
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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Teddie | 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 | |
5A | 1000 | All | 8 | 3 | 19 | -8 | B | 100 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
5AA | 350×8 | All | 12 | 2×8 | 20 | -5 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 2 | +0 | +2 | |||
5AAA | 750×4 | All | 7 | 6(2)7(2)7(2)3 | 27 | -12 | B | 100 | 85 | 5 | 20 | Launch×2, 21×2 | 40 | Launch | 56 | 10/-3 | -3 | -3 | |||
5AAAA | 2000 | All | 9 | 4 | 20+8L | -11 | B | 100 | 90 | 5 | 20 | Launch | 60 + Down 23 | Launch | 76 + Down 23 | 13 | +0 | +8 | |||
2A | 600×2 | Low | 6 | 2(3)1 | 13 | -2 | F | 90 | 70 | 1 | 11 | 12 | 12 | 16 | 23 | 7 | +0 | +0 | |||
5B | 1500 | All | 13 | 3 | 30 | -16 | B | 90 | 70 | 3 | 16 | Launch | 21 | Launch | 35 | 11 | +0 | +2 | |||
5BB | 1700 | All | 11 | 27 | 4 | -12 | B | 90 | 85 | 4 | 18 | 19 | 30 + WBounce | 24 | 45 + WBounce | 12 | +0 | +5 | |||
5BBB | 1700 | All | 14 | 14 | 27 | -22 | B | 90 | 85 | 4 | 18 | 19 | 30 | 24 | 45 | 12 | +0 | +5 | |||
2B | 1500 | All | 10 | 4 | 31 | -18 | B | 5~13 H | 90 | 80 | 3 | 16 | 17 | 20 | 22 | 34 | 11 | +0 | +2 | ||
5C | 800 | High | 26 | 3 | 18 | -4 | H | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1700, 300 | Low, All | 13 | 2 | 25 | -8 [-3] | F | 90, 100 | 85, 100 | 4, 1 | 18, 11 | Launch, 12 | 40, 12 | Launch, 16 | 55, 23 | 12, 0 | -3, +0 | -3, +0 | |||
j.A | 600×4 | All | 8 | 3,3,3,4 | 9 | H | 80 | 80 | 2 | 13 | 14 | 20 | 18 | 32 | 4 | +0 | +1 | ||||
j.AA | 1700 | All | 9 | 3 | 18 | H | 80 | 80 | 3 | 16 | Launch | 22 | Launch | 36 | 7 | +0 | +2 | ||||
j.B | 1700 | All | 28 | 27 | 14+5L | H | 80 | 75 | 4 | 18 | Launch | 42 + WBounce | Launch | 57 + WBounce | 12 | +0 | +5 | ||||
j.C | 2000 | High | 19 | Until L | 20L | -1 | H | 80 | 90 | 5 | 22 | Launch | 60 + Down 23 | Launch | 76 + Down 23 | 13 | +0 | +8 |
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, 4 | Launch 50 | 0, 5 | ||||||||||
AD | Puppeteddie | 2400 | Air Unblockable | 16 | 5 | 23+25L | -34 | B | 1~25 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +5 | ||
j.AD | Air Puppeteddie | 2400 | All | 16 | 5 | Until L+20L | H | 1~25 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +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 Bearscrew | 420×8 | All | 8 | 16 [2,2,2,2,2,2,2] | 10+15L [16+15L] | -4 | H | 80 | 80 | 3 | 25 | 33 | 55 | 38 | 69 | 1/+3 | +3 | +3 | |||
236B | B Bearscrew | 500×9 | All | 18 | 20 [2,2,2,2,2,2,2,2] | 8+16L [18+16L] | -7 | H | 80 | 85 | 4 | 25 | Launch | 55 | Launch | 70 | 1/+3 | +3 | +3 | |||
j.236A | Air A Bearscrew | 420×8 | All | 10 | 17 [2,2,2,2,2,2,2] | Until L+15L | H | 80 | 80 | 3 | 25 | Launch | 45 | Launch | 59 | 1/+3 | +3 | +3 | ||||
j.236B | Air B Bearscrew | 500×9 | All | 18 | 17 [2,2,2,2,2,2,2,2] | Until L+21L | H | 80 | 85 | 4 | 25 | Launch | 48 | Launch | 63 | 1/+3 | +3 | +3 | ||||
214A | A Mystery Teddie | 1500 | All | 4 <8> | 2(2)2 | Total: 34 | -5 | B | 90 | 80 | 3 | 16 | 17 | 30 | 22 | 44 | 0/+5 | +5 | +8 | |||
214B | B Mystery Teddie | 900×4 | All | 4 <18,25> | 2(2)5,6,6,3 | Total: 66 | -20 | B | 90 | 80 | 3 | 16 | 17 | 48 | 22 | 62 | 0/+5 | +5 | +8 | |||
j.214A | Air A Mystery Teddie | 1500 | All | 4 <8> | 2(2)2 | Total: 36+4L | B | 90 | 80 | 3 | 16 | 17 | 30 | 22 | 44 | 0/+5 | +5 | +8 | ||||
j.214B | Air B Mystery Teddie | 900×4 | All | 4 <18,25> | 2(2)5,6,6,3 | Total: 50+4L | B | 90 | 80 | 3 | 16 | 17 | 48 | 22 | 62 | 0/+5 | +5 | +8 | ||||
22A | A Teddie Warp | 24 | ||||||||||||||||||||
22B | B Teddie Warp | 1000 | All | 52 | 20 | 0 | -6 | B | 80 | 75 | 2 | 13 | 14 | 14 | 18 | 30 | 10 | +0 | +1 |
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 | EX Bearscrew | 550×10 | All | 11 | 20 [2,2,2,2,2,2,2,2,2] | 14+11L | +2 | H | 80 | 75 | 4 | 25 | Launch | 55 | Launch | 70 | 1/+3 | +2 | +2 | |||
j.236C | Air EX Bearscrew | 550×10 | All | 11 | 16 [2,2,2,2,2,2,2,2,2] | Until L+15L | H | 80 | 75 | 4 | 25 | Launch | 50 | Launch | 65 | 1/+3 | +3 | +3 | ||||
214C | EX Mystery Teddie | 600×12 | All | 4 <18,25> | 3,2,2,2,2,2,2,2,2,2,2,1 | Total: 45 | 3 | B | 90 | 80 | 3 | 16 | 17 | 48 | 22 | 62 | 0/+5 | +5 | +8 | |||
j.214C | Air EX Mystery Teddie | 600×12 | All | 4 <18,25> | 3,2,2,2,2,2,2,2,2,2,2,1 | Total: 54+4L | B | 90 | 80 | 3 | 16 | 17 | 48 | 22 | 62 | 0/+5 | +5 | +8 | ||||
22C | EX Teddie Warp | 1000 | All | 43 | 20 | 0 | -6 | F | 80 | 75 | 2 | 13 | 14 | 14 | 18 | 30 | 10 | +0 | +1 |
Items
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 | |
MF-06 Brahman | MF-06 Brahman | 1500 | All | 21 | P1 | 80 | 80 | 3 | 16 | Launch | 38 | Launch | 52 | 0 | +0 | +2 | ||||||
Dr. Salt NEO | Dr. Salt NEO | +1 Skill Gauge | ||||||||||||||||||||
Heavy Armor Agni | Heavy Armor Agni | 1500×2 | All | 50 | P1 | 80 | 80×2 | 3 | 16 | Launch | 48 + WBounce | Launch | 62 + WBounce | 0 | 0 | +2 | ||||||
Muscle Drink | Muscle Drink | +2000 Health | ||||||||||||||||||||
Smart Bomb | Smart Bomb | 3500 | All | Until Hit | 11 | P2 | 80 | 85 | 4 | 18 | Launch | 120 | Launch | 135 | 0 | +0 | +5 | |||||
Oil Drum | Oil Drum | 300×9 | All | Until L,4{(8)4}×7 | P1 | 80 | 80 | 3 | 13 | 30, 17 | 33, 33 + GBounce×8 | 35, 22 | 48, 48 + GBounce×8 | 0 | +0 | +2 | ||||||
Firecracker | Firecracker | 1500 | All | P1 | 80 | 80 | 3 | 16 | Launch | 17 | Launch | 31 | 0 | +0 | +2 | |||||||
Dry Ice | Dry Ice | 1500 | All | Until L+90 | P1 | 80 | 80 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+11 | +11 | +13 | ||||||
Vanish Ball | Vanish Ball | |||||||||||||||||||||
Mystery Food X | Mystery Food X | -1 Skill Gauge, -2500 Health | ||||||||||||||||||||
Pinwheel | Pinwheel | 650×N | All | P | 80 | 75 | 2 | 13 | 14 | 20 | 18 | 32 | 0 | +0 | +1 | |||||||
Ball Lightning | Ball Lightning | 1000×3 | 6×3 | P2 | 80 | 85 | 4 | Launch | 50 + Down 23 | Launch | 65 + Down 23 | 0/+25 | +15 | +15 | ||||||||
Amagiya Buckets | Amagiya Buckets | 700×9 | All | P2 | 80 | 95 | 3 | 5 | 30 | 60 | 35 | 74 | 0 | +10 | +10 |
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 | Bearscrew | 420×8 | All | (18)+8 | 16 [2,2,2,2,2,2,2] | 8+15L [16+15L] | -21 | H | 70 | 80 | 3 | 8 | Launch | 70 | 1/+3 | +3 | ||||||
6P | Tomahawk | 1500×2 | All | (18)+23 | Until Ground(15)10 | Total: (18)+88+9L | P | 70 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 0/+7 | +10 | +10 | ||||
4P | Mystery Teddie | 1500 | All | (18)+4 <8> | 2(2)2 | Total: 55 | -26 | B | 70 | 80 | 3 | 16 | 17 | 60 | 22 | 74 | 0/+5 | +5 | +5 |
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 | Tomahawk | 2500, 4500 [(2350, 2600)×2] | All | 7+(57 Flash)+2 | Until Hit(10)8 | Total: 69+9L [Total: 94+9L] | -40 | P2 | 1~7 All | 80 | 60 | 4 | 18 | Launch | 60, 90 | Launch | 75, 105 | 0/+7, 0 | +10, +0 | +10, +0 | ||
j.236BC | Air Tomahawk | 2500, 4500 [(2350, 2600)×2] | All | 7+(57 Flash)+2 | Until Hit(10)8 | Total: Until L+9L | P2 | 1~7 All | 80 | 60 | 4 | 18 | Launch | 60, 90 | Launch | 75, 105 | 0/+7, 0 | +10, +0 | +10, +0 | |||
214BC | Nihil Hand | 2800, 6380 [2800, 9020] | All | 4+(62 Flash)+6 | 4 | 75 | -33 | B | 1~13 All | 80, 48 | 60, 100 | 5 | 35 | Launch | 600 + Down 23, 200 + WBounce + Down 33 | Launch | 616 + Down 23, 216 + WBounce + Down 33 | 20/+10 | +0, +13 | +0, +21 | ||
Distortion Skill Duo | Bear Circus | 2000 [1250×2] | All | 1+(115 Flash)+1 | Until Offscreen | Until L+25L | B | 1~?? All | 100 | 100 | 5 | 20 | Launch | 150 + Down 23 | Launch | 166 + Down 23 | 0 | +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 | Kamui Kablooey | All | 5+(50 Flash)+12 | 1 | Total: 99 | 49 | H | 1~22 All | 5 | 20 | 0/+13 |
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
- 5A and 2A are tied together - they can be used a combined total of 3 times per string
Sources

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