The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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
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.
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
T
throw cancellable
J
jump cancellable
P
can call Partner during this attack
(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.
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
Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Hitstop
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
+11
+12
+14
+15
+16
Blockstun (Ground)
9
11
13
16
18
20
Damage
1000
1000
1500
1700
2000
P1
100
100
100
100
100
100
P2
70
75
80
85
90
Blockstun (Air) = Ground Blockstun + 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.
Additional hitstop on Counter Hit only applies to the person being hit
Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data
name
health
prejump
backdash
forwarddash
Unique Movement Options
Blitztank
20,000
6F
23F (1~7F Inv All)
No Run No Double Jump No Air Dash
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 650×3 All 10 2,2,2 22 -7 B 4~11 Guard BP 90 80 3 16 21 21 26 35 3 +0 +2 5AA 650×3 All 1 2,2,2 25 -10 B 100 80 3 16 21 21 26 35 3 +0 +2 5AAA 650×3 All 1 2,2,2 25 -10 B 100 80 3 16 21 21 26 35 3 +0 +2 5AAAA 2500 All 7 3 36 -18 B 100 90 5 20 Launch 60 Launch 76 13 +0 +8 2A 1000 Low 8 3 18 -4 F 4~10 Guard BP 90 80 3 16 17 17 22 31 11 +0 +2 5B 1500 All 12 17 21 -19 B 4~14 Guard BP 90 85 4 18 19 30 24 45 11 +0 +5 5BB 2000 All 16 3 35 -19 B 4~18 Guard BP 90 85 4 18 Launch 40 Launch 55 12 +0 +5 2B 1000×2 Low 12 3(3)3 20 -6 F 4~14 Guard BP 90 80 3 16 17 17 22 31 11 +0 +2 5C 800 High 26 3 18 -4 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 2000 Low 25 3 17 +2 F 4~27 Guard BP 90 85 4 21 Launch 30 Launch 45 12 +0 +5 j.A 650×3 All 7 2,2,2 9+11L H 4~8 Guard HP 80 80 3 16 17 17 22 31 3 +0 +2 j.B 1800 High 14 3 Until L+11L H 4~16 Guard HP 80 85 4 18 Launch 60 + GBounce + Down 30 Launch 75 + GBounce + Down 30 3 +0 +5 j.C 800 Air Until L 1 Total Until L+ 29L P1 4~(Until L) Guard HP 60 90 5 Launch 19 Launch 34 12 +5
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, 300×5, 500 Throw 7~30 3 23 T 100 50 0, 3×5, 5 Crumple×5, Launch 60 0, 6×6 AD Reflector 44 1~25 Guard All AD Attack Entladung 750×7 Air Unblockable 20 1,2,2,2,2,2,2 23 -6 B 1~32 All 80 60 4 18 Launch 60 Launch 75 2 +0 +0 j.AD Air Reflector 44 1~25 Guard All j.AD Attack Air Entladung 750×7 All 20 1,2,2,2,2,2,2 Until L H 1~32 All 80 60 4 18 Launch 60 Launch 75 2 +0 +0
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 Elektro Auge 1500 All 16 3 Total: 47 -4 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 236B B Elektro Auge 1500 All 16 3 Total: 53 -10 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 236C C Elektro Auge 1500 All 16 3 Total: 38 +5 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 j.236A Air A Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 j.236B Air B Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 j.236C Air C Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2 214A A Blitz Mine 0, 1500 All 22 Until Hit,3 Total: 50 P1 100 100, 85 2 13 14 14 18 26 0 +25 +25 214B B Blitz Mine 0, 1500 All 22 Until Hit,3 Total: 50 P1 100 100, 85 2 13 14 14 18 26 0 +25 +25 j.214A Air A Blitz Mine 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1 100 100, 85 2 13 14 14 18 26 0 +25 +25 j.214B Air B Blitz Mine 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1 100 100, 85 2 13 14 14 18 26 0 +25 +25 66 Ansturm 2000 All 7 12 27 -4 B 4~7 BP Guard 80 90 5 23 Launch 40 Launch 56 20 -4 +4
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 214C EX Blitz Mine (0, 1500)×3 All 15 Until Hit,3 Total: 37 P1 100 (100, 85)×3 2 13 14 14 18 26 0 +25 +25 j.214C Air EX Blitz Mine (0, 1500)×3 All 22 Until Hit,3 Total Until L+4L [Total 46] P1 100 (100, 85)×3 2 13 14 14 18 26 0 +25 +25
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 Ansturm 2200 All (18)+15 9 46 -28 B 70 85 4 18 Launch 60 20 +0 6P B Elektro Auge 1500 All (18)+30 3 Total: (18)+67 -10 P1 70 80 3 16 Launch 40 0/+11 +11 4P Entladung 750×7 All (18)+10 1,2,2,2,2,2,2 39 -22 B 70 85×7 4 18 Launch 60 2 +0
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 Gjallarhorn 600×26 [350×52] All 1+(80 Flash)+5 2×26 [2×52] Total 133 [Total 185] -39 P2 1~1 All 80 60 4 18 Launch 60 + WBounce Launch 75 + WBounce 20 +0 +5 214BC Blitzlauf 4000×2 [4700×2] All 1+(115 Flash)+5 10 60 -49 B 1~15 All 80 60×2 5 20 Crumple + Down 10, Launch 500 + Down 23 Crumple + Down 10, Launch 516 + Down 23 40, 0 +0 +8, +0 Distortion Skill Duo Gjallarhorn 100×20 [50×50] All 1+(105 Flash)+1 2×20 [2×50] Total 150 [Total 210] -73 P2 1~4 All 100 100 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+20 +0 +5
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 Ragnarok All 1+(85 Flash)+9 9 92 -74 B 1~18 All 4 18 12
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
5A~5AAAGuard All Startup 10 Recovery 22 Advantage -7
5AA~5AAAA[+] , 2A
5B, 2B
5C, 2C
Jump[-] , Throw, Special, Super
5AAAAGuard All Startup 7 Recovery 36 Advantage -18
-
-
-
-
2AGuard Low Startup 8 Recovery 18 Advantage -4
-
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 12 Recovery 21 Advantage -19 [1]
-
5BB, 2B
5C, 2C
Special, Super
5BBGuard All Startup 16 Recovery 35 Advantage -19
-
2B
5C, 2C
Special, Super
2BGuard Low Startup 12 Recovery 20 Advantage -6 [1]
-
5B
5C, 2C
Special, Super
5CGuard High Startup 26 Recovery 18 Advantage -4
-
-
-
-
2CGuard Low Startup 25 Recovery 17 Advantage +2
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard All Startup 7 Recovery 9+11L Advantage -
j.A[+]
j.B
j.C
Special, Super
j.BGuard High Startup 14 Recovery Until L+11L Advantage -
-
-
j.C
Special, Super
j.CGuard Air Startup Until L Recovery Total Until L+ 29L Advantage -
-
-
-
Special, Super
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
Sources Navigation
Blitztank
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information