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Glossary
How do I read frame data?
System Data Glossary
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
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.
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.
Attribute
Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H
Head
B
Body
F
Foot
P
Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T
Throw
D
Doll move such as Nirvana and Ignis
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.
Cancels
C
self cancellable
S
special/distortion cancellable
Dr
drive cancellable
O
overdrive cancellable
J
jump cancellable
R
rapid cancellable
Da
dash cancellable
(X)
X cancellable on hit only
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. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
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
Default Values for Attack Level
Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Hitstop /Blockstop
8
9
10
11
12
13
Hitstop (Counter Hit)
+0
+0
+1
+2
+5
+8
Hitstun (Standing)
10
12
14
17
19
21
Hitstun (Ground Counter Hit)
+4
+4
+4
+5
+5
+6
Crumple Duration
20
22
24
27
29
31
Crumple Fall
53
55
57
60
62
64
Crumple Fall (Counter Hit)
67
70
73
78
81
84
Untechable (Air Hit)
12
12
14
17
19
21
Untechable (Air Counter Hit)
+11
+12
+12
+14
+15
+16
Blockstun (Ground)
9
11
13
16
18
20
P1
100
100
100
100
100
100
P2
75
80
85
89
92
94
Blockstun (Air) = Ground Blockstun + 2
Hitstun (Crouching) = Standing Hit Stun + 2
Crumple Duration (Counter Hit) = Crumple Duration × 2
Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
Spin Fall = Standing Hit Stun + 16F Fall animation
Fatal Counter = Hitstun / Untechable + 3
Instant Block Blockstun (Ground) = Blockstun - 3
Instant Block Blockstun (Air) = Air Blockstun - 6
Barrier Guard Blockstun = Blockstun + 1
Additional hitstop on Counter Hit only applies to the person being hit
Jumping moves almost universally have an override of 80% P1 from the default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
For more values, see BBCF/Frame Data
name
health
prejump
backdash
forwarddash
Unique Movement Options
Susano'o
12,500
4F
22F (1~5F Inv All, 2~15 airborne)
Backdash animation is 31F total, but the last 9 frames are cancellable into any action
Normal Moves
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 5A 450 All 8 5 6 +3 +8 B 100 85 Normal STJOR 2 13 14 14 18 26 10 +0 +1 5B 770 Mid 9 6 16 -5 -4 B 90 89 Long SJ*OR 3 16 17 19 22 33 11 +0 +2 5C 1000 Mid 17 6 18 -5 -14 B 100 92 Long SJ*OR 4 18 19 19 24 34 15 +0 +5 2A 300 All 7 2 10 ±0 +8 F 100 80 Normal STOR 1 11 12 12 16 23 9 +0 +0 2B 720 Mid 10 3 19 -5 -5 F 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2 2C 700×2 Mid 10 3(2)5 22 -10 -15 B 10~15 H 90 89×2 Long SJOR 3 16 17 22 22 36 11 +0 +2 6A 800 All 16 3 Total 52 -10 -26 P 80 92 Normal R 4 18 Launch 19 + Slide Launch 34 + Slide 0/+8 +8 +13 6B 800×2 Mid 18 4 (11) 5 10 +4 -21 B, B 100 92×2 Long SOR 4 18 19 27 27 45 12 +0 +5 6C 1120 High 25 4 20 -3 -22 B 90 94 Normal SOR 5 20 21 21 + Down 25 27 37 + Down 25 15 +0 +8 3C 800×2 Low 12 4(8)4 23 -8 -24 F 90 82×2 Long SOR 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5 j.A 450 High/Air 8 5 15 H 80 89 Normal STJOR 3 16 17 17 22 31 11 +0 +2 j.B 740 High/Air 10 4 22 H 80 89 Long SJOR 3 16 17 17 22 31 11 +0 +2 j.C 770×2 High/Air 12 2(2)3 23 H 80 92×2 Long SJOR 4 18 19 19, 30 24 34, 45 12 +0 +5
Drive Moves
On hits that unlock, hitstop becomes 20F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 5D 1100 Mid 17 3 28 -10 -21 B 100 84 Long SOR 5 20 21 45 + WBounce 27 61 + WBounce 13 +0 +8 2D 1080 Low 16 5 22 -10 -16 F 90 79 Long R 3 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2 6D 1150 High 20 3(3)1 26 -14 -26 B 90 82 Normal SOR 4 18 Crumple + Down 10 25 + Slide + Down 10 Crumple + Down 10 40 + Slide + Down 10 12 +0 +5 4D 42 -16 j.D 1100 All 15 6 21+8L H 80 82 Long SOR 4 18 19 30 24 45 12 +0 +5
Universal Mechanics
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop B+C Forward Throw 0×2, 1500 Throw 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Launch 60, 60 + Down 23 0/-1, 15 4B+C Back Throw 0×2, 1500 Throw 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Launch 60×2, 60 + WBounce 60 0×2, 13 j.B+C Air Throw 0, 1500 Throw (120) 7 3 23+3L T 100 50 Normal SR 0, 4 100 0, 15 +0 6A+B Counter Assault 0 All 13 3 31 -15 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5 5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B 80 100 Long R 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2
Specials
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 236A Lv1 Sundering Claws 900 All 15 6 19 -3 -13 B 80 79 Long R 3 16 23 30 28 44 11 +0 +2 236A Lv2 Sundering Claws 900 All 15 12 19 -3 -19 B 80 79 Long R 3 16 23 30 28 44 11 +0 +2 236A Lv3 Sundering Claws 900×2 All 15 12 [(10)4] 19 [12+16L] -3 -19 B 80 79 Long R 3 16 23, Launch 30, 48 28 44, 62 11 +0 +2 623C Towering Flame 1400 Mid 12 12 Total 70 -28 -44 P1 1~20 All 60 92 Very Short R 4 18 Launch 60 Launch 75 0/+12 +12 +17 214A Lv1 Megalith 900 All 20 4 Total 42 +1 -16 P1 80 89 Long R 3 16 17 27 22 39 0/+7 +7 +9 214A Lv2 Megalith 1000 All 30 4 Total 52 +8 -26 P1 80 92 Long R 4 18 19 29 24 44 0/+12 +12 +17 214A Lv3 Megalith 1100 Guard Break 30/Barrier 30 4 Total 52 +12 -26 P1 80 94 Long R 5 20 Crumple 31 Crumple 47 0/+13 +13 +21 214B Lv1 Hunter's Fang Lv 1 840×2 High/Air, All 23 5, 3 24 -10 -28 H 5~30 F 90 79 Normal R 3 16 Launch 45 + GBounce Launch 59 + GBounce 8, 11 +0 +2 214B Lv2 Hunter's Fang Lv 2 840×3 High/Air, All×2 23 5, 3 [8] 24 -10 -28 H×2, P1 5~30 F 90 79 Normal R 3 16 Launch 45 + GBounce×2, 45 Launch 59 + GBounce×2, 59 8, 11, 0/+8 +0×2, +8 +2×2, +10 j.214B Lv1 Air Hunter's Fang Lv 1 660×N, 660 All 9 Until L, 3 24 -10 H 80 79 Normal R 3 16 17×N, Launch 45 + Down 23 22×N, Launch 59 + Down 23 8/0×N, 11 0×N, +0 +1×N, +2 j.214B Lv2 Air Hunter's Fang Lv 2 660×N, 660×2 All 9 Until L, 3 [8] 24 -10 H×N, H, P1 80 79 Normal R 3 16 17×N, Launch×2 45 + Down 23×N, 45 22×N, Launch×2 59 + Down 23×N, 59 8/0×N, 11, 0/+8 0×N, +0, +8 +1×N, +2, +10 236B Dancing Dual Kick 390×5, 780 Low/Air×5, All 18 4×5(18)4 19+11L -15 -63 F×5, B 80 94×6 Normal JR 4 18 24×5, Launch 36 + Down 23×5, 36 29×5, Launch 59 + Down 23×5, 59 4×5, 15 +0 +5 CCCC Inevitable Calamity 570×N All 6 3×N 20 -7 -1 P2 100 89×N Long R 3 16 Crumple 35 Crumple 49 + WBounce 3/-1 -1 +2 63214C Splintering Thrust 0, 1800×2 Throw (70) 30 16 37 -57 T 100 100, 100, 60 Normal R 4 18 Launch 60 + WBounce 30 + WStick 30 + Down 28 0 +0 236D Blade of Judgement 1650 All 19 3 24 -6 -19 B 80 94 Normal R 5 20 Launch 45 Launch 61 15 +0 +8
Distortion Drives
All Distortion Drives have the following properties unless otherwise stated:
Cost 50 Heat
Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 236236D Liberating Dagger 2800 [3500] All 7+(75 Flash)+8 6 55 -20 -49 B 1~20 All 70 94 Very Short R 5 20 Launch 80 + Slide + WBounce Launch 96 + Slide + WBounce + Down 23 0/+20 +20 +28 632146D Strike of the Possessed God 1000, see notes All 5+(40 Flash)+11 4 40 -23 -33 B 1~19 All 100 60 Long R 5 20 Crumple, Launch Stand, 60 + WBounce + Down 10 Crumple Stand, 75 + WBounce + Down 10 7 +0 +0 [2]8D Collapsing Resentment 10+(60 Flash)+26 -10 1~Flash Guard BP
Exceed Accel
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop ABCD Bloodsplitter 600, 500, 210×5, 0, 1000 {600, 500, 210×14, 0, 2000} All 20 [10] 3 34 -10 -30 [-20] B 1~22 All [1~12 All] 125 80 Long 26 Launch 200 + Down 24 20 20, 12, 5×5 {×14}, 0×2 +0
Astral Heat
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop 2141236C Roar of the Mad King 99999 All 4+(50 Flash)+12 3 36 -21 -28 B 1~18 All Long 5 20 12
Revolver Action Table
Ground Revolver Action Table
A
B
C
D
Cancels
5AGuard All Startup 8 Recovery 6 Advantage +3
6A
5B, 2B, 6B
5C, 2C, 6C, 3C
5D, 2D, 6D, 4D
Throw, Jump, Special, Super
5BGuard Mid Startup 9 Recovery 16 Advantage -5 [1]
6A
2B, 6B
5C, 2C, 3C
5D, 2D, 6D, 4D
Jump[-] , Special/Super
5CGuard Mid Startup 17 Recovery 18 Advantage -5 [1]
6A
-
2C
5D, 2D, 4D
Jump[-] , Special/Super
5DGuard Mid Startup 17 Recovery 28 Advantage -10
-
-
-
2D, 6D, 4D
Special/Super
2AGuard All Startup 7 Recovery 10 Advantage ±0 [3]
5A, 2A[+] , 6A
5B, 2B, 6B
5C, 2C, 6C, 3C
5D, 2D, 6D, 4D
Throw, Special/Super
2BGuard Mid Startup 10 Recovery 19 Advantage -5 [1]
6A
5B
5C, 2C, 3C
5D, 2D, 6D, 4D
Special/Super
2CGuard Mid Startup 10 Recovery 22 Advantage -10 [1]
-
-
5C, 6C, 3C
5D, 2D, 6D, 4D
Jump, Special/Super
2DGuard Low Startup 16 Recovery 22 Advantage -10
-
-
-
-
Special/Super[-]
6AGuard All Startup 16 Recovery Total 52 Advantage -10
-
-
-
4D
-
6BGuard Mid Startup 18 Recovery 10 Advantage +4
6A
-
6C, 3C
5D, 2D, 6D, 4D
Special/Super
6CGuard High Startup 25 Recovery 20 Advantage -3
-
-
-
5D, 2D, 6D, 4D
Special/Super
6DGuard High Startup 20 Recovery 26 Advantage -14
-
-
-
-
Special/Super[-]
3CGuard Low Startup 12 Recovery 23 Advantage -8
-
-
-
4D
Special/Super
Air Revolver Action Table
A
B
C
D
Cancels
j.AGuard High/Air Startup 8 Recovery 15 Advantage -
-
j.B
j.C
j.D
Throw, Jump, Special
j.BGuard High/Air Startup 10 Recovery 22 Advantage -
j.A
-
j.C
j.D
Jump, Special
j.CGuard High/Air Startup 12 Recovery 23 Advantage -
-
-
-
j.D
Jump, Special
j.DGuard All Startup 15 Recovery 21+8L Advantage -
-
-
-
-
Special
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
External References Navigation
Susano'o
System Pages
Mechanics
Application & Advanced Information
Archived Information