
Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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.
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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. | ||||||||||||
Starter | Combo time modifier when this attack is used as the starting hit of a combo. | ||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Hilda | 17,000 | 4F | 28F (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 | |
5A | 550×4 | All | 12 | 2,2,2,2 | 24 | -9 | B | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 2×3, 12 | +0 | +2 | |||
5AA | 1500 | All | 11 | 3 | 24 | -17 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5AAA | 1500 | All | 16 | 1 | 20 | -19 | B | 100 | 70 | 3 | 16 | Launch | 22 | Launch | 36 | 11 | +0 | +2 | |||
5AAAA | 0×2, 2500 | All | 16 | 9 | 33 | -20 | B | 100 | 100, 85, 100 | 4×2, 5 | 18 | 19, Launch | Stand, 60 + WBounce | 3 | 3, 0/+10 | ||||||
2A | 1000 | All | 11 | 3 | 22 | -11 | F | 100 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
5B | 1700 | All | 21 | 2 | Total 52 | -7 | P1 | 80 | 75 | 4 | 18 | Launch | 30 | Launch | 45 | 0/+6 | +6 | +11 | |||
5BB | 1700 | All | 21 | 3 | Total 46 | -7 | P1 | 80 | 85 | 4 | 18 | Launch | 36 | Launch | 51 | 12 | +0 | +5 | |||
5BBB | 1500 | High | 21 | Until L | Total 58 | -15 | P1 | 80 | 90 | 3 | 16 | Launch | 60 + GBounce | Launch | 74 + GBounce | 0/+3 | +5 | +5 | |||
2B | 1500 | All | 11 | 3 | 21 | -17 | B | 9~13 H | 90 | 80 | 3 | 16 | 17 | 22 | 22 | 36 | 11 | +0 | +2 | ||
2BB | 1500 | 13 | 3 | 32 | -18 | B | 100 | 80 | 3 | 16 | Launch | 32 | Launch | 46 | 11 | +3 | +5 | ||||
5C | 1500 | High | 26 | 3 | 5+13L | -4 | B | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1500 | Low | 14 | 3 | 29 | -15 | F | 90 | 80 | 3 | 16 | 17 | 22 | 22 | 36 | 11 | +0 | +2 | |||
2CC | 1500 | Low | 13 | 3 | 32 | -18 | F | 90 | 80 | 3 | 16 | Launch | 32 | Launch | 46 | 11 | +3 | +5 | |||
j.A | 1500 | High | 16 | 3 | 20 | H | 80 | 80 | 3 | 16 | 17 | 22 | 22 | 36 | 11 | +0 | +2 | ||||
j.AA | 1500 | High | 10 | 3 | 24 | H | 80 | 80 | 3 | 16 | 17 | 22 | 22 | 36 | 11 | +0 | +2 | ||||
j.B | 1700 | All | 21 | 2 | Total Until L+6L | H | 80 | 75 | 4 | 18 | Launch | 30 | Launch | 45 | 6 | +0 | +5 | ||||
j.BB | 450×4 | All | 20 | P{(3)P}×3 | Total Until L+20L | P1 | 9~15 All | 80 | 80 | 2 | 13 | 14 | 28 | 18 | 40 | 0/+3 | +3 | +4 | |||
j.C | 1700 | All | 15 | Until L | 22 | 0~-8 | H | 80 | 85 | 4 | 24 | 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, 2000 | Throw | 7~30 | 3 | 23 | T | 100 | 50 | 0, 5 | Launch 60 + WBounce 60 | 0, 10 | ||||||||||
AD | Trifurcate | 1200×3 | Air Unblockable | 23 | 5,4×3 | 34+12L | -35 | B | 1~26 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 2 | +0 | +5 | ||
j.AD | Air Trifurcate | 1200×3 | All | 23 | 5,4×3 | Until L+12L | H | 1~26 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 2 | +0 | +5 |
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 Interference | 2000 | All | 16 | 3 | Total 55 | -14 | P1 | 80 | 90 | 5 | 20 | Launch | 60 + WBounce | Launch | 76 + WBounce | 0/+5 | +5 | +13 | |||
236B | B Interference | 2000 | All | 37 | 3 | Total 55 | +3 | P1 | 80 | 90 | 5 | 20 | Launch | 60 + WBounce | Launch | 76 + WBounce | 0/+1 | +1 | +9 | |||
214A | Condensity Gloom | 500×8 | All | 65 | P{(3)P}×7 | Total 42+12L | P1 | 80 | 80 | 2 | 13 | 14 | 25 | 18 | 30 | 0/+3 | +3 | +4 | ||||
j.214A | Air Condensity Gloom | 500×8 | All | 65 | P{(3)P}×7 | Total Until L+12L | P1 | 80 | 80 | 2 | 13 | 14 | 25 | 18 | 30 | 0/+3 | +3 | +4 | ||||
214B | Aspersivity | 800×6 | All | 55 | P×6 | Total 67 | +9 | P1 | 80 | 90×6 | 3 | 16 | Launch | 43 | Launch | 57 | 0/+5 | +5 | +7 | |||
j.214B | Air Aspersivity | 800×6 | All | 55 | P×6 | Total Until L+6L | P1 | 80 | 90×6 | 3 | 16 | Launch | 43 | Launch | 57 | 0/+5 | +5 | +7 |
Extra Skills
- 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 | Pillar of Revenance | 1700, 2000 | Low | 21 | 3 | Total 59 | -10 | P1 | 70, 63 | 90, 100 | 4 | 18 | Launch | 30 | Launch | 45 | 0/+10 | +10 | +15 | |||
214C | Fallen Pain | 1700, 0 | High | 23 | Until L+2 | Total 60 | -12 | P1 | 80 | 75 | 4 | 18 | 25, Crumple 55 + Down 10 | Stand | 30, Crumple 71 + Down 10 | Stand | 0/+3, 0 | +9 | +9 | |||
j.214C | Air Fallen Pain | 1700, 0 | High | 33 | Until L+2, 3 | Total 62 | P1 | 80 | 75 | 4 | 18 | 25, Crumple 55 + Down 10 | Stand | 30, Crumple 71 + Down 10 | Stand | 0/+3, 0 | +9 | +9 |
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 | 5A | 650×4 | All | (18)+18 | 2×4 | 32 | -17 | B | 70 | 80 | 3 | 16 | Launch | 60 | 2×3, 12 | +0 | ||||||
6P | Aspersivity | 800×6 | All | (18)+54 | P×6 | Total (18)+66 | +9 | P1 | 70 | 90×6 | 3 | 16 | Launch | 43 | 0/+5 | +5 | ||||||
4P | UNI 5[C] | 800×4 | All | (18)+30 | 3×4 | 38 | -22 | B | 70 | 85 | 4 | 18 | Launch | 60 | 5 | +0 |
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 | Impalement | 450, 262×11, 7685 [450, 185×33, 7139] | All | 11+(63 Flash)+9 | 5 | Total 78 | -40 | P2 | 1~24 All | 80 | 60 | 4 | 18 | Launch | 150, 300×11 [×33], 300 + Down 23 | 12 | 12, 0/+1×11 [×33], 0/+20 | |||||
214BC | Nail Torrent | 460×28 [460×35] | All | 9+(28 Flash)+1 | P{(2)P}×28 [P{(2)P}×35] | Total 45 | P2 | 1~8 All | 60 | 80 | 4 | 20 | 23 | 23 | 28 | 48 | 0/+2 | +2 | +7 | |||
j.214BC | Air Nail Torrent | 460×28 [460×35] | All | 9+(28 Flash)+1 | P{(2)P}×28 [P{(2)P}×35] | Total 45 | P2 | 1~8 All | 60 | 80 | 4 | 20 | 23 | 23 | 28 | 48 | 0/+2 | +2 | +7 | |||
Distortion Skill Duo | Impalement | 250, 50×11, 1700 [250, 50×33, 1100] | All | 1+(107 Flash)+1 | 5 | 43 | -28 | B | 100 | 100 | 4 | 18 | Launch | 150, 300×11 [×33], 300 + Down 23 | 12 | 12, 0/+1×11 [×33], 0/+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 | In The Darkness | All | 1+(70 Flash)+9 | 3×5 | Total: 102 | -55 | B | 1~28 All | 5 | 20 | 0/+5 |
Revolver Action Table
- 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
Sources

To edit frame data, edit values in BBTag/Hilda/Data.
Systems Pages