BBTag/Heart Aino/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

21F (1-7F Inv All)


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 70 B All 6 3 12 -3 1 11 12 12 16 23 9 +0 +0 - -
5A 1500 CSTJP 100 80 B All 8 5 15 -3 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 CSTJP 100 80 B All 7 3 18 -4 3 16 17 21 22 35 11 +0 +2 - -
5AAA 1500 CS(J)P 100 80 B All 10 3 28 -14 3 16 17 21 22 35 11 +0 +2 - -
5AAAA 2500 P 100 85 B All 10 5 34 -20 4 18 Launch 60 Launch 75 12 -4 +1 - -
2A 1000 CSTP 90 75 F Low 7 3 15 -4 2 13 14 14 18 26 10 +0 +1 - -
5B 1700 [2200] CSP 90 85 [90] B All 11 [41] 3 27 -11 [-9] 4 [5] 18 [20] 19 [21] 24 [29] 24 [27] 39 [43] 12 +0 [+5] +5 [+10] 10~End of Active HBP Clash -
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
5BB 1700 CSP 100 85 H All 15 3 ??+12L - 4 18 Launch 24 + GBounce Launch 39 + GBounce 12 +0 +5 - -
  • Can homing cancel
5BBB 2000 P 90 85 F Low 12 3 20 -4 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5 - -
2B 1700 [2300] CS(J)P [CSP] 90 75 [95] B All 12 [33] 3 27 -11 4 18 Launch 26 [55] Launch 41 [70] 12 [20] +0 [+5] +5 [+10] [7~Active HBP Clash] -
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
  • Can homing cancel on charged hit only
5C 800+ - 100 100 H High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 SP 90 85 F Low 13 3 24 -8 4 18 Launch 30 Launch 45 12 +0 +5 - -
j.A 1000 SJP 80 75 H High 8 6 15 - 2 13 14 14 18 26 10 +0 +1 - -
  • Can homing cancel
j.AA 1500 SJP 80 80 H High 10 3 18 - 3 16 17 29 22 43 11 +0 +2 - -
  • Can homing cancel
j.B 1500 SJP 80 80 H High 9 10 16 - 3 16 17 17 22 31 11 +0 +2 - -
  • Can homing cancel
j.BB 1700 SP 80 85 H High 12 3 24 - 4 18 19 40 24 55 12 +0 +5 - -
  • Can homing cancel
j.C - CSP - - - - - - - - - - - - - - - - - - -
  • Costs 1 skill gauge if done as a cancel
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • j.1/4/7C have invul on frame 1 until they begin homing

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, 1000*2 S 100 50 (once) T Throw 7-30 3 23 - 0, 3, 4 - 30, Launch 60 - - - 0, 11, 12 +0 - -
  • 100% minimum damage: 0, 2000 (2000)
Heartful Punch
Reversal Action
1200, 1500, 1500 - 80*2, 48 60*2 (once), 100 B Air Unblockable*2, All 10 2(4)12(7)5 26+8L -39 4 18 Launch*2, 19 60*2, 30 Launch*2, 24 75*2, 30 12*2, 0/+12 +0*2, +12 +5*2, +17 1~27 All -
Air Heartful Punch
Air Reversal Action
1100, 1400, 1500 - 80 60 (once) H All 7 3(6)12(7)5 Until L+8L - 4 18 Launch*2, 19 60*2, 30 Launch*2, 24 75*2, 30 12*2, 0/+12 +0*2, +12 +5*2, +17 1~31 All -
Followup Attack 1600 - 48 100 H All 10 3 Until L+14L - 3 16 Launch 42 + Down 33 Launch 56 + Down 33 11 +0 +2 - -

Skills[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
A Iron Fist Punch
236A
2000 P 80 80 B All 13 4 20 -7 3 16 28 30 33 44 11 +0 +2 - -
B Iron Fist Punch
236B
2300 P 80 85 B All 25 6 20 -7 4 18 Launch 30 Launch 45 18 +0 +5 7-18 HBP Clash -
  • On Guard Point, hitstop for Heart and Opponent 19F
Roz Sfaira
214A
1500 - 80 80 P All 51 300 Total: 51 +25 3 16 17 27 22 41 0/+9 +9 +11 - -
Air Roz Sfaira
j.214A
1500 - 80 80 P All 51 300 Total: Until L+0L - 3 16 17 27 22 41 0/+9 +9 +11 - -
Tria Sfaira
214B
1500*3 - 80 80 P All 61 X(3)X(3)X Total: Until L - 3 16 17 27 22 41 0/+9 +9 +11 - -
  • Each shot is active for 300F
Air Tria Sfaira
j.214B
1500*3 - 80 80 P1 All 61 X(3)X(3)X Total: Until L - 3 16 17 27 22 41 0/+9 +9 +11 - -
  • Each shot is active for 300F
A Special Kick
j.236A
2200 - 80 80 H High 14 Until L 18L - 3 16 Launch 30 Launch 44 11 +0 +2 - -
B Special Kick
j.236B
2200 - 80 80 H High 23 Until L 21L - 4 18 Launch 30 + Down 26 Launch 45 + Down 26 12 +0 +5 - -
Roz Sfaira
Clash with Projectile
1200 - 80 80 P1 All - 300 - - 3 16 17 27 22 41 0/+9 +9 +11 - -

Extra Skills[edit]

  • 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 Iron Fist Punch
236C
2600 - 80 100 B All 13 8 20 -9 4 18 Launch 29 + WBounce 40 Launch 44 + WBounce 40 20 +5 +10 - -
Roz Toxo
214C
2400 - 100 85 P1 All 19 6 Total: 46 0 4 18 Launch 60 Launch 75 0/+9 +9 +14 - -
Air Roz Toxo
j.214C
2400 - 100 85 P1 All 19 6 Total: Until L - 4 18 Launch 60 Launch 75 0/+9 +9 +14 - -
EX Special Kick
j.236C
2800 - 80 85 H High 14 Until L 18L - 4 18 Launch 45 + Down 26 Launch 60 + Down 26 12 +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
Iron Fist Punch
2000 - 70 85 B All (18)+13 4 30 -15 4 18 Launch 70 - - 20 +0 - - -
6P
Roz Toxo
2400 - 70 85 P All (18)+28 6 Total: 70 -15 4 18 Launch 60 - - 0/+9 +9 - - -
4P
2B
1500 - 70 80 B All (18)+10 6 28 -17 3 16 Launch 70 - - 11 +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
Iron Fist Punch of Love
236BC
5200 [6200] - 80 60 B All 7+(72 Flash)+8 12 39 -19 5 20 Launch 120 [+ Down 39] Launch 136 [+ Down 39] 20 -2 +3 1-16 All -
  • Values in [] are for Enhanced version
  • Heart immediately enters recovery on hit/block
  • Minimum Damage 1612 [1798]
Amazing Heartful Punch
214B+C
1500, 3500 <1500, 800*14> [1500, 600*22] - 80 60 (Once) B All 4+(44 Flash)4 3(7)9 <3(6)3*14> [<3(6)3*14,2*4,1*4>] 45+8L [<??+51L>] -41 - 20 Launch 90, 90 + Down 23 *14 [*22] Launch 106, 106 + Down 23 *14 [*22] 13, 1*13 [*22] +0 +8 1-17 All -
  • Values in [] are for Enhanced version
  • Values in <> are when first hit successfully hits opponent
  • Minimum Damage 450, 120*14 (2130) [300, 90*22 (2280)]
  • If first hit whiffs, only does a second hit with base damage 3500 and minimum damage 30% (1050)
Amazing Special Kick
j.236BC
5800, 3000 [6800, 3000] - 80 60 H, P High, All 4+(43 Flash)2 Until L(3)3 15 +1 5, 4 20 Launch 60 + GBounce, 60 Launch 76 + GBounce, 75 13, 0 +0 +8, +5 1-4 All -
  • Values in [] are for Enhanced version
  • Only does second hit if first hit whiffs
  • Minimum Damage 1914 [2108]
Iron Fist Punch of Love
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+(93 Flash)+1 12 39 <84> -30 5 20 Launch 120 [+ Down 39] Launch 136 [+ Down 39] 20 -2 +3 1-13 All -
  • Values in [] are for Enhanced version
  • Values in <> are on hit
  • 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
Super Amazing Iron Fist Punch of Love
222B+C
- - - - B All 1+(80 Flash)+3 12 30+8L -29 5 20 - - - - 30 - - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB - Special, Super
5BBB - - - Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B - Jump, Special, Super
j.AA - j.B - Jump, Special, Super
j.B - j.BB - Jump, Special, Super
j.BB - - - Special, Super
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]

Navigation[edit]


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