
Jump, Special, Super
|
5AA
|
5AAA |
5B, 2B |
5C, 2C |
Jump, Special, Super
|
5AAA
|
5AAAA |
5B, 2B |
5C, 2C |
Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A[2]
|
4A, 5A, 2A |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5B[1]
|
5A |
5BB, 2B |
5C, 2C |
Dash, Jump, Special, Super
|
5BB
|
- |
- |
5C, 2C |
Dash, Special
|
2B[1]
|
5A |
5B |
5C, 2C |
Jump, Special, Super
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
Jump, Special, Super
|
Air Revolver Action Table
|
A |
B |
C |
Cancels
|
j.A
|
j.AA |
j.B |
j.C |
Jump, Special, Super
|
j.AA[1]
|
- |
j.B |
j.C |
Jump, Special, Super
|
j.B
|
j.AA |
- |
j.C |
Jump, Special, Super
|
j.C
|
- |
- |
- |
Special, Super
|
- X[+] = X is available only on whiff
- X[#] = X can only be used # times per string
Sources[edit]
@Elite_Soba - Blame this guy if anything is inaccurate
Navigation[edit]
|
To edit frame data, edit values in BBTag/Chie Satonaka/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