Frame Data Glossary
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Guard
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How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
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Startup
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Number of frames for this move to reach the first active frame (includes the first active frame).
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Active
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Number of active frames in this attack. Values in () are for gaps between hits of an attack.
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Recovery
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Number of frames this move is in a recovery state before returning to neutral.
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OnBlock
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After blocking this attack, how soon can the attacker move compared to the defender.
- A positive value means the attacker can move first.
- A negative value means the defender can move first.
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.
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Invuln
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Attribute and Hitbox invincibility for this attack
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riscp
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Risc Plus (gbp). How much the RISC Gauge increases on block.
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riscm
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Risc Minus (gbm). How much the RISC Gauge decreases on hit.
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prorate
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How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
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Cancel
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What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C
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self cancellable
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S
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Special/Overdrive cancellable
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J
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jump cancellable
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Roman
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How this attack can be Roman Cancelled.
Cancels
Y
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Yellow Roman Cancel
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R
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Red Roman Cancel
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P
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Purple Roman Cancel
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Level
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Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
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Tension
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How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
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