Health: | 17,000 |
Prejump: | 4F |
Backdash: | 25F (1~7F Inv All) |
Forward Dash: | 18F |
Unique Movements: | Forward Step Dash Ouroboros |
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
|
1300
|
-
|
100
|
80
|
B
|
All
|
7
|
3
|
12
|
+2
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5A
|
950*2
|
-
|
100
|
85(once)
|
B
|
All
|
8
|
1(1)6
|
21
|
-8
|
4
|
18
|
19
|
21
|
24
|
36
|
5
|
+0
|
+5
|
-
|
-
|
5AA
|
1700
|
-
|
100
|
85
|
B
|
All
|
13
|
3
|
21
|
-5
|
4
|
18
|
19
|
19
|
24
|
34
|
12
|
+0
|
+5
|
-
|
-
|
5AAA
|
1500
|
-
|
100
|
80
|
B
|
All
|
15
|
2
|
21
|
-3
|
3
|
16
|
17
|
35 + Slide 25
|
22
|
49 + Slide 25
|
9/+3
|
+3
|
+5
|
-
|
-
|
5AAAA
|
2000
|
-
|
100
|
90
|
B
|
All
|
13
|
4
|
44
|
-27
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
13
|
+0
|
+8
|
-
|
-
|
2A
|
1000
|
-
|
90
|
75
|
F
|
Low
|
7
|
2
|
23
|
-11
|
2
|
13
|
14
|
25
|
18
|
37
|
10
|
+0
|
+1
|
-
|
-
|
5B
|
1500
|
-
|
80
|
80
|
P1
|
All
|
17
|
-
|
Total: 64
|
-22
|
3
|
9
|
14
|
28
|
19
|
42
|
8
|
+20
|
+20
|
-
|
-
|
- Hazama enters 39F recovery animation on hit/block
|
5BB
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2B
|
1700
|
-
|
90
|
75
|
B
|
All
|
13
|
3
|
37
|
-21
|
4
|
18
|
Launch
|
25
|
Launch
|
40
|
12
|
+0
|
+5
|
8-15 H
|
-
|
2BB
|
1500
|
-
|
80
|
80
|
P1
|
All
|
13
|
-
|
Total: 58
|
-
|
3
|
9
|
14
|
28
|
19
|
42
|
8
|
+20
|
+20
|
-
|
-
|
- Hazama enters 39F recovery animation on hit/block
|
5C (Crush Attack)
|
800
|
-
|
-
|
-
|
B
|
High
|
22
|
3
|
24
|
-10
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
2C
|
2000
|
-
|
90
|
90
|
F
|
Low
|
14
|
4
|
21
|
-4
|
5
|
20
|
Launch
|
40
|
Launch
|
56
|
13
|
+0
|
+8
|
-
|
-
|
j.A
|
1000
|
-
|
80
|
85
|
H
|
High
|
10
|
2
|
23
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
5
|
+0
|
+1
|
-
|
-
|
j.AA
|
1000
|
-
|
80
|
85
|
H
|
High
|
5
|
2
|
23
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
5
|
+5
|
+5
|
-
|
-
|
j.AAA
|
1000
|
-
|
80
|
85
|
H
|
High
|
4
|
2
|
23
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
5
|
+5
|
+5
|
-
|
-
|
j.AAAA
|
1000
|
-
|
80
|
85
|
H
|
High
|
6
|
3
|
21
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
5
|
+5
|
+5
|
-
|
-
|
j.AAAAA
|
1000
|
-
|
80
|
85
|
H
|
High
|
5
|
2
|
26
|
-
|
2
|
13
|
14
|
20
|
18
|
32
|
10
|
+0
|
+1
|
-
|
-
|
j.B
|
1500
|
-
|
80
|
80
|
P1
|
All
|
13
|
-
|
Total: 73
|
-
|
3
|
9
|
14
|
28
|
19
|
42
|
8
|
+20
|
+20
|
-
|
-
|
- Hazama enters ??F recovery animation on hit/block
|
j.C
|
1700
|
-
|
80
|
85
|
H
|
High
|
14
|
4
|
22
|
-
|
4
|
18
|
19
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
j.2B
|
1500
|
-
|
80
|
80
|
P
|
All
|
13
|
-
|
Total: 73
|
-
|
3
|
9
|
14
|
28
|
19
|
42
|
8
|
+20
|
+20
|
-
|
-
|
- Hazama enters ??F recovery animation on hit/block
|
j.BBB (5BBB, 2BBBB, j2BBB)
|
1500
|
-
|
80
|
80
|
H
|
High
|
8
|
7
|
14
|
-
|
3
|
16
|
17
|
22
|
22
|
36
|
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
|
-
|
100
|
50 (Once)
|
T
|
Throw
|
7~30
|
3
|
23
|
-
|
0, 4
|
-
|
Launch
|
70
|
-
|
-
|
-
|
0, 12
|
+0
|
-
|
-
|
- Minimum Damage 100% (2000)
|
Rising Fang - Gashoukyaku Reversal Action
|
2300
|
-
|
80
|
60
|
B
|
Air Unblockable
|
10
|
8
|
16+28L
|
-30
|
4
|
18
|
Launch
|
48
|
Launch
|
63
|
12
|
+0
|
+5
|
1-13 All
|
-
|
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
|
A Falling Fang - Ressenga 236A
|
1500, 1500 [1500, 2200]
|
-
|
100, 80
|
80
|
B, H
|
All, High
|
15
|
2(27~69)4
|
1+13L
|
-1
|
3
|
16
|
27
|
40 + GBounce, 40
|
32
|
54 + GBounce, 54
|
6/+12, 11
|
+5
|
+10
|
-
|
-
|
- Hold back to cancel. Cancel animation 21F
- 1st hit into 2nd hit is a true blockstring
|
B Falling Fang - Ressenga 236B
|
2200
|
P
|
80
|
80
|
H
|
High
|
30~64
|
4
|
1+13L
|
-1
|
3
|
16
|
19
|
40
|
24
|
54
|
11
|
+8
|
+13
|
-
|
-
|
- Opponent experiences an additional +5F (+13F total) hitstop on counterhit
- Hold back to cancel. Cancel animation 21F
|
A Devouring Fang - Zaneiga 214A
|
1500, 1500 [1500, 2200]
|
-
|
100, 80
|
80
|
B, F
|
All, Low
|
15
|
2(25~69)4
|
17
|
-4
|
3
|
16
|
27, Launch
|
40 + GBounce, 40
|
32, Launch
|
54 + GBounce, 54
|
6/+12, 16 [6/+12, 8]
|
+5
|
+10
|
-
|
-
|
- Hold back to cancel. Cancel animation 21F
- 1st hit into 2nd hit is a true blockstring
|
B Devouring Fang - Zaneiga 214B
|
2200
|
-
|
90
|
80
|
F
|
Low
|
26~62
|
4
|
17
|
-4
|
3
|
16
|
Launch
|
40
|
Launch
|
54
|
16
|
+8
|
+13
|
-
|
-
|
- Opponent experiences an additional +5F (+13F total) hitstop on counterhit
- Hold back to cancel. Cancel animation 21F
|
Shadow Serpent - Jameijin j.214A
|
1800
|
-
|
80
|
80
|
H
|
All
|
13
|
Until L
|
16L
|
-
|
3
|
16
|
Launch
|
50
|
Launch
|
64
|
11
|
+0
|
+2
|
-
|
-
|
Flying Sickle Thrust j.214B
|
2300
|
-
|
80
|
85
|
H
|
All
|
13
|
6
|
Until L+9L
|
-
|
4
|
18
|
Launch
|
50 + Down 23
|
Launch
|
65 + Down 23
|
12
|
+0
|
+5
|
-
|
-
|
- 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
|
Hungry Coils - Jakou 236C
|
0, 3300
|
-
|
100
|
85 (Once)
|
T
|
All
|
11
|
-
|
Total: 53
|
-
|
4
|
18
|
-
|
120 + WBounce + Down 33
|
-
|
-
|
12/+7
|
12/+30, 0
|
+30, +0
|
-
|
-
|
Bloody Fang - Gasaishou 214C
|
0*2
|
-
|
100
|
80 (Once)
|
T
|
Throw
|
15~37
|
3
|
31
|
-
|
0, 3
|
-
|
45
|
-
|
-
|
-
|
-
|
0, 6
|
+0
|
-
|
-
|
EX Flying Sickle Thrust j.214C
|
2500
|
-
|
80
|
85
|
H
|
All
|
10
|
6
|
Until L+2L
|
-
|
4
|
18
|
Launch
|
50 + Down 28
|
Launch
|
65 + Down 28
|
6
|
+0
|
+5
|
-
|
-
|
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
|
1500
|
-
|
70
|
80
|
B
|
All
|
(18)+13
|
3
|
19+22L
|
-27
|
3
|
16
|
Launch
|
60
|
-
|
-
|
11
|
+0
|
-
|
-
|
-
|
6P Hungry Coils - Jakou
|
0, 3300
|
-
|
70
|
85 (Once)
|
T
|
All
|
(18)+11
|
-
|
Total: (18)+53
|
-
|
4
|
18
|
-
|
120 + WBounce + Down 34
|
-
|
-
|
12/+7
|
12/+30, 0
|
-
|
-
|
-
|
4P Vengeful Viper > Rising Fang
|
1700*2
|
-
|
70
|
85 (Once)
|
B
|
All
|
(18)+10
|
2(18)8
|
29
|
-18
|
4
|
18
|
Launch
|
60 + GBounce, 58
|
-
|
-
|
6/+9, 12
|
+9, +0
|
-
|
-
|
-
|
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
|
Serpent's Infernal Rapture - Jayoku Houtenjin 236B+C
|
3980 [4980]
|
-
|
60
|
80
|
B
|
All
|
4+(40 Flash)+1
|
3
|
19+31L
|
-32
|
5
|
20
|
Launch
|
120
|
Launch
|
136
|
30
|
+0
|
+8
|
-
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 796 [996]
|
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan 214B+C
|
500*10, 2900 [500*2, 250*24, 1250*2]
|
-
|
80
|
100
|
P
|
All
|
1+(30 Flash)+14
|
2
|
Total: 70
|
-46
|
0
|
9
|
Launch
|
100*8, 50 + Slide 39 [100*25, 100 + Wallbounce + Down 74]
|
-
|
-
|
0
|
0/+60, 1*8, 12 [0/+60, 2*24, 13*2]
|
-
|
3-19 P
|
-
|
- Values in [] are for Enhanced version
- Minimum damage 100*10, 957 (1957) [100*2, 50*24, 363*2 (2126)]
|
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan Distortion Skill Duo
|
100*8, 1200 [50*24, 650*2]
|
-
|
100
|
100
|
B
|
All
|
1+(70 Flash)+1
|
See Notes
|
92 [115]
|
-76 [-99]
|
1*8, 4 [1*24, 4*2]
|
-
|
Launch
|
100*8, 50 + Slide 20 + Down 35 [100*25, 100 + Wallbounce + Down 73]
|
-
|
-
|
1*8, 12 [2*24, 13, 20]
|
+0
|
+0
|
1-4 All
|
-
|
- Values in [] are for Enhanced version
- Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2(56)3
- [Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2(51)2(10)3]
- 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
|
Hungry Darkness of 1000 Souls - Senkon Meiraku 222B+C
|
DESTROYED
|
-
|
-
|
-
|
-
|
All
|
1+(46 Flash)+16
|
X{(3)X}*8
|
Total: 115
|
-44
|
5
|
20
|
-
|
-
|
-
|
-
|
0/+13
|
-
|
-
|
1-91 All
|
-
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
Cancel
|
4A
|
2A, 5A |
5B, 2B |
5C, 2C |
Throw, Jump, Special
|
5A[1]
|
2A, 5AA |
5B, 2B |
5C, 2C |
Throw, Jump[-], Special, Super
|
5AA
|
2A, 5AAA |
5B, 2B |
5C, 2C |
Throw, Jump[-], Special, Super
|
5AAA
|
5AAAA |
5B, 2B |
5C, 2C |
Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A[1]
|
5A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5B
|
- |
5BB[+] |
- |
Special, Super
|
5BB
|
j.A[+] |
5BBB[+] |
j.C[+] |
-
|
5BBB
|
j.A |
j.B, j.2B |
j.C |
Jump, Special, Super
|
2B
|
5A |
2BB |
5C, 2C |
Throw, Jump, Special, Super
|
2BB
|
- |
2BBB[+] |
- |
-
|
2BBB
|
j.A[+] |
2BBBB[+] |
j.C[+] |
-
|
2BBBB
|
j.A |
j.B, j.2B |
j.C |
Jump, Special
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
Special, Super
|
Air Revolver Action Table
|
A |
B |
C |
Cancel
|
j.A
|
j.AA[+] |
j.B, j.2B |
j.C |
Jump, Special
|
j.AA
|
j.AAA[+] |
j.B, j.2B |
j.C |
Jump, Special
|
j.AAA
|
j.AAAA[+] |
j.B, j.2B |
j.C |
Jump, Special
|
j.AAAA
|
j.AAAAA[+] |
j.B, j.2B |
j.C |
Jump, Special
|
j.AAAAA
|
- |
j.B, j.2B |
j.C |
Jump, Special
|
j.B, j.2B
|
- |
j.BB[+] |
- |
Special
|
j.BB
|
j.A[+] |
j.BBB[+] |
j.C[+] |
-
|
j.BBB
|
j.A |
j.B, j.2B |
j.C |
Jump, Special
|
j.C
|
- |
j.B, j.2B |
j.C |
Jump, Special
|
- 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
- Note that you have to wait for a period of time (12F, BBCF2 data) to do j.A, j.Bs and j.C after doing chain follow-ups (5BB, 2BBB, j.BB, j.2BB). So technically the chain follow-ups DO NOT cancel into these attacks.
Sources[edit]
Early Proration Data from Hima based on the Beta
Navigation[edit]
|
To edit frame data, edit values in BBTag/Hazama/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