Character Frame Data
Character Comparisons
Defense Values
Defense Values
Character |
Defense Modifier |
Guts Rating |
R.I.S.C. Gain Modifier |
Weight |
Anji Mito |
1.06 |
5 |
1 |
Normal |
Axl Low |
1.07 |
1 |
1.1248 |
Normal |
Baiken |
1.11 |
4 |
1 |
Light |
Bridget |
1.06 |
0 |
1 |
Light |
Chipp Zanuff |
1.26 |
4 |
1.25 |
Normal |
Faust |
1.01 |
0 |
1.1248 |
Normal |
Giovanna |
1.03 |
1 |
1 |
Light |
Giovanna (100% Tension) |
0.93 |
1 |
1 |
Light |
Giovanna (50~99% Tension) |
0.97 |
1 |
1 |
Light |
Goldlewis Dickinson |
0.96 |
3 |
0.8748 |
Heavy |
Happy Chaos |
1.03 |
1 |
1.1248 |
Normal |
I-No |
1.06 |
1 |
1.1248 |
Light |
Jack-O |
1.11 |
2 |
0.8748 |
Light |
Ky Kiske |
1.00 |
2 |
1 |
Normal |
Leo Whitefang |
1.00 |
3 |
1 |
Heavy |
May |
1.06 |
4 |
1 |
Light |
Millia Rage |
1.18 |
2 |
1.25 |
Light |
Nagoriyuki |
0.96 |
4 |
0.9372 |
Heavy |
Potemkin |
0.93 |
3 |
0.8748 |
Heavy |
Ramlethal Valentine |
1.06 |
1 |
1 |
Light |
Sol Badguy |
0.98 |
2 |
1 |
Normal |
Testament |
1.04 |
1 |
1.062 |
Normal |
Zato-1 |
1.07 |
0 |
1.1248 |
Normal |
Movement Values
Jump Values
Jump Values
Character |
Prejump |
Jump Duration |
High Jump Duration |
Jump Height |
High Jump Height |
Anji Mito |
4 |
42 |
49 |
46.2 |
56.76 |
Axl Low |
4 |
42 |
49 |
40.95 |
56.76 |
Baiken |
4 |
44 |
48 |
44.11 |
52.44 |
Bridget |
4 |
41 |
46 |
389 |
485.3 |
Chipp Zanuff |
4 |
42 |
55 |
52.5 |
70.2 |
Faust |
4 |
42 |
57 |
40.95 |
75.18 |
Giovanna |
4 |
38 |
49 |
34.01 |
56.76 |
Goldlewis Dickinson |
5 |
31 |
38 |
27.3 |
41.99 |
Happy Chaos |
4 |
42 |
49 |
40.95 |
56.76 |
I-No |
4 |
38 |
49 |
34.01 |
56.76 |
Jack-O |
4 |
42 |
48 |
42 |
52.25 |
Ky Kiske |
4 |
38 |
48 |
34.01 |
52.44 |
Leo Whitefang |
4 |
38 |
53 |
34.01 |
65.65 |
May |
4 |
37 |
57 |
48.6 |
75.18 |
Millia Rage |
4 |
37 |
55 |
45.36 |
70.2 |
Nagoriyuki |
5 [high jump: 10] |
41 |
38 |
38.9 |
43.7 |
Potemkin |
5 |
42 |
55 |
34.01 |
56.76 |
Ramlethal Valentine |
4 |
38 |
48 |
40.47 |
65.65 |
Sol Badguy |
4 |
38 |
48 |
34.01 |
52.44 |
Testament |
4 |
43 |
55 |
40.95 |
66.36 |
Zato-1 |
4 |
38 |
57 |
40.47 |
75.18 |
Air Dash Values
Air Dash Values
Character |
Earliest Forward Instant Air Dash |
Earliest Backward Instant Air Dash |
Forward Air Dash Duration ※ |
Backward Air Dash Duration |
Forward Air Dash Attack Transition |
Backward Air Dash Attack Transition |
Anji Mito |
3 |
3 |
25/19 |
12 |
18 |
6 |
Axl Low |
4 |
4 |
25/19 |
12 |
18 |
6 |
Baiken |
3 |
3 |
25/19 |
12 |
18 |
6 |
Bridget |
3 |
3 |
25/19 |
12 |
18 |
6 |
Chipp Zanuff |
3 |
3 |
25/16 |
12 |
15 |
6 |
Faust |
3 |
3 |
52 |
28 |
18 |
12 |
Giovanna |
4 [high jump: 3] |
4 [high jump: 3] |
25/19 |
12 |
18 |
6 |
Goldlewis Dickinson |
4 [high jump: 3] |
4 [high jump: 3] |
25/19 |
12 |
18 |
6 |
Happy Chaos |
3 |
3 |
25/19 |
12 |
18 |
6 |
I-No |
4 [high jump: 3] |
4 [high jump: 3] |
15~32 [held] |
15~32 [held] |
15 |
15 |
Jack-O |
3 |
3 |
25/19 |
12 |
18 |
6 |
Ky Kiske |
4 [high jump: 3] |
4 [high jump: 3] |
25/19 |
12 |
18 |
6 |
Leo Whitefang |
4 [high jump: 3] |
4 [high jump: 3] |
25/19 |
12 |
18 |
6 |
May |
3 |
3 |
25/19 |
12 |
18 |
6 |
Millia Rage |
3 |
3 |
18 |
18 |
13 |
13 |
Nagoriyuki |
- |
- |
- |
- |
- |
- |
Potemkin |
- |
- |
- |
- |
- |
- |
Ramlethal Valentine |
3 |
3 |
25/19 |
12 |
18 |
6 |
Sol Badguy |
4 [high jump: 3] |
4 [high jump: 3] |
25/19 |
12 |
18 |
6 |
Testament |
3 |
3 |
25/19 |
12 |
18 |
6 |
Zato-1 |
4 [high jump: 3] |
- |
91/14 |
- |
14 |
- |
※: The value on the right hand side represents when jump attack start-up can be canceled into Faultless Defense.
Note: Zato's air dash values represent his flight.
Backdash Values
Backdash Values
Character |
Backdash Duration/Invincibility/Airborne Duration |
Anji Mito |
20/1~5 strike invuln/1~15 airborne |
Axl Low |
20/1~5 strike invuln/1~15 airborne |
Baiken |
21/1~5 strike invuln/1~15 airborne |
Bridget |
17/1~4 strike invuln/1~12 airborne |
Chipp Zanuff |
20/1~5 strike invuln/1~19 airborne |
Faust |
20/1~5 strike invuln/1~15 airborne |
Giovanna |
19/1~5 strike invuln/1~13 airborne |
Goldlewis Dickinson |
22/1~6 strike invuln/1~11 airborne |
Happy Chaos |
18/1~5 strike invuln/1~13 airborne |
I-No |
20/1~5 strike invuln/1~15 airborne |
Jack-O |
18/1~5 strike invuln/1~13 airborne |
Ky Kiske |
20/1~5 strike invuln/1~15 airborne |
Leo Whitefang |
20/1~5 strike invuln/1~15 airborne |
Leo Whitefang (Brynhildr Stance) |
17 |
May |
16/1~4 strike invuln/1~11 airborne |
Millia Rage |
16/1~4 strike invuln/1~11 airborne |
Nagoriyuki |
23/1~6 strike invuln/1~16 airborne |
Potemkin |
24/1~6 strike invuln/1~17 airborne |
Ramlethal Valentine |
20/1~5 strike invuln/1~15 airborne |
Sol Badguy |
20/1~5 strike invuln/1~15 airborne |
Testament |
18/1~5 strike invuln/1~15 airborne |
Zato-1 |
20/1~5 strike invuln/1~15 airborne |
Walk and Dash Values
Walk and Dash Values
Character |
Walk Speed |
Backwalk Speed |
Initial Dash Speed |
Dash Acceleration |
Friction |
Anji Mito |
5.6 |
4.9 |
13.5 |
0.555 |
100 |
Axl Low |
5.2 |
4.9 |
13.1 |
0.416 |
100 |
Baiken |
4.9 |
4.725 |
11.2 |
0.605 |
105 |
Bridget |
7 |
5.2 |
14 |
0.476 |
100 |
Chipp Zanuff |
8.8 |
6.8 |
24.5 |
0.761 |
85 |
Faust |
4.4 |
7.7 |
14 |
0.416 |
100 |
Giovanna |
10 |
8 |
42 |
0 |
5.5556 |
Goldlewis Dickinson |
6.3 |
5.2 |
10 |
0.297 |
100 |
Happy Chaos |
8.8 |
6.8 |
13.5 |
0.396 |
100 |
I-No |
6.1 |
4.8 |
18 |
- |
- |
Jack-O |
6.6 |
5 |
11.9 |
0.555 |
100 |
Jack-O (Backward Dash) |
6.6 |
5 |
13 |
0 |
-125 |
Ky Kiske |
6.6 |
5 |
15 |
0.555 |
100 |
Ky Kiske (Dragon Install) |
8.6 |
6 |
20 |
0.555 |
100 |
Leo Whitefang |
6.3 |
5.2 |
18 |
1~12f: 0.500; 13~21f: 0 |
1~12f: 0; 13~21f: 10 |
Leo Whitefang (Brynhildr Stance) |
10 |
8 |
24 |
N/A |
N/A |
May |
5.6 |
4.8 |
13.8 |
0.446 |
100 |
Millia Rage |
7.9 |
6.1 |
20.6 |
0.623 |
90 |
Nagoriyuki |
5 |
5 |
- |
- |
- |
Potemkin |
5.6 |
4.8 |
- |
- |
- |
Ramlethal Valentine |
7 |
5.2 |
15.7 |
0.693 |
100 |
Sol Badguy |
7.9 |
4.8 |
13.1 |
0.555 |
95 |
Testament |
5.6 |
4.5 |
11.5 |
0.555 |
95 |
Zato-1 |
4.9 |
3.8 |
13.5 |
0.416 |
100 |
- Details on dash acceleration can be found here.
Throw Ranges
Ground Throw Ranges
Character
|
Move Name |
Throw Range |
Relative Throw Range ※
|
Anji
|
Ground Throw |
90 |
100%
|
Axl
|
Ground Throw |
90 |
100%
|
Axl
|
Winter Mantis |
1500 |
1667%
|
Baiken
|
Ground Throw |
90 |
100%
|
Bridget
|
Ground Throw |
90 |
100%
|
Bridget
|
Rock the Baby |
120 |
133%
|
Bridget
|
Aerial Rock the Baby |
120 |
133%
|
Chaos
|
Ground Throw |
90 |
100%
|
Chipp
|
Ground Throw |
75 |
83%
|
Chipp
|
Genrou Zan |
20 |
22%
|
Faust
|
Ground Throw |
90 |
100%
|
Faust
|
Snip Snip Snip |
120 |
133%
|
Giovanna
|
Ground Throw |
75 |
83%
|
Goldlewis
|
Ground Throw |
90 |
100%
|
I-No
|
Ground Throw |
90 |
100%
|
I-No
|
Megalomania |
120 |
133%
|
Jack-O'
|
Ground Throw |
90 |
100%
|
Jack-O'
|
Forever Elysion Driver |
200 |
222%
|
Ky
|
Ground Throw |
90 |
100%
|
Leo
|
Ground Throw |
90 |
100%
|
Leo
|
Gländzendes Dunkel |
120 |
133%
|
May
|
Ground Throw |
90 |
100%
|
May
|
Overhead Kiss |
120 |
133%
|
Millia
|
Ground Throw |
75 |
83%
|
Nagoriyuki
|
Ground Throw |
120 |
133%
|
Nagoriyuki
|
Bloodsucking Universe |
160 |
178%
|
Potemkin
|
Ground Throw |
120 |
133%
|
Potemkin
|
Potemkin Buster |
120→160→200→250 |
133%→178%→222%→278%
|
Ramlethal
|
Ground Throw |
90 |
100%
|
Sol
|
Ground Throw |
90 |
100%
|
Sol
|
Wild Throw |
120 |
133%
|
Sol
|
Heavy Mob Cemetery |
150 |
167%
|
Testament
|
Ground Throw |
90 |
100%
|
Zato
|
Ground Throw |
90 |
100%
|
Zato
|
Damned Fang |
120 |
133%
|
※: Relative to the median throw range, which is the most common normal throw range of 90.
Note: Throw range values listed represent throw hitbox sizes, and do not account for travel distance. Round start distance is 504 units and full screen distance is 1336 units.
Air Throw Ranges
Character
|
Move Name |
Throw Range
|
Air Throw (All Characters)
|
Air Throw |
200
|
Bridget
|
Aerial Rock the Baby |
120
|
Potemkin
|
Heavenly Potemkin Buster |
200
|
System Data
Attack Level
Hitstun and Blockstun Values
Level
|
Hitstop |
Standing Hitstun |
Crouching Hitstun |
Ground Block |
Air Regular Block/FD ※ |
Air Instant Block/IFD ※
|
Lv.0
|
11 |
12 |
13 |
9 |
Until landing+19 |
Until landing+5
|
Lv.1
|
12 |
14 |
15 |
11 |
Until landing+19 |
Until landing+5
|
Lv.2
|
13 |
16 |
17 |
13 |
Until landing+19 |
Until landing+5
|
Lv.3
|
14 |
19 |
20 |
16 |
Until landing+19 |
Until landing+5
|
Lv.4
|
15 |
21 |
22 |
18 |
Until landing+19 |
Until landing+5
|
※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e air jump or air dash)
Tension Gain
Block and Hit Values
Level
|
On-Block Tension |
On-Hit Tension
|
Lv.0
|
150 |
300
|
Lv.1
|
200 |
400
|
Lv.2
|
250 |
500
|
Lv.3
|
300 |
600
|
Lv.4
|
350 |
700
|
Note: Tension Gain on contact with an airborne opponent is doubled on block.
Guts
Guts Rating
Guts Rating
|
≤ 70% Life |
≤ 60% Life |
≤ 50% Life |
≤ 40% Life |
≤ 30% Life |
≤ 20% Life |
≤ 10% Life
|
0
|
97% |
92% |
89% |
84% |
75% |
66% |
56%
|
1
|
96% |
91% |
87% |
82% |
73% |
63% |
53%
|
2
|
95% |
90% |
85% |
80% |
70% |
60% |
50%
|
3
|
94% |
89% |
83% |
78% |
67% |
57% |
47%
|
4
|
93% |
88% |
81% |
76% |
64% |
53% |
44%
|
5
|
92% |
87% |
79% |
74% |
60% |
50% |
41%
|
Faultless Defense
Faultless Defense Gauge Consumption
Level |
Gauge Consumption (Strikes) |
Gauge Consumption (Projectiles)
|
Lv.0
|
250 |
62
|
Lv.1
|
300 |
75
|
Lv.2
|
350 |
87
|
Lv.3
|
400 |
100
|
Lv.4
|
450 |
112
|
- Tension Gauge maximum value is 10000.
- Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
- (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
- During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.
Psych Burst
- Psych Bursts become airborne on frame 1.
- Gold Burst has an Attack Level of 2, Blue Burst has an Attack Level of 1.
- Blue Burst has 6 frames of hitstop.
- Recovery, On-Block, and On-Hit values listed are while initially grounded.
- If activated while airborne, recovery is until landing + 9 frames after landing.
- If activated while airborne, Gold Burst is fully invincible until landing.
Navigation
Click [★] for character's full frame data