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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
Weiss Schnee
17,000
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 7 3 12 -1 B 100 75 2 13 14 14 18 26 10 +0 +1 5A 1500 All 8 3 19 -5 B 100 80 3 16 17 17 22 31 11 +0 +2 5AA 800, 1500 All 12 6(2)5 16 -4 H, B 100 80 2, 3 13, 16 14, 17 22 + GBounce, 17 + GBounce 18, 22 34 + GBounce, 31 + GBounce 3, 11 +0 +1, +2 5AAA 1700 All 14 3 23 -7 B 100 85 4 18 Launch 30 + Slide + Down 10 Launch 45 + Slide + Down 10 12 +0 +5 5AAAA 2000 All 25 3 Total: 65 -4 P1 100 85 4 18 19 30 24 45 0/+18 +18 +23 2A 1000 Low 7 3 13 -4 F 90 70 1 11 12 12 16 23 9 +0 +0 5B 1700 All 14 3 21 -5 B 4~16 H 90 85 4 18 19 24 24 39 12 +0 +5 5BB 1700 All 13 3 27 -11 B 100 75 4 18 Launch 24 Launch 39 12 +0 +5 2B 1500 Low 12 3 18 -4 F 90 80 3 16 17 17 22 31 11 +0 +2 5C 800+ High 26 3 1+17L -4 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 16 3 27 -11 F 90 85 4 18 Launch 30 Launch 45 12 +0 +5 j.A 1000 High 9 7 20 H 80 75 2 13 14 14 18 26 10 +0 +1 j.AA 1500 High 11 3 28 H 80 80 3 16 17 17 22 31 11 +0 +2 j.B 1500 High 11 3 28 H 80 80 3 16 17 17 22 31 11 +0 +2 j.BB 1000 High 9 7 20 H 80 75 2 13 14 14 18 26 10 +0 +1 j.C 1700 High 13 3 Until L+21L +1 Land Canceled, -23 at best otherwise H 80 85 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 +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 Ground Throw 0, 1000×2 Throw 7~30 3 23 T 100 50 0, 3, 5 Launch 30, 40 + WBounce 60 0, 11, 0/+13 AD Snow Globe 2100 Air Unblockable 14 3 48 -32 B 1~16 All 80 60 4 18 Launch 60 Launch 75 12 +10 +10
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 A Ice Shard 1500 All 60 Until Hit Total: 46 [Total: 35] P 80 80 3 16 17 40 22 54 8 +0 +2 236[A] A Ice Glyph Total: 35 236B B Ice Shard 1500 All 60 Until Hit Total: 46 P 80 80 3 16 17 40 22 54 8 +0 +2 236[B] B Ice Shard Total: 35 214A A Glyph Dash Strike 1800 All 14~28 3 18 -4 B 80 80 3 16 Launch 30 Launch 44 11 +0 +2 214[A] A Glyph Dash Strike Feint Total: 32 214B B Glyph Dash Strike 1800, 1200 All 22~36 3 <(12)12> 16 <24+0L> -2 B 80 80 3 16 Launch 60 Launch 60 11 +0 +2 214[B] B Glyph Dash Strike Feint Total: 40 j.214A A Snowfall 1500 All Until L+4 3 18 -4 F 80 80 3 16 20 20 + Slide 25 34 + Slide 11 +0 +2 j.214B B Snowfall 1700 All Until L+4 3 24 -10 F 80 80 3 16 27 27 + Slide + Down 10 32 41 + Slide + Down 10 11 +0 +2 214A/B > 8A Twisting Air Step 1750 High 19 5 5+6L +3 H 80 85 4 18 Launch 30 + Down 23 Launch 45 + Down 23 12 +0 +5 j.214A/B > 8A Air Twisting Air Step 1900 High 20 5 Until L+15L H 80 85 4 18 Launch 30 + Down 23 Launch 45 + Down 23 12 +0 +5 214A/B > 8B Piercing Air Step 2200 All 34 6 12L +3~6 H 11~36 B 80 75 4 18 Launch 30 + Down 28 Launch 45 + Down 28 12 +0 +5 j.214A/B > 8B Air Piercing Air Step 2350 All 22 Until L 17L H 1~Landing B 80 75 4 18 Launch 30 + Down 28 Launch 45 + Down 28 12 +0 +5 214A/B > 8C Piruetto 1300×2 All 18 3(6)3 8+5L +3 H 90 85 4 18 Launch 30 Launch 45 6, 12 +0 +0 j.214A/B > 8C Air Piruetto 1400×2 All 18 3(6)3 Until L+5L H 90 85 4 18 Launch 30 Launch 45 6, 12 +0 +0 22A A Ice Pillar 13 132 Total: 39 22B B Ice Pillar 19 132 Total: 53
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 EX Ice Shard 1700×2 All 60 Until Hit Total: 46 P 80 85×2 3 16 17 40 22 54 8 +0 +2 236[C] EX Ice Glyph Total: 35 214C Glyph Dash Triple Strike 1450×3 All 14~22 3(12)3(9)3 19+9L -24 B, H×2 80×3 75 4 18 Launch 35×2, 35 + WBounce 40 Launch 50×2, 50 + WBounce 40 3×2, 12 +0 +5 j.214C Snowstorm 1500, 500×4 All Until L+4 3(15)2,2,2,2 29+6L -18 F, H×4 80 85 4 18 Launch 30, 60×4 Launch 45, 75×4 12, 3×4 +0 +5 22C Precision Volley (Catch) 55 4~39 Guard HBFP 22C Attack Precision Volley (Attack) 1850 All 14 5 21 -7 B 1~39 All 80 75 4 18 Launch 39 + GBounce Launch 54 + GBounce 12 +5 +5
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 Glyph Dash Triple Strike 1000×2, 1500 All (18)+13~27 3 [(12)3(6)4] 36 [14+12L] -21 B 70 80 3 16 Launch 30×2, 30 + WBouce 40 11 11×2, 9 6P Ice Shard 1500 All (18)+51 Until Hit Total: 59 P 70 80 3 16 17 40 0/+8 +8 4P B Glyph Dash Strike 1750 All (18)+20~22 12 22+12L -21 H 70 80 3 16 Launch 70 6/+8 +8
Distortion Skills
All Distortion Skills have the following properties unless otherwise stated:
Cost 2 Skill Gauge the frame before superflash
Skill Gauge Cooldown 180F (starts frame after superflash starts)
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 Glacial Torrent 4400 [4400, 2700] All 1+(43 Flash)+6 Until Hit Total: 76 -36 P2 1~9 All 80 60 4 18 Launch 60 Launch 75 0/+15 +40 [+40, +20] +40 [+40, +28] 214BC Snow Flurry 2000, 1250×4 [2000, 1250×4, 570×4] All 1+(70 Flash)+14 9 33 -23 B 1~23 All 80 100 [100, 60] 4, 3×4, 18 19, Launch×4 [×8] 19, 60 + GBounce×4 [×8] 24, Launch×4 [×8] 34, 75 + GBounce×4 [×8] 12/ 12/+20, 1×3, 12, 3×4 +20, +2×4 Distortion Skill Duo Glacial Torrent 2000 [2500] All 1+(93 Flash)+1 3 61 -23 B 1~4 All 100 100 5 20 Launch 60 Launch 76 0/+20 +20 +20
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 White Night All 1+(60 Flash)+10 21 34 -36 F 1~27 All 4 18 12
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 7 Recovery 12 Advantage -1 [1]
4AA, 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5AGuard All Startup 8 Recovery 19 Advantage -5 [1]
5AA, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5AA and 4AAGuard All Startup 12 Recovery 16 Advantage -4
5AAA, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5AAAGuard All Startup 14 Recovery 23 Advantage -7
5AAAA
-
-
Special, Super
5AAAAGuard All Startup 25 Recovery Total: 65 Advantage -4
-
-
-
-
2AGuard Low Startup 7 Recovery 13 Advantage -4 [3]
4A, 5A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5BGuard All Startup 14 Recovery 21 Advantage -5 [1]
-
5BB, 2B
5C, 2C
Jump, Special, Super
5BBGuard All Startup 13 Recovery 27 Advantage -11
-
5BB, 2B
5C, 2C
Jump, Special, Super
2BGuard Low Startup 12 Recovery 18 Advantage -4 [1]
-
5B
5C, 2C
Special, Super
5CGuard High Startup 26 Recovery 1+17L Advantage -4
-
-
-
-
2CGuard Low Startup 16 Recovery 27 Advantage -11
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.A and j.BBGuard High Startup 9 Recovery 20 Advantage -
j.AA
j.B
j.C
Jump, Special, Super
j.B and j.AAGuard High Startup 11 Recovery 28 Advantage -
j.A
j.BB
j.C
Jump, Special, Super
j.CGuard High Startup 13 Recovery Until L+21L Advantage +1 Land Canceled, -23 at best otherwise
-
-
-
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
5AA and 4AA cancels are on last hit
Sources
Early Proration Data from Hima based on the Beta
Link
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