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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
Chie Satonaka
17,000
4F
22F
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 5 3 11 -2 B 100 70 1 11 12 12 16 23 9 +0 +0 4AA 400×6 All 9 2,{(4)2}×5 21 -9 B 100 75 2 13 14 14 18 26 1 +0 +1 4AAA 1000×2 All 6 3,3 15 -1 B 100 80 3 16 17 17 22 31 11 +0 +2 4AAAA 2040 All 13 12 Total: 48 -5 P1 100 85 4 18 Launch 35 Launch 50 12 +0 +5 5A 1500 All 6 4 18 -5 B 100 80 3 16 17 17 22 31 11 +0 +2 5AA 950×2 All 7 3(3)6 11 -3 B 100 75 2 13 20 20 24 32 12, 3 +0 +1 5AAA 750×3 All 10 2(12)3(1)3 19 -3 B 100 85 4 18 19 19 24 34 9 +0 +5 5AAAA 2040 All 13 12 Total: 48 -5 P1 100 85 4 18 Launch 35 Launch 50 12 +0 +5 2A 1000 Low 6 2 12 -2 F 90 70 1 11 12 12 16 23 9 +0 +0 5B 1700 All 10 3 30 -14 [-2] B 90 85 4 18 19 20 27 35 12 +0 +5 5BB 1100×2 All 19 3(7)2 Total: 48 -1 [-2] B 90 85 4 18 19, Launch 30 24, Launch 45 1/+8, 8 +8, +0 +13, +5 2B 1500 All 10 2 30 -15 B 8~11 H 90 80 3 16 17 17 22 31 11 +0 +2 5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 9 3 20 -4 F 90 85 4 18 Launch 24 Launch 39 12 +0 +5 j.A 1500 High 8 3 13 H 80 80 3 16 17 17 22 31 11 +0 +2 j.AA 1500 High 7 5 14 H 80 80 3 16 17 19 22 33 11 +0 +2 j.B 1500 High 13 6 9 H 80 80 3 16 17 19 22 34 11 +0 +2 j.C 300×6, 1500 All 26 2×6,(13)3 Total: 28 H 80 70, 70 3 16 17 25 22 39 0×6, 0/+12 +0×6, +12 +2×6, +14
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 0×2, 2000 Throw 7~30 3 23 T 100 50 0, 1, 4 Launch 31 + Down 58, 35 + Down 58 0×2, 6 +0 AD Hyper Counter 45 1~25 Guard All AD Attack Hyper Counter (Attack) 950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 Until L+8L B 1~38 All 80 60 2, 4×4 13, 18×4 Launch 14, 19×3, 50 Launch 26, 34×3, 65 4, 8×4 +0 +1, +5×4 j.AD Air Hyper Counter 1100×4 All 6 2(6)2(6)2(6)2 Until L+8L H 1~7 All 80 60 4 18 Launch 25 Launch 40 8 +0 +5 Dash Cancel Dash Cancel 20
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 Rampage 800×3 All 11 5(3)3(6)6 17 -6 H 80 80 3 16 17 17 22 31 4 +0 +2 j.236A Air Rampage 550×N All 6 2{(6)3}×N 17 H 80 80 3 16 17 30 22 44 4 +0 +2 236A > X Skullcracker 1200×2 High, All 6 2(9)3 20 -4 B, F 80 85 4 18 19, Launch 19 + Down 33, 36 24, Launch 34 + Down 33, 51 12 -4, +0 +1, +5 236A > X > X Dragon Kick 3000 All 18 12 27+15L -33 H 80 90 5 20 Launch 60 Launch 76 9 +0 +8 236B Dragon Kick 3000 All 18 12 27+15L -33 H 80 90 5 20 Launch 60 Launch 76 9 +0 +8 j.236B Air Dragon Kick 3000 All 14 12 Until L+15L H 80 90 5 20 Launch 60 Launch 76 9 +0 +8 214A A Herculean Strike 1800 All 11 6 23 -8 B 90 80 3 19 Launch 31 Launch 45 11 +0 +2 214B B Herculean Strike 2200 All 25 10 18 -4 B 1~20 T 80 90 5 23 Launch 45 + WBounce 30 Launch 61 + WBounce 30 + WStick 20 13 +0 +8
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 Dragon Kick 4500 All 30 12 12 -3 H 80 90 5 20 Launch 80 Launch 96 13 +0 +8 j.236C Air EX Dragon Kick 4500 All 13 12 12 H 80 90 5 20 Launch 80 Launch 96 13 +0 +8 214C EX Herculean Strike 2500 All 25 10,1 18 +7 B 1~20 T 70 90 5 25 Launch 45 + WBounce 40 Launch 61 + WBounce 40 + WStick 35 13 +0 +0
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 Herculean Strike > Black Spot 1500, 1700 All (18)+13 7 [(20)12] 25 [13] -12 B, P1 70 80, 90 3, 4 19, 18 Launch 31, 35 Launch 45, 50 11, 12 +0 +2, +5 6P Dragon Kick 2500 All (18)+23 12 26+14L -31 H 70 90 5 20 Launch 60 + WBounce 50 Launch 76 + WBounce 50 13 +0 +8 4P P4A 2D 1000×2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B×3 70×2, 100 85 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
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 God's Hand 6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All 80 60 5 20 Launch 21 + Down 53 Launch 37 + Down 53 0/+13 +13 +13 214BC Power Charge 1+(43 Flash)+10 {1+(43 Flash)+56} 1~1 All [1~1 All 2~End P] j.236BC Agneyastra 740×10 [960×10] All 11+(41 Flash)+0 P(3){P(5)}×8,P Total: 22 P2 1~10 All 80 95×10 5 20 30 42 36 58 0 +0 +8 Distortion Skill Duo God's Hand 2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All 100 100 5 20 0/+13
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 Galactic Punt All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All 5 20 0/+7
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancels
4AGuard All Startup 5 Recovery 11 Advantage -2 [2]
4A[+] }}, 4AA, 5A, 2A
5B, 2B
5C, 2C
Jump, Special, Super
4AAGuard All Startup 9 Recovery 21 Advantage -9
4AAA, 5A
5B, 2B
5C, 2C
Jump, Special, Super
4AAAGuard All Startup 6 Recovery 15 Advantage -1
4AAAA
-
5C, 2C
Jump (2nd hit), Special, Super
5AGuard All Startup 6 Recovery 18 Advantage -5 [3]
5AA, 2A
5B, 2B
5C, 2C
Jump, Special, Super
5AAGuard All Startup 7 Recovery 11 Advantage -3
5AAA
5B, 2B
5C, 2C
Jump, Special, Super
5AAAGuard All Startup 10 Recovery 19 Advantage -3
5AAAA
5B, 2B
5C, 2C
Special, Super
5AAAA and 4AAAAGuard All Startup 13 Recovery Total: 48 Advantage -5
-
-
-
-
2AGuard Low Startup 6 Recovery 12 Advantage -2 [2]
4A, 5A, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 10 Recovery 30 Advantage -14 [-2] [1]
5A
5BB, 2B
5C, 2C
Dash, Jump, Special, Super
5BBGuard All Startup 19 Recovery Total: 48 Advantage -1 [-2]
-
-
5C, 2C
Dash, Special
2BGuard All Startup 10 Recovery 30 Advantage -15 [1]
5A
5B
5C, 2C
Jump, Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 9 Recovery 20 Advantage -4
-
-
-
Jump, Special, Super
Air Revolver Action Table
A
B
C
Cancels
j.AGuard High Startup 8 Recovery 13 Advantage -
j.AA
j.B
j.C
Jump, Special, Super
j.AAGuard High Startup 7 Recovery 14 Advantage - [1]
-
j.B
j.C
Jump, Special, Super
j.BGuard High Startup 13 Recovery 9 Advantage -
j.AA
-
j.C
Jump, Special, Super
j.CGuard All Startup 26 Recovery Total: 28 Advantage -
-
-
-
Special, Super
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
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