Health: | 17,000 |
Prejump: | 4F |
Backdash: | 22F (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
|
2
|
11
|
-1
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5A
|
1500
|
-
|
100
|
80
|
B
|
All
|
7
|
6
|
16
|
-5
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5AA
|
1700
|
-
|
100
|
85
|
B
|
All
|
8
|
7
|
16
|
-4
|
4
|
18
|
19
|
19
|
24
|
34
|
12
|
+0
|
+5
|
-
|
-
|
5AAA
|
1700
|
-
|
100
|
85
|
B
|
-
|
7
|
6
|
24
|
-11
|
4
|
18
|
21
|
24
|
26
|
39
|
12
|
+0
|
+5
|
-
|
-
|
5AAAA
|
2000
|
-
|
100
|
90
|
B
|
All
|
11
|
3
|
31
|
-13
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
15
|
+0
|
+8
|
-
|
-
|
- Values in [] are for Level 2 version
|
2A
|
1000
|
-
|
100
|
70
|
F
|
All
|
6
|
3
|
10
|
-1
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5B
|
1500
|
-
|
90
|
80
|
B
|
All
|
11
|
4
|
23
|
-10
|
3
|
16
|
17
|
26
|
22
|
40
|
11
|
+0
|
+2
|
5-14 H
|
-
|
5BB
|
1700
|
-
|
100
|
85
|
B
|
All
|
14
|
3
|
28
|
-12
|
4
|
18
|
21
|
27 + Down 23
|
26
|
42 + Down 23
|
12
|
+0
|
+5
|
-
|
-
|
5BBB
|
2000
|
-
|
100
|
80
|
B
|
All
|
17
|
5
|
32
|
-16
|
5
|
20
|
Launch
|
28
|
Launch
|
44
|
15
|
+0
|
+8
|
-
|
-
|
- Values in [] are for Level 2 version
|
2B
|
1500
|
-
|
90
|
80
|
F
|
Low
|
9
|
3
|
15
|
-1
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5C
|
800
|
-
|
100
|
100
|
B
|
High
|
26
|
3
|
18
|
-4
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
2C
|
1700
|
-
|
90
|
85
|
F
|
Low
|
30
|
4
|
12
|
+3
|
4
|
18
|
Launch
|
40
|
Launch
|
55
|
12
|
+0
|
+5
|
6-23 HB
|
-
|
2[C]
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
6-23 HB
|
-
|
j.A
|
1500
|
-
|
100
|
80
|
H
|
High
|
10
|
6
|
11
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
j.AA
|
1500
|
-
|
80
|
80
|
H
|
High
|
5
|
3
|
22
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
j.B
|
1700
|
-
|
80
|
85
|
H
|
High
|
11
|
4
|
12
|
-
|
4
|
18
|
19
|
26
|
24
|
41
|
12
|
+0
|
+5
|
-
|
-
|
j.C
|
1500
|
-
|
80
|
70
|
H
|
High
|
14
|
Until L
|
-
|
-
|
3
|
16
|
Crumple 27
|
30
|
Crumple 54
|
44
|
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
|
Forward Throw
|
0*10, 2000
|
-
|
100
|
50 (Once)
|
T
|
Throw
|
7~30
|
3
|
23
|
-
|
0*10, 4
|
-
|
Launch
|
42
|
-
|
-
|
-
|
0*10, 3
|
+0
|
-
|
-
|
- Minimum Damage 100% (2000)
|
Back Throw
|
0, 2000
|
-
|
100
|
50 (Once)
|
T
|
Throw
|
7~30
|
3
|
23
|
-
|
0, 4
|
-
|
Launch
|
60 + Down 37
|
-
|
-
|
-
|
0, 12
|
-
|
-
|
-
|
- Minimum Damage 100% (2000)
|
Corona Upper Reversal Action
|
1500
|
-
|
80
|
60
|
B
|
Air Unblockable
|
9
|
4(2)12
|
27+17L
|
-44
|
4
|
18
|
Launch
|
50
|
Launch
|
65
|
12
|
+0
|
+5
|
1-16 All
|
-
|
Air Corona Upper Reversal Action
|
1500
|
-
|
80
|
60
|
H
|
All
|
8
|
8
|
Until L+17
|
-
|
4
|
18
|
Launch
|
50
|
Launch
|
65
|
12
|
+0
|
+5
|
1-9 All
|
-
|
Meteor Dive Corona Upper > A/B/C
|
2000 [2500]
|
-
|
48
|
100
|
H
|
All
|
-
|
6
|
Until L+10
|
-
|
4 [5]
|
18 [20]
|
Launch
|
60
|
Launch
|
75 [76]
|
12 [20]
|
+0
|
+5 [+8]
|
-
|
-
|
- Values in [] are for Level 2 version
- Considered part of preceding attack, no additional damage scaling applied
|
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
|
Comet Cannon 236A
|
700*3
|
-
|
80
|
75 (Once)
|
P
|
All
|
14
|
69
|
Total: 44
|
-3
|
2
|
13
|
14
|
14
|
18
|
26
|
0/+5
|
+5
|
+6
|
-
|
-
|
Break Shot Comet > A
|
700, 1500 [1000, 1700]
|
-
|
100, 80
|
85, 75 [90, 75]
|
B, P1
|
All
|
20 [24]
|
8
|
15
|
-
|
4, 3 [5, 4]
|
18 [20]
|
Launch
|
60, 40 [60, 60 + WBounce]
|
Launch
|
75, 54 [76, 75 + WBounce]
|
9, 0/+1
|
+0, +13
|
+5, +19 [+8, +19]
|
-
|
-
|
- Values in [] are for Level 2 version
|
Shooting Star 236B
|
1700
|
-
|
80
|
85
|
B
|
All
|
20
|
3
|
25
|
-9
|
4
|
18
|
Launch
|
40
|
Launch
|
55
|
12
|
-
|
+5
|
-
|
-
|
A Asteroid Vision 214A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total: 35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
|
B Asteroid Vision 214B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total: 36+6L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Earliest possible cancel at Frame 15
|
C Asteroid Vision 214C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total: 45+6L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Rush A Vision > A
|
500*2, 1500
|
-
|
80
|
80 (Once)
|
B
|
All
|
9
|
3(6)3(8)4
|
36
|
-23
|
3
|
16
|
17*2, Launch
|
22*2, 50
|
22*2, Launch
|
36*2, 64
|
11, 3, 11
|
+0
|
+2
|
-
|
-
|
- Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
|
Infinite Rush Rush > A
|
500*6,1500
|
-
|
80
|
80 (Once)
|
B
|
All
|
9
|
3(6)3{(3)2}*4(8)4
|
36
|
-23
|
3
|
16
|
17*6, Launch
|
22*6, 50
|
22*6, Launch
|
36*6, 64
|
11*2, 3*4, 11
|
+0
|
+2
|
-
|
-
|
- Considered part of preceding attack, no additional damage scaling applied
|
Lander Blow Rush > B
|
1700 [2000]
|
-
|
80
|
75 [80]
|
B
|
All
|
13 [23]
|
3
|
20 [11]
|
-4 [+7]
|
4 [5]
|
18 [20]
|
19 [21]
|
30 [36]
|
24 [27]
|
45 [52]
|
8
|
+3
|
+8 [+11]
|
-
|
-
|
- Values in [] are for Level 2 version
|
Cosmic Ray A Vision > B
|
1700 [2000]
|
-
|
70
|
85 [90]
|
B
|
All
|
17 [20]
|
8
|
29 [14]
|
-4 [-1]
|
4 [5]
|
18 [20]
|
25 [27]
|
30 [40]
|
30 [33]
|
45 [56]
|
9
|
+0
|
+5 [+8]
|
8-End of Active F
|
-
|
- Values in [] are for Level 2 version
|
Lightning Arrow B/C Vision > C
|
1700 [2000]
|
-
|
80
|
85 [90]
|
H
|
High
|
-
|
Until L
|
9L
|
-
|
4 [5]
|
18 [20]
|
19
|
60
|
24
|
75 [76]
|
12 [20]
|
+0
|
+5 [+8]
|
-
|
-
|
- Values in [] are for Level 2 version
|
- 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
|
Sirius Jolt 236C
|
1500 [2000]
|
-
|
90
|
80 [90]
|
B
|
All [Unblockable]
|
26
|
3
|
26
|
-10
|
4 [5]
|
20
|
19 [Launch]
|
19 [50 + WStick 30 + WBounce 40]
|
25 [Launch]
|
[66 + WStick 30 + WBounce 40]
|
13 [22]
|
+0
|
+5 [+8]
|
-
|
-
|
- Values in [] when hit standing opponent
|
EX Lander Blow Rush > C
|
2200
|
-
|
100
|
80
|
B
|
All
|
12~36
|
3
|
11
|
+7
|
5
|
20
|
21
|
36
|
27
|
52
|
6
|
+3
|
+11
|
-
|
-
|
EX Cosmic Ray A Vision > C
|
2200
|
-
|
70
|
90
|
B
|
All
|
16~32
|
8
|
12
|
+1
|
5
|
20
|
27
|
60
|
33
|
76
|
9
|
+0
|
+8
|
8-End of Active F
|
-
|
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 Infinite Rush
|
1000*2, 2000
|
-
|
70
|
80 (Once)
|
B
|
All
|
(18)+13~32
|
2(6)2(8)4
|
36
|
-28
|
3
|
11
|
17*2, Launch
|
22*2, 40
|
-
|
-
|
4*2, 7
|
+0
|
-
|
-
|
-
|
6P Cosmic Ray
|
2500
|
-
|
70
|
85
|
B
|
All
|
(18)+26
|
8
|
14
|
+6
|
5
|
20
|
Launch
|
60 + WBounce
|
-
|
-
|
13
|
+0
|
-
|
-
|
-
|
- Makoto immediately enters recovery animation on hit/block
|
4P Lightning Arrow
|
2000
|
-
|
70
|
90
|
H
|
All
|
(18)+26
|
20
|
15L
|
-
|
5
|
20
|
Launch
|
50 + GBounce
|
-
|
-
|
13
|
+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
|
Big Bang Smash 236B+C
|
4500 [5000]
|
-
|
80
|
60
|
P2
|
All
|
5+(192 Flash)+13
|
18
|
Total: 74
|
-38 [-36]
|
4 [5]
|
18 [20]
|
Launch
|
100
|
Launch
|
115 [116]
|
0
|
+20
|
+20
|
1-23 All
|
-
|
- Values in [] are for Level 2 version
- Minimum damage 1350 [1536]
|
Enhanced Big Bang Smash 236B+C
|
5800
|
-
|
80
|
60
|
P2
|
All
|
5+(201 Flash)+13
|
18
|
Total: 74
|
-36
|
5
|
20
|
Launch
|
100
|
Launch
|
116
|
0
|
+20
|
+20
|
1-23 All
|
-
|
|
Particle Flare (1st Hit) 214B+C
|
1500 [2000]
|
-
|
80
|
100
|
B
|
All
|
1+(42 Flash)+4 [1+(42 Flash)+7]
|
4
|
58
|
-40 [-38]
|
4 [5]
|
18 [20]
|
Launch
|
60
|
Launch
|
75 [76]
|
30
|
+0
|
+5 [+8]
|
1-8 All 1-11 All
|
-
|
- Values in [] are for Level 2 version
- Makoto immediately enters recovery on hit/block
- On whiff, recovery is 78F
- Minimum damage 300 [400]
|
Particle Flare (2nd Hit) Particile Flare > A/B/C
|
1500 [2000]
|
-
|
100
|
60
|
B
|
All
|
11+(43 Flash)+2 [11+(43 Flash)+6]
|
4
|
51
|
-36
|
4 [5]
|
18
|
Launch
|
150
|
Launch
|
165
|
30
|
+4
|
+4
|
1-18 All
|
-
|
- Values in [] are for Level 2 version
- Minimum damage 300 [400]
|
Particle Flare (3rd Hit) Particile Flare 2nd > A/B/C
|
5000 [7900]
|
-
|
100
|
60
|
H
|
All
|
28+12
|
6
|
Until L+12
|
-
|
4 [5]
|
18 [20]
|
Launch
|
100 + Down 33
|
Launch
|
115 + Down 33 [116 + Down 33]
|
35
|
+0
|
+5 [+8]
|
1-End All
|
-
|
- Values in [] are for Level 2 version
- Minimum damage 1000 [1580]
- Total minimum damage after all hits of Particle Flare: 1600 [2380]
|
Enhanced Particle Flare (1st Hit) 214B+C
|
2000
|
-
|
80
|
100
|
B
|
All
|
1+(42 Flash)+4
|
4
|
58
|
-38
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
30
|
+0
|
+8
|
1-8 All
|
-
|
- Makoto immediately enters recovery on hit/block
- On whiff, recovery is 78F
- Minimum damage 300
|
Enhanced Particle Flare (2nd Hit) Particile Flare > A/B/C
|
30*28, 1200
|
-
|
100
|
100*28, 60
|
B
|
All
|
1+(43 Flash)+8
|
2*28(7)4
|
56
|
-
|
3*29, 5
|
16*28, 20
|
17, Launch
|
Stand*28, 150
|
22, Launch
|
Stand*28, 166
|
1*28, 30
|
+4
|
+4
|
-
|
-
|
- Minimum damage 4*28, 180 (292)
|
Enhanced Particle Flare (3rd Hit) Particile Flare 2nd > A/B/C
|
10500
|
-
|
100
|
60
|
H
|
All
|
28+(50 Flash)+12
|
6
|
Until L+12
|
-
|
5
|
20
|
21
|
100
|
27
|
116
|
35
|
+0
|
+8
|
1-End All
|
-
|
- Minimum damage 2100
- Total minimum damage after all hits of Particle Flare: 2692
|
Big Bang Smash Distortion Skill Duo
|
2000 [2500]
|
-
|
100
|
100
|
P2
|
All
|
1+(134 Flash)+1
|
18
|
Total: 61
|
-39
|
5
|
20
|
Launch
|
100
|
Launch
|
116
|
0
|
+20
|
+20
|
1-6 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
|
Planet Crusher 222B+C
|
-
|
-
|
-
|
-
|
B
|
All
|
5+(90 Flash)+21 [1+(90 Flash)+11]
|
4
|
28
|
-18
|
5
|
20
|
-
|
-
|
-
|
-
|
13/-6
|
-
|
-
|
1-End of Active All [1-15 All]
|
-
|
- Values in [] are for Level 2
- Only attacks if opponent is close to Makoto.
- When opponent is too far, total duration is 5+(90 Flash)+40 [5+(90 Flash)+28], invincible from 1F until last 12F
|
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 |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5AA
|
5AAA |
5B, 2B |
5C, 2C |
Throw, Jump[-], Special, Super
|
5AAA
|
5AAAA |
5B, 2B |
5C, 2C |
Jump[-], Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A[3]
|
5A, 2A[+] |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5B[3*]
|
- |
5BB, 2B |
5C, 2C |
Jump, Special, Super
|
5BB
|
- |
5BBB |
5C, 2C |
Jump, Special, Super
|
5BBB
|
- |
- |
- |
Special, Super
|
2B[3*]
|
5A |
5B |
5C, 2C |
Special, Super
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
Special, Super
|
Air Revolver Action Table
|
A |
B |
C |
Cancel
|
j.A
|
j.AA[+] |
j.B |
j.C |
Jump, Special, Super
|
j.AA
|
- |
j.B |
j.C |
Jump, Special, Super
|
j.B
|
- |
- |
j.C |
Jump, Special, Super
|
j.C
|
j.A |
j.B |
- |
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
- 5B and 2B can be used a combined total of 3 times per string
Sources[edit]
Early Proration Data from Hima based on the Beta
Link
Partial Frame Data from Tari
Link
Navigation[edit]
|
To edit frame data, edit values in BBTag/Makoto Nanaya/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