BBCF/Frame Data
How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data
Character Comparisons
Character Data
Character | Health | Negative Penalty resistance | Ground Throw rangeThrow range is measured as horizontal distance in pixels between each character's collision box in the native resolution of 1280x768. Most characters are 55px from their origin to the front of their box in this resolution | Air Throw range | Dash type | Air jumps | Air dashes |
---|---|---|---|---|---|---|---|
Amane | 10,500 | 4 | 70 | 120 | Run | 1 | 1 |
Arakune | 10,500 | 5 | 70 | 120 | Teleport | 1 | 2 |
Azrael | 12,000 | 5 | 70 | 120 | Teleport | 1 | 1 |
Bang | 11,500 | 4 | 70 | 120 | Run | 1 | 2 |
Bullet | 11,500 | 5 | 70 | 120 | Step | 1 | 1 |
Carl | 10,000 | 5 | 70 | 120 | Step | 1 | 1 |
Celica | 10,000 | 4 | 70 | 120 | Run | 1 | 1 |
Es | 10,500 | 4 | 70 | 120 | Run | 1 | 1 |
Hakumen | 12,000 | 5 | 70 | 120 | Step | 1 | 1 |
Hazama | 11,000 | 4 | 70 | 120 | Step | 1 | 1 |
Hibiki | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Izanami | 10,500 | 4 | 70 | 120 | Run | 0 | 1 |
Izayoi (normal) | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Izayoi (Gain Arts) | 11,000 | 4 | 70 | 120 | Hover | 1 | 2 |
Jin | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Jubei | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Kagura | 11,500 | 5 | 70 | 120 | Run | 1 | 1 |
Kokonoe | 10,500 | 4 | 70 | 120 | Run | 1 | 1 |
Lambda | 10,500 | 4 | 70 | 120 | Run | 1 | 1 |
Litchi | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Mai | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Makoto | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Mu | 10,000 | 4 | 70 | 120 | Run | 1 | 1 |
Naoto | 11,500 | 4 | 70 | 120 | Run | 1 | 1 |
Nine | 10,500 | 4 | 70 | 120 | Teleport | 1 | 2Nine can use her two ground dashes in the air, even after a double jump. |
Noel | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Nu | 10,000 | 4 | 70 | 120 | Run | 1 | 1 |
Platinum | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Rachel | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Ragna | 10,000 | 4 | 70 | 120 | Run | 1 | 1 |
Relius | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Susano'o | 12,500 | 4 | 70Has a wider collision box | 120 | Run | 1 | 1 |
Tager | 13,000 | 6 | 140Tager also has a wider bounding box, meaning other players get approximately 20px more throw range when measured between origins. Tager can still out-reach standard ranged throws by 70px however | 140 | None | 0 | 0 |
Taokaka | 10,000 | 4 | 70 | 120 | Run | 2 | 2 |
Terumi | 10,500 | 3 | 70 | 120 | Run | 1 | 1 |
Tsubaki | 11,000 | 4 | 70 | 120 | Run | 1 | 1 |
Valkenhayn (human) | 10,500 | 5 | 70 | 120 | Step | 1 | 1 |
Valkenhayn (wolf) | 10,500 | 5 | 70Wolf has a much wider bounding box again making this slightly misleading, but can still outrange other standard throws by 40px. | 90 | None | 1 | 1 |
Ground movement data
Character | Forward walk speed | Backward walk speed | Initial run speed | Run acceleration | Final run speed | Step duration | Step distance | Backdash duration | Backdash distance | Backdash invincibility |
---|---|---|---|---|---|---|---|---|---|---|
Amane | 5300 | 4100 | 13000 | 440 | 15000 | - | - | 25F | 324 | 1~7F All |
Arakune | 8000 | 4800 | - | - | - | 40F | 640 | 34F | 400 | 1~24F All |
Azrael | 6200 | 4800 | - | - | - | 20F | 416 | 28F | 336 | 1~20F All |
Bang | 8000 | 5000 | 21000 | 200 | 38000 | - | - | 36F | 480 | 1~9F All |
Bullet | 5500 | 4500 | - | - | - | 20F | 386 | 22F | 198 | 1~7F All |
Carl | 7700 | 5000 | - | - | - | 23F | 450 | 22F | 352 | 1~7F All |
Celica | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 25F | 358 | 1~7F All |
Es | 6200 | 4800 | 14000 | 1000 | 32000 | - | - | 25F | 270 | 1~5F All |
Hakumen | 6400 | 4100 | - | - | - | 16F | 349 | 15F | 189 | 1~4F T |
Hazama | 6200 | 4800 | - | - | - | 19F | 247 | 25F | 324 | 1~7F All |
Hibiki | 6200 | 4800 | 18000 | 440 | 28000 | - | - | 22F | 240 | 1~4F All |
Izanami | 6200 | 4800 | 9800 | 660 | 28000 | - | - | 22F | 371 | 1~7F All |
Izayoi (normal) | 5200 | 3200 | 18000 | 200 | 28000 | - | - | 22F | 270 | 1~5F All |
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. | 6200 | 4800 | - | - | - | 14~34F | 271~859 | 22~29F | 377~470 | 1~5F All |
Jin | 5900 | 4800 | 16000 | 440 | 28000 | - | - | 22F | 360 | 1~5F All |
Jubei | 4200 | 3300 | 17500 | 2500 | 30000 | - | - | 25F | 433 | 1~7F All |
Kagura | 4500 | 3500 | 12000 | 250 | 25000 | - | - | 25F | 271 | 1~7F All |
Kokonoe | 4800 | 4800 | 18000 | 400 | 28000 | - | - | 22F | 247 | 1~5F All |
Lambda | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 25F | 371 | 1~7F All |
Litchi | 5300 | 4100 | 14000 | 440 | 28000 | - | - | 22F | 225 | 1~5F All |
Mai | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 25F | 270 | 1~7F All |
Makoto | 6200 | 4800 | 18000 | 440 | 38000 | - | - | 22F | 270 | 1~5F All |
Mu | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 22F | 370 | 1~5F All |
Naoto | 5700 | 4300 | 18000 | 440 | 28000 | - | - | 25F | 270 | 1~4F All |
Nine | 6800 | 5300 | - | - | - | 40F | 600 | 40F | 417 | 1~4F P, 5~32F All |
Noel | 6600 | 5000 | 18000 | 440 | 28000 | - | - | 22F | 318 | 1~5F All |
Nu | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 25F | 371 | 1~7F All |
Platinum | 6200 | 4800 | 17000 | 440 | 28000 | - | - | 22F | 306 | 1~7F All |
Rachel | 4000 | 3800 | 14000 | 300 | 28000 | - | - | 25F | 375 | 1~7F All |
Ragna | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 22F | 270 | 1~5F All |
Relius | 4000 | 3800 | 14000 | 300 | 28000 | - | - | 22F | 198 | 1~7F All |
Susano'o | 7000 | 4800 | 11000Susano'o's dash has 15 frames of startup, during which he moves much slower. | 200 | 33000 | - | - | 31F | 270 | 1~5F All |
Tager | 6000 | 4500 | - | - | - | - | - | 28F | 182 | 1~20F All |
Taokaka | 6000 | 5000 | 20000 | 440 | 28000 | - | - | 22F | 252 | 1~7F All |
Terumi | 6200 | 4800 | 19800 | 440 | 28000 | - | - | 22F | 270 | 1~5F All |
Tsubaki | 5500 | 3200 | 18500 | 400 | 35000 | - | - | 22F | 270 | 1~5F All |
Valkenhayn (human) | 6200 | 4800 | - | - | - | 23F | 390 | 22F | 270 | 1~5F All |
Valkenhayn (wolf) | 12400 | 11000 | - | - | - | - | - | 25F | 504 | 1~7F All |
Air movement data
Character | Prejump | Jump initial speed | Super jump initial speed | Gravitycharacters lose this value every frame while not in any kind of stun | Forward jump speed | Forward super jump speed | Backward jump speed | Backward super jump speed | Forward air dash duration | Forward air dash speed | Backward air dash duration | Backward air dash speed |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Amane | 4F | 31200 | 33000 | 1170 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Arakune | 5F | 30000 | 32000 | 1150 | 9000 | 12600 | 8000 | 12600 | 45F | 14500 | 45F | 11000 |
Azrael | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 14F | 28000 | 14F | 23000 |
Bang | 4F | 37000 | 43000 | 1900 | 10000 | 12500 | 7875 | 12600 | 20F | 30000 | 23F | 24000 |
Bullet | 4F | 31000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 15F | 27500 | 12F | 22000 |
Carl | 4F | 32000 | 39000 | 1650 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Celica | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 28000 | 20F | 23000 |
Es | 4F | 30000 | 37000 | 1500 | 8662 | 13860 | 7875 | 12600 | 20F | 23000 | 16F | 24000 |
Hakumen | 4F | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 | 23F | 31000 | 23F | 24000 |
Hazama | 4F | 31000 | 38000 | 1500 | 7875 | 12600 | 7875 | 12600 | 16F | 24000 | 14F | 18000 |
Hibiki | 4F | 36000 | 44000 | 1900 | 9450 | 15120 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Izanami | 4F | 300008000 while in float state | 42000-8000 while in float state | 1350 | 7875 | 12600 | 7875 | 12600 | 23F | 28000 | 16F | 24000 |
Izayoi (normal) | 4F | 38000 | 43000 | 1850 | 7875 | 12600 | 7875 | 12600 | 16F | 26000 | 12F | 24000 |
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. They are also programmed like step dashes, so her speed values are actually distance values. | 4F | 35000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 | 14~38F | 264~970 | 16~27F | 310~470 |
Jin | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
JubeiJubei's jump changes height and speed when he is dashing. In boxes with two values, the latter value is used when he is dashing and the former is used when he is not. | 4F | 36000/29000 | 44000 | 2000 | 10000/5000 | 15000 | 8000/10000 | 15000 | 20F | 31000 | 16F | 24000 |
Kagura | 4F | 34000 | 45000 | 1800 | 7875 | 12600 | 7875 | 12600 | 23F | 25000 | 16F | 20000 |
Kokonoe | 4F | 32000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 22F | 22000 |
Lambda | 4F | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Litchi | 4F | 36000 | 47000 | 1700 | 7875 | 7500 | 7875 | 6500 | 18F | 33000 | 30F | 21000 |
Mai | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Makoto | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 28000 | 12F | 25000 |
Mu | 4F | 34000 | 42000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Naoto | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 16F | 27900 | 10F | 24000 |
NineNine can use her two ground dashes in the air. To reflect this, her air dash values are identical to her ground dash values, so her speed values are actually distance values. | 4F | 28000 | 30000 | 1200 | 12500 | 20000 | 7500 | 12000 | 40F | 600 | 40F | 417 |
Noel | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Nu | 4F | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Platinum | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 30F | 26000 | 24F | 22000 |
Rachel | 4F | 25000 | 32000 | 1000 | 10000 | 13000 | 8000 | 11000 | 20F | 23250 | 16F | 21600 |
Ragna | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Relius | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Susano'o | 4F | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 | 16F | 31000 | 16F | 24000 |
Tager | 6F | 26000 | 36000 | 1250 | 6000 | 8500 | 5500 | 7500 | - | - | - | - |
Taokaka | 4F | 35000 | 44000 | 2200 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Terumi | 4F | 31000 | 44000 | 1800 | 8400 | 15000 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Tsubaki | 4F | 32000 | 39000 | 1800 | 7875 | 12600 | 7875 | 12600 | 18F | 30000 | 16F | 26000 |
Valkenhayn (human) | 4F | 34000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Valkenhayn (wolf) | 4F | 41000 | 46000 | 1650 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
System Data
Ground Recovery
Forward Roll
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Back Roll
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Quick Tech
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Neutral Tech no direction + A/B/C |
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- Emergency Tech
- 1~32F Fully invincible
Air Recovery
- The following time table shows a character's options and status during a knockdown.
- Air Ukemi
- 1~15F Fully invincible
Overdrive
Overdrive Activation
Type | Recovery |
---|---|
Normal | 3+13F |
Overdrive Cancel | 3+3F |
Guard Cancel | 3+23F |
- All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3)
Overdrive Duration
100% - 91% | 90% - 82% | 81% - 73% | 72% - 63% | 62% - 54% | 53% - 45% | 44% - 35% | 34% - 0% |
---|---|---|---|---|---|---|---|
240 | 270 | 300 | 330 | 360 | 390 | 420 | 480 |
- Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel
- Overdrive timer is paused during hitstop and superflash frames
Burst
P1 | P2 | Startup | Active | Recovery | Frame Advantage | Untechable | Invuln. |
---|---|---|---|---|---|---|---|
10 | 80 | 6 | 6 | 43 | -24 | 300 | 1-48 All |
- Air Burst is vulnerable until landing
- Ends Active Flow and disables it for the rest of the round
Hitstun Decay
Combo Duration | 120F~ | 300F~ | 480F~ | 660F~ |
---|---|---|---|---|
Decay | -2F | -5F | -10F | Reduced to 1F |
Starter Rating
Starter | Long | Normal | Short | Very Short |
---|---|---|---|---|
Time Consumed | 0F | 60F | 120F | 300F |
Attack Level
Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | |
---|---|---|---|---|---|---|
Hitstop/Blockstop | 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 (Crumple Hits Only) | 20 | 22 | 24 | 27 | 29 | 31 |
Crumple Fall (Crumple Hits Only) | 30 | 32 | 34 | 37 | 39 | 41 |
Untechable (Air Hit) | 12 | 12 | 14 | 17 | 19 | 21 |
Untechable (Air Counter Hit) | +11 | +12 | +12 | +14 | +15 | +16 |
Blockstun (Ground) | 9 | 11 | 13 | 16 | 18 | 20 |
P1 | 100 | 100 | 100 | 100 | 100 | 100 |
P2 | 75 | 80 | 85 | 89 | 92 | 94 |
- Blockstun (Air) = Ground Blockstun + 2
- Hitstun (Crouching) = Standing Hit Stun + 2
- Crumple (Counter Hit) = Crumple × 2
- Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
- Spin Fall = Standing Hit Stun + 16F Fall animation
- Fatal Counter = Hitstun / Untechable + 3
- Instant Block Blockstun (Ground) = Blockstun - 3
- Instant Block Blockstun (Air) = Air Blockstun - 6
- Barrier Guard Blockstun = Blockstun + 1
- Additional hitstop on Counter Hit only applies to the person being hit
- Jumping moves almost universally have an override of 80% P1 from the default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Heat Gain Table
Situation | Formula |
---|---|
Opponent getting hit | Scaled Damage × 0.72 |
Getting hit | Scaled Damage × 0.4 |
Opponent blocking attack | Base Damage × 0.18 |
Normal blocking attack | Base Damage × 0.1 |
Instant blocking attack | (Base Damage × 0.2) + 100 |
- Heat Gauge is 10,000 units, so 100 units = 1 Heat
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
- Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker
- Using Barrier does not affect Heat Gain
- Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block
Building Active Flow
In order to get Active Flow you must reach 10000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round. When a player reaches 800p, the word "Attention" appears on their side of the screen and their burst gauge will rotate more rapidly
Action | Catalyst | Value | Notes |
---|---|---|---|
Pressing An Attack Button | No | 10p | This means missing in neutral or during a combo. Move must have active frames to count. |
Attack Hit | Yes | 850p | Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage. |
Counter Hit | Yes | 850p + 500p | |
Fatal Counter Hit | Yes | 850p + 1000p | |
Additional Hit | Yes | 50p | Applies to all hits during a combo |
Attack Blocked | No | 50p | |
Attack Clash | No | 500p | Includes projectile clashes |
Moving Forward | No | Distance Value x5p | |
Moving Backward | No | 0p | |
Negative Penalty | No | -10000p | |
Opponent Getting Negative Penalty | Yes | 10000p | |
Blocking | No | 30p | |
Blocking Standing Overhead | No | 850p | Applies to grounded overheads only |
Instant Blocking | No | 30p + 10p | |
Barrier | No | 30p + 10p | |
Instant Barrier | No | 30p + 10p + 10p | |
Getting Hit | No | 40p | |
Using Attribute Invul Successfully | No | 1000p | Anything that makes the blue/white invul circle appear and the opponent's active frames go through it.
Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc. |
Burst | No | -9999999p | Locks out Active Flow for the rest of the round |
Active Flow Ends | No | -9999999p | Locks out Active Flow for the rest of the round |
Overdrive Activation | Yes | 100p | |
Exceed Accel | Yes | 999999p | |
Spending 25 Heat | No | 500p | |
Successful Guard Break | No | 2500p | Because spending 25 meter gets you 500p already, getting a successful guard break with Crush Trigger nets you 3000p |
Spending 50 Heat (Rapid/Super) | No | 1000p | |
Spending 100 Heat (Astral) | No | 2000p | |
Throw | Yes | 1420p | |
Throw Break | Yes | 1700p | |
During OD | No | x2 multiplier (stacks) | |
During <35% HP | No | x2 multiplier (stacks) |
Miscellaneous Properties
This just a table of various values and properties that don't go anywhere else
Property | Value | Notes |
---|---|---|
Round start separation | 520,000 units | A in-game unit is defined by 1000 units per pixel when rendering at 1280x768 with no camera zoom |
Corner start separationUsed in training mode only | 400,000 units | |
Player front collisionMeasured from origin to front of where players can collide | 55,000 units | Add 25,000 for Susanno, 35,000 for Tager and 60,000 for Wolf Form Valkenhayn. Various moves can adjust this. |
Player back collisionMeasured from origin to back of where players can collide | 55,000 units | |
Player top collisionMeasured from origin to top of where players can collide | 188,000 units | Looks more when in game due to air sprites being noticeably above their origin points |
Wall offset | -5,000 units | Seems the actual place bounding boxes collide with is 5px offscreen |
Stage Width | 3,730,000 | Measured from a player backed to the wall to the same on the other side. Some of the playable area isn't reachable by players themselves due wall collision |
Hit/guardstun Gravity | 2,000 | Gravity for characters in hitstun or guardstun in the air. |
Floor Friction | Current Speed x 0.1In other words, multiply the player's horizontal speed by 0.9 every frame | Deceleration experienced by grounded players when sliding. Walking and dashing aren't affected, except when ending a dash. |
Amane Nishiki [★]
Arakune [★]
Azrael [★]
Bang Shishigami [★]
Bullet [★]
Carl Clover [★]
Celica A. Mercury [★]
Es [★]
Hakumen [★]
Hazama [★]
Hibiki Kohaku [★]
Iron Tager [★]
Izanami [★]
Izayoi [★]
Jin Kisaragi [★]
Jubei [★]
Kagura Mutsuki [★]
Kokonoe [★]
Lambda-11 [★]
Litchi Faye Ling [★]
Mai Natsume [★]
Makoto Nanaya [★]
Mu-12[★]
Naoto Kurogane [★]
Nine the Phantom [★]
Noel Vermillion [★]
Nu-13 [★]
Platinum the Trinity [★]
Rachel Alucard [★]
Ragna the Bloodedge [★]
Relius Clover [★]
Susano'o [★]
Taokaka [★]
Tsubaki Yayoi[★]
Valkenhayn R. Hellsing [★]
Yuuki Terumi [★]
Click [★] for character's full frame data
System Explanations
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
Mechanics Glossary
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State