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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
Naoto Shirogane
16,000
4F
23F (1~7F Inv All)
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 6 3 15 -4 B 100 75 2 13 14 14 18 26 10 +0 +1 4AA 1500 All 8 3 20 -6 B 100 80 3 16 17 17 22 31 11 +0 +2 4AAA 1500 All 14 4 1+16L -4 B 100 70 3 16 Launch 30 Launch 44 11 +0 +2 5=4AAAA 1800 All 7 2 Total: 45 -11 P1 100 80 3 16 Launch 40 Launch 54 0/+11 +11 +13 5A 1500 All 9 4 16 -3 B 100 80 3 16 17 17 22 31 11 +0 +2 5AA 1500 All 9 4 16 -3 B 100 80 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 5AAA 1500 Low 9 2 16 -1 F 90 80 3 16 17 17 22 31 11 +0 +2 5AAAA 1800 All 7 2 Total: 45 -11 P1 100 80 3 16 Launch 40 Launch 54 0/+11 +11 +13 2A 1000 Low 7 3 11 -2 F 90 70 1 11 12 12 16 23 9 +0 +0 5B 1500 All 13 7 26 -16 B 90 80 3 16 17 17 22 31 11 +0 +2 5BB 1000×2 All 13 2(2)6 Total: 46 -13 B 90 80 3 16 20 20 25 34 9 +0 +2 5BBB 1500 All 15 8 26 -17 B 90 80 3 16 Launch 40 Launch 54 11 +0 +2 2B 1500 All 11 3 26 -12 B 8~13 H 90 80 3 16 17 24 22 38 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 1500 Low 10 3 18 -4 F 90 80 3 16 Launch 22 Launch 36 11 +0 +2 j.A 1500 High 10 3 19 H 80 80 3 16 17 17 22 31 11 +0 +2 j.AA 1500 High 6 4 12 H 80 80 3 16 17 20 22 34 11 +0 +2 j.B 1500×2 High 13 3(4)3 9 H 80 80×2 3 16 17 17 22 31 9 +0 +2 j.C 1700 All 15 12 40+8L H 80 75 4 18 Launch 30 Launch 45 6 +0 +5
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 0, 2000 Throw 7~30 3 23 T 100 50 0, 1 Crumple 70 0 AD Shield of Justice (Catch) Total: 45 1~25 Guard All AD Attack Near Shield of Justice (Near Attack) 2500 Air Unblockable 13 4 Total: 53 -27 P1 1~13 All 80 60 3 16 Launch 60 Launch 74 0 +0 +2 AD Attack Far Shield of Justice (Far Attack) 2500 Air Unblockable 13 300 Total: 60 -34 P3 1~13 All, 1~End Projectile 80 60 3 16 Launch 32 + WBounce 60 Launch 46 + WBounce 60 0 +0 +2
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 Snipe Aim 14 93 236B Double Fangs 1000×2 All, High 14 6(12)3 4+4L -5 B, H 80 85 4 18 Launch 30, 30 + GBounce Launch 45, 45 + GBounce 60 12 +0, -4 +5 j.236A Air A Double Fangs 1000×2 All, High 9 3(12)6 Until L+16L H 80 85 4 18 Launch 30, 30 + Down 23 Launch 45, 45 + Down 23 12 +0 +5 j.236B Air B Double Fangs 1000×2 All, High 13 6(12)6 Until L+4L H 80 85 4 18 Launch 30, 30 + GBounce Launch 45, 45 + GBounce 60 12 +0, -4 +5 Aim > A A Shoot 600×4, 1800 All 4 {P(6)}×4,P 37 -8 P 80 90×5 3×4, 5 16×4, 20 17×4, Launch 17×4, 50 + WBounce 22×4, Launch 31×4, 64 + WBounce 0/+5×4, 0/+8 +5×4, +0 +7×4, +8 Aim > B B Shoot 700×4, 2100 All 4 {P(6)}×4,P 41 -12 P 80 90×5 3×4, 5 16×4, 20 17×4, Launch 17×4, 50 22×4, Launch 31×4, 64 0/+5×4, 0/+8 +5×4, +0 +7×4, +8 Aim > C C Shoot 500×4, 1500 All 4 {P(6)}×P,X 35 -7 P 80 90×5 3×4, 5 16×4, 20 17×4, Launch 17×4, 50 22×4, Launch 31×4, 64 0/+5×4, 0/+8 +5×4, +0 +7×4, +8 Aim > 66 Forward Roll 26 4~22 P 214A A Hair Trigger Megido 2000 All 19 3 Total: 36 -5 P1 80 85 5 11 Launch 21 Launch 37 0/+1 +9 +9 214B B Hair Trigger Megido 2000 All 30 3 Total: 36 +9 P1 80 85 5 11 Launch 21 Launch 37 0/+4 +12 +12 j.214A Air A Hair Trigger 2000 All 16 3 Total: 28+4L P1 80 85 5 11 Launch 21 Launch 37 0/+1 +9 +9 j.214B Air B Hair Trigger 2000 All Until Trap Lands+4 3 Total: 28+4L P1 80 85 5 11 Launch 21 Launch 37 0/+4 +12 +12
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 Hold Up! 258 236C > A/B Shot 800 All 1 Until Hit P1 80 90 3 16 Launch 80 Launch 94 0/+11 +11 +11 236C > C Critical Shot 2500 All 11 2 35 -16 B 1~12 All 80 80 5 20 Launch 70 + WBounce 70 Launch 86 + WBounce 70 + WStick 45 30 +0 +8 j.236C EX Double Fangs 1300×2 All, High 9 6(12)6 Until L+13L H 80 85 4 18 Launch 30, 30 + GBounce Launch 45, 45 + GBounce 60 12 +0 +5 214C EX Hair Trigger Megido 2000×2 All 13 3(9)3 Total: 34 +5 P 80 85×2 5 11 Launch 21 Launch 37 0/+1, 0/+4 +9, +12 +9, +12 j.214C Air EX Hair Trigger Megido 2000×2 All 13 3(Until Trap Lands+4)3 Total: 17+4L P 80 85×2 5 11 Launch 21 Launch 37 0/+1, 0/+4 +9, +12 +9, +12
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 5D+Roll 1200×2, 1500 All (17)+16 2(2)6 [(21)P] Total: (18)+77 [Total: (18)+85] -25 B*2, P 70 85 4×2, 3 18 19×2, Launch 40×2, 50 + WBounce 40 0/+7×2, 0/+11 +7×2, +11 6P Snipe 1500×4, 2000 All (18)+42 {P(6)}×4,P Total: (18)+119 -25 P 70 90×5 3×4, 5 16×4, 20 17×4, Launch 17×4, 50 0/+5×4, 0/+8 +5×4, +8 4P Blight 600×5 All (18)+14 3,3,3,3,2 Total: (18)+88 -39 B 70 85 4 18 Launch 60 0/+1 +1
Distortion Skills
All Distortion Skills have the following properties unless otherwise stated:
Cost 2 Skill Gauge
Skill Gauge Cooldown 180F (starts at beginning of superflash)
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 Anti-S SP Pistol Alpha I 700×12 All 11+(42 Flash)+2 P(7)P{(6)P}×10 Total: 111+15L P2 1~13 All 80 96×12 4 18 Launch 70 + WBounce + Down 23 Launch 85 + WBounce + Down 23 0/+1 +11 +11 j.236BC Anti-S SP Pistol Beta I 4000 All 11+(40 Flash)+2 Until Hit Total: Until L+15L P2 1~27 All 80 60 4 18 Launch 30 + Slide + Down 10 Launch 45 + Slide + Down 10 0/+12 +12 +17 236BC Enhanced Anti-S SP Pistol Alpha+Beta I 700×12, 4000 All 11+(42 Flash)+1 P(7){P(6)}×10,P(39+0)P Total: Until L+15L P2 1~183 All 80 96×12, 60 4 18 Launch 70 + WBounce + Down 23×12, 30 + Slide + Down 10 Launch 85 + WBounce + Down 23×12, 45 + Slide + Down 10 0/+1×12, 0/+12 +11×12, +12 +11×12, +17 j.236BC Enhanced Anti-S SP Pistol Alpha+Beta I 700×12, 4000 All 11+(42 Flash)+1 P(7){P(6)}×10,P(39+0)P Total: Until L+15L P2 1~183 All 80 96×12, 60 4 18 Launch 70 + WBounce + Down 23×12, 30 + Slide + Down 10 Launch 85 + WBounce + Down 23×12, 45 + Slide + Down 10 0/+1×12, 0/+12 +11×12, +12 +11×12, +17 214BC Hamaon 0×16 All 5+(72 Flash)+12 5×16 Total: 28 +75 P2 1~5 All 80 100 4 16 Launch 17 Launch 32 0 +0 +5 j.214BC Mudoon 0 All 10+(30 Flash)+7 45 Total: 46 P2 1~16 All 80 100 5 20 Launch 21 + WStick 66 + WBounce 100 Launch 37 + WStick 66 + WBounce 100 0/+13 +42 +42 Distortion Skill Duo Critical Shot 2000 [2500] All 1+(103 Flash)+1 2 60 -41 B 1~3 All 100 100 5 20 Launch 70 + WBounce 50 Launch 86 + WBounce 50 30 +0 +8
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 Judge of Hell All 13+(96 Flash)+21 191 per scope Total: 366 P2 0 9 0/+20
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 6 Recovery 15 Advantage -4 [3]
4AA, 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
4AAGuard All Startup 8 Recovery 20 Advantage -6
4AAA, 5A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
4AAAGuard All Startup 14 Recovery 1+16L Advantage -4
4AAAA
5B, 2B
5C, 2C
Special, Super
5AGuard All Startup 9 Recovery 16 Advantage -3
5AA
5B, 2B
5C, 2C
Throw, Jump[+] , Special, Super
5AAGuard All Startup 9 Recovery 16 Advantage -3
5AAA
5B, 2B
5C, 2C
Throw, Jump[+] , Special, Super
5AAAGuard Low Startup 9 Recovery 16 Advantage -1
5AAAA
5B, 2B
5C, 2C
Jump[+] , Special, Super
5AAAA and 4AAAAGuard All Startup 7 Recovery Total: 45 Advantage -11
-
-
-
-
2AGuard Low Startup 7 Recovery 11 Advantage -2 [3]
4A, 5A, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 13 Recovery 26 Advantage -16 [1]
5A
5B, 2B
5C, 2C
Jump, Special, Super
5BBGuard All Startup 13 Recovery Total: 46 Advantage -13
5A
2B
5C, 2C
Special, Super
2BGuard All Startup 11 Recovery 26 Advantage -12 [1]
5A
5B
5C, 2C
Jump, Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 10 Recovery 18 Advantage -4
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 10 Recovery 19 Advantage -
j.AA
j.B
j.C
Jump, Special, Super
j.AAGuard High Startup 6 Recovery 12 Advantage -
j.A
j.B
j.C
Jump, Special, Super
j.BGuard High Startup 13 Recovery 9 Advantage -
-
-
j.C
Jump, Special, Super
j.CGuard All Startup 15 Recovery 40+8L Advantage -
-
-
-
Jump, 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
All cancels for 5AAA are on the second hit
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