Health
|
17,000
|
Prejump
|
4F
|
Backdash
|
22F (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
|
-
|
100
|
70
|
B
|
All
|
6
|
2
|
11
|
-1
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5A
|
1500
|
-
|
100
|
80
|
B
|
-
|
11
|
6
|
15
|
-4
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5AA
|
1700 [2040]
|
-
|
100
|
75 [85]
|
B
|
All
|
11
|
8
|
18
|
-7
|
4
|
18
|
Launch
|
60 + Down 23 [+ GBounce]
|
Launch
|
75 + Down 23 [+ GBounce]
|
12
|
+0
|
+5
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
5AAA
|
1700
|
-
|
100
|
85
|
B
|
All
|
14
|
8
|
18
|
-7
|
4
|
18
|
Launch
|
60 + GBounce
|
Launch
|
75 + GBounce
|
12
|
+0
|
+5
|
-
|
-
|
- Platinum can perform moves and block at -7 frame adv, but cannot perform any movement options until -12 frame adv
|
5AAAA
|
1700
|
-
|
100
|
85
|
B
|
All
|
18
|
4
|
30
|
-15
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
12
|
+0
|
+5
|
-
|
-
|
2A
|
1000
|
-
|
90
|
70
|
F
|
Low
|
6
|
3
|
10
|
-1
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5B
|
1500
|
-
|
90
|
80
|
B
|
All
|
12
|
4
|
22
|
-9
|
3
|
16
|
17
|
24
|
22
|
38
|
11
|
+0
|
+2
|
6-15 H
|
-
|
5BB
|
1500
|
-
|
100
|
80
|
B
|
All
|
9
|
6
|
19
|
-8
|
3
|
16
|
17
|
20
|
22
|
34
|
11
|
+0
|
+2
|
-
|
-
|
5BBB
|
1700 [2040]
|
-
|
100
|
75 [85]
|
B
|
All
|
10
|
6
|
20
|
-7
|
4
|
18
|
Launch
|
40
|
Launch
|
55
|
15
|
+0
|
+5
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
2B
|
1500
|
-
|
90
|
80
|
F
|
Low
|
10
|
3
|
21
|
-7
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5C
|
800
|
-
|
100
|
100
|
B
|
High
|
22
|
3
|
24
|
-10
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
5C Quake Miracle Jeanne
|
0
|
-
|
100
|
100
|
P1
|
Unblockable
|
25
|
1
|
-
|
-
|
5
|
-
|
Launch
|
21 + Down 43
|
Launch
|
37 + Down 43
|
0
|
+0
|
+8
|
-
|
-
|
2C
|
1700
|
-
|
90
|
85
|
F
|
Low
|
12
|
3
|
24
|
-8
|
4
|
18
|
Launch
|
30
|
Launch
|
45
|
12
|
+0
|
+5
|
-
|
-
|
j.A
|
1700
|
-
|
80
|
85
|
H
|
High
|
12
|
4
|
13
|
-
|
4
|
18
|
19
|
19
|
24
|
34
|
12
|
+0
|
+5
|
-
|
-
|
j.AA
|
1500
|
-
|
80
|
80
|
H
|
High
|
8
|
6
|
9
|
-
|
3
|
16
|
17
|
19
|
22
|
33
|
11
|
+0
|
+2
|
-
|
-
|
j.B
|
600*4
|
-
|
100
|
80 (Once)
|
H
|
High
|
9
|
4,4,4,2
|
24+2L
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
4
|
+0
|
+2
|
-
|
-
|
j.C
|
1800 [2160]
|
-
|
80
|
70 [80]
|
H
|
High
|
14
|
4
|
25+11L
|
-
|
3
|
16
|
Launch
|
50 + GBounce
|
Launch
|
64 + GBounce
|
15 [20]
|
+0
|
+2
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
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
|
60 + WBounce
|
-
|
-
|
-
|
0, 20
|
+0
|
-
|
-
|
|
Magical Bat Reversal Action
|
2000 [2500]
|
-
|
80
|
60
|
B
|
Air Unblockable
|
11
|
4
|
43
|
-30
|
3
|
16
|
Launch
|
60
|
Launch
|
74
|
22
|
+0
|
+2
|
1-11 All
|
-
|
- Values in [] are for Miracle Jeanne version
|
Magical Bat (air) Reversal Action
|
2000 [2500]
|
-
|
80
|
60
|
B
|
Air Unblockable
|
11
|
4
|
Until L+26
|
-
|
3
|
16
|
Launch
|
40
|
Launch
|
54
|
22
|
+0
|
+2
|
1-11 All
|
-
|
- Values in [] are for Miracle Jeanne version
|
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 Mami Circular 236A
|
2000
|
-
|
80
|
90
|
F
|
Low
|
13
|
15
|
23+11L
|
-14
|
5
|
20
|
Launch
|
26 + Slide 5
|
Launch
|
42 + Slide 5
|
13
|
+0
|
+8
|
-
|
-
|
B Mami Circular 236B
|
2000
|
-
|
80
|
90
|
H
|
High
|
20
|
15
|
16+7L
|
-17~-3
|
5
|
20
|
Launch
|
60 + GBounce
|
Launch
|
76 + GBounce
|
13
|
+0
|
+8
|
-
|
-
|
Air Persia j.236A
|
-
|
-
|
-
|
-
|
-
|
-
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Persia Followups Persia > A/B/C
|
1200
|
-
|
80
|
80
|
H
|
All
|
6
|
6
|
Until L+7 [16+3L]
|
-
|
3
|
16
|
20
|
20 [40 + Slide 1]
|
25
|
34 [54 + Slide 1]
|
11
|
+0
|
+2
|
-
|
-
|
Swallow Moon j.236B
|
-
|
-
|
-
|
-
|
-
|
-
|
earliest cancel at frame 14
|
-
|
Total: 90
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A Magical Missile 214A
|
650, 1500 [800, 1800]
|
-
|
80
|
90
|
P1
|
All
|
22
|
Until Hit,11
|
Total: 48
|
-8
|
3 [4, 3]
|
16 [18, 16]
|
17, Launch [19, Launch]
|
17, 30 [19, 30]
|
22, Launch [24, Launch]
|
31, 44 [34, 44]
|
0/+1, 0
|
+1, +0
|
+3, +2 [+6, +2]
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
B Magical Missile 214B
|
650, 1500 [800, 1800]
|
-
|
80
|
90
|
P1
|
All
|
22
|
Until Hit,11
|
Total: 48
|
-8
|
3 [4, 3]
|
16 [18, 16]
|
17, Launch [19, Launch]
|
17, 30 [19, 30]
|
22, Launch [24, Launch]
|
31, 44 [34, 44]
|
0/+1, 0
|
+1, +0
|
+3, +2 [+6, +2]
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
A Magical Bomb j.214A
|
650, 1500 [800, 1800]
|
-
|
80
|
90
|
P1
|
All
|
19
|
Until Hit,(2)15
|
Total: Until L+9
|
-
|
1, 3
|
11, 16
|
17, Launch
|
12, 30 [14, 30]
|
21, Launch
|
23, 44 [25, 44]
|
0/+1, 0
|
+1, +0
|
+1, +2
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
B Magical Bomb j.214B
|
650, 1500 [800, 1800]
|
-
|
80
|
90
|
P1
|
All
|
19
|
Until Hit,(2)15
|
Total: Until L+9
|
-
|
1, 3
|
11, 16
|
17, Launch
|
12, 30 [14, 30]
|
21, Launch
|
23, 44 [25, 44]
|
0/+1, 0
|
+1, +0
|
+1, +2
|
-
|
-
|
- Values in [] are for Miracle Jeanne 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
|
EX Mami Circular 236C
|
2400
|
-
|
80
|
80
|
H
|
All
|
18
|
15
|
18+10L
|
-22
|
5
|
20
|
Launch
|
60 + WBounce 60
|
Launch
|
76 + WBounce 60 + WStick 40
|
13
|
+0
|
+8
|
-
|
-
|
EX Swallow Moon j.236C
|
-
|
-
|
-
|
-
|
-
|
-
|
Earliest cancel at frame 9
|
-
|
Total: 90
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4-End HBFP
|
-
|
EX Magical Missile 214C
|
(650, 1500)*3 [(800, 1800)x3]
|
-
|
-
|
-
|
P1
|
All
|
19 [14]
|
X(4)X(4)X [X(21)X(21)X]
|
Total: 47 [Total: 76]
|
+10 [+20]
|
3 [4, 3]
|
16 [18, 16]
|
17, Launch [19, Launch]
|
17, 30 [19, 30]
|
22, Launch [24, Launch]
|
31, 44 [34, 44]
|
0/+1, 0
|
+1, +0
|
+3, +2 [+6, +2]
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
- Each Missile has active frames: Until Hit,11
|
EX Magical Bomb j.214C
|
(650, 1500)*3 [(800, 1800)*3]
|
-
|
-
|
-
|
P
|
All
|
26
|
X(3)X(3)X
|
Total: Until L+9
|
-
|
1, 3
|
11, 16
|
17, Launch
|
12, 30 [14, 30]
|
21, Launch
|
23, 44 [25, 44]
|
0/+1, 0
|
+1, +0
|
+1, +2
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
- Each Bomb has active frames: Until Hit,(2)15
|
Partner 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
|
5P Air Persia
|
1700
|
-
|
70
|
80
|
B
|
All
|
(18)+18
|
7
|
18+9L
|
-15
|
4
|
18
|
Launch
|
60 + GBounce
|
-
|
-
|
12
|
+0
|
-
|
-
|
-
|
6P Missile
|
650, 1500 [800, 1800]
|
-
|
70
|
90
|
P1
|
All
|
(18)+23
|
Until Hit,10
|
Total: (17)+49
|
-
|
3 [4, 3]
|
16
|
17, Launch
|
17, 30 [19, 30]
|
-
|
-
|
0/+1, 0
|
+1, +0
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
6P Boomerang
|
900*2 [1100*2]
|
-
|
70
|
80 (once)
|
P1
|
All
|
(18)+24
|
-
|
Total: (17)+43
|
-
|
3 [4]
|
16
|
Launch
|
55 [60]
|
-
|
-
|
0/+7
|
+1
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
6P Bomb
|
(650, 1500)*3 [(800, 1800)*3]
|
-
|
70
|
90
|
P
|
All
|
(18)+20
|
X(3)X(3)X
|
Total: (17)+41
|
-
|
1, 3
|
16
|
17, Launch
|
12, 30 [14, 30]
|
-
|
-
|
0/+1, 0
|
+1, +0
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
- Each Bomb has active frames: Until Hit,(2)15
|
4P Summon
|
1200
|
-
|
70
|
80
|
B
|
All
|
(18)+13
|
4
|
19
|
-
|
4
|
18
|
Launch
|
60
|
-
|
-
|
12
|
+0
|
-
|
-
|
-
|
- Automatically cancels into followup attack after recovery
|
4P Cat Hammer
|
1500 [2550]
|
-
|
70
|
85
|
B
|
All
|
16
|
8
|
35
|
-24
|
4
|
18
|
Launch
|
70 + GBounce [80 + GBounce]
|
-
|
-
|
12
|
+0
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
4P Pan
|
1500 [2550]
|
-
|
70
|
85
|
B
|
All
|
18~39
|
6
|
30
|
-17
|
4
|
18
|
Crumple 50
|
60
|
-
|
-
|
15 [20]
|
+0
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
|
4P Piko Hammer
|
1000*2 [1200*2]
|
-
|
70
|
90 (Once)
|
B
|
All
|
18
|
Until L+4
|
26
|
-9
|
5
|
20
|
Launch
|
30 + Down 33 [30 + Down 23]
|
-
|
-
|
13
|
+0
|
-
|
-
|
-
|
- Values in [] are for Miracle Jeanne version
- During Miracle Jeanne, if Platinum does not hit the opponent, then on landing creates a quake that is unblockable, does 0 damage, P1=100, P2=100
|
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
|
Cure Dot Typhoon 236B+C
|
990*13 [800*3, 670*20]
|
-
|
80
|
60 (Once)
|
B
|
All
|
5+(70 Flash)+3
|
4(12)4(9)6,9*9,5 [4(12)4(9)6,7,6*19,4]
|
47
|
-33
|
4
|
18*13
|
Launch
|
100*12 [*22], 150 + Down 49
|
Launch
|
115*12 [*22], 165 + Down 49
|
12*3, 0*10 [*20]
|
+0
|
+5
|
1-24 All
|
-
|
- Values in [] are for Enhanced version
- Listed Frame adv assumes all hits make contact with opponent as fast as possible
- Minimum damage 138*13 (1794) [104*3, 87*20 (2052)]
|
Cure Dot Typhoon (air) j.236B+C
|
990*13 [800*3, 670*20]
|
-
|
80
|
60 (Once)
|
B
|
All
|
5+(70 Flash)+3
|
4(12)4(9)6,9*9,5 [4(12)4(9)6,7,6*19,4]
|
47
|
-33
|
4
|
18*13
|
Launch
|
100*12 [*22], 150 + Down 49
|
Launch
|
115*12 [*22], 165 + Down 49
|
12*3, 0*10 [*20]
|
+0
|
+5
|
1-24 All
|
-
|
- Values in [] are for Enhanced version
- Minimum damage 138*13 (1794) [104*3, 87*20 (2052)]
|
Miracle Jeanne 214B+C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total: 1+(125 Flash)+10
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1-1 All [1-1 All] [2-11 P]
|
-
|
- Values in [] are for Enhanced version
- Platinum gains powerup on superflash for ???F [???F]
|
Cure Dot Typhoon Distortion Skill Duo
|
164*13 [167*2, 166, 100*20]
|
-
|
100
|
100
|
B
|
All
|
1+(106 Flash)+1
|
4(12)4(9)6,9*10,5 [4(12)4(9)6,7,6*19,4]
|
53
|
-39 [-38]
|
4
|
18*13
|
Launch
|
100*12 [*22], 150 + Down 49
|
Launch
|
115*12 [*22], 165 + Down 49
|
12*3, 0*10 [*20]
|
+0
|
+5
|
1-2 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
|
Shining Layered Force 222B+C
|
-
|
-
|
-
|
-
|
P3
|
All
|
10+(69 Flash)+15
|
3
|
Until L
|
+4
|
5
|
20
|
-
|
-
|
-
|
-
|
13
|
-
|
-
|
1-27 All
|
-
|
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
|
5AA |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5AA
|
5AAA |
5B, 2B |
5C, 2C |
Throw, Jump[-], Special, Super
|
5AAA
|
5AAAA |
- |
- |
Special, Super
|
5AAAA
|
- |
- |
- |
Special, Super
|
2A[2]
|
5A, 2A[+] |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5B[1]
|
5A, 2A |
5BB, 2B |
5C, 2C |
Jump, Special, Super
|
5BB
|
- |
5BBB |
5C, 2C |
Jump, Special, Super
|
5BBB
|
- |
- |
- |
-
|
2B[1]
|
5A |
5B |
5C, 2C |
Jump, 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.A |
- |
j.C |
Jump, Special, Super
|
j.C
|
- |
- |
- |
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]
https://docs.google.com/spreadsheets/d/1ZURVCsR_HSxNRXcIgZmFhSf7Ymh9tZxoIWtcO64329I/edit#gid=699842955
Navigation[edit]
|
To edit frame data, edit values in BBTag/Platinum the Trinity/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