! ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. ! Level
Level | Hitstop | Stand Hitstun | Crouch Hitstun | Ground Block |
---|---|---|---|---|
Lv.0 | 11 | 12 | 13 | 9 |
Lv.1 | 12 | 14 | 15 | 11 |
Lv.2 | 13 | 16 | 17 | 13 |
Lv.3 | 14 | 19 | 20 | 16 |
Lv.4 | 15 | 21 | 22 | 18 |
!
CH TypeType | Hitstop | Slowdown | Added Frame Advantage |
---|---|---|---|
Very Small | Base Value | None | None |
Small | Base Value | 11F | +6 |
Mid | 21 | 25F | +13 |
Large | 31 | 35F | +18 |
! On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
! R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked.
! R.I.S.C. LossHow much R.I.S.C. this move removes on hit.
! Wall DamageHow much Wall Damage is applied when the move connects on hit.
! OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG).
! Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
! Input Tension