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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
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
Celica A. Mercury
17,000
4F
25F (1~7F Inv All)
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 4A 1000 All 6 3 [(3)3] 11 -2 B 100 70 (Once) 1 11 12 12 16 23 9 +0 +0 5A 1500 All 8 5 23 -11 B 100 80 3 16 17 22 22 36 11 +0 +2 5AA 1500 All 12 3 21 -17 B 100 80 3 16 17 22 + GBounce 22 36 + GBounce 11 +0 +2 5AAA 1700 All 16 3 27 -11 B 100 85 4 18 21 24 26 39 12 +0 +5 5AAAA 650×5 All 20 1,1,1,1,1 56 -36 B 100 85 4 18 19×4, Launch 100 + Down 33 24×4, Launch 115 + Down 33 3×4, 10 +0 +5 2A 750×2 Low 9 3,3 14 -2 F 90 75 2 13 14 14 18 26 10 +0 +1 5B 600, 1700 All 10 2,7 35 -23 B 10~15 H 90 75 1, 4 11, 18 12, Launch 12, 30 16, Launch 23, 45 6, 9 +0 +0, +5 5BB 550×5 All 7 3,4,4,4,4 35 -20 F 5~25 P 80 85 4 18 Launch 19 + GBounce, 19×3, 34 Launch 34 + GBounce, 34×3, 492 2 +0 +5 5BBB 2000 All 13 4 35 -17 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5 Heal 53 2B 1700 Low 19 7 31 -13 F 90 85 4 18 Launch 24 Launch 39 9 +0 +5 2BB 1700 Low 11 3 35 -19 F 90 85 4 18 Launch 34 Launch 49 9 +0 +5 5C 1500 High 22 3 24 -10 B 100 80 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 13 3 25 -9 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5 j.A 1000×2 High 12 2(2)2 23 H 80 80 3 16 17 22 22 36 9 +0 +2 j.AA 1700 High 9 6 25 H 80 85 4 18 19 24 24 39 12 +0 +5 j.B 1000×2 All 20 Until L +1, 2 36 -19 H 80 85 4 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8 j.C 1900 High 15 Until L 25L -18 H 80 85 4 18 Launch 29 + Down 23 Launch 44 + Down 23 12 +0 +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, 2000 Throw 7~30 3 23 T 100 50 0, 3 Launch 60 0, 0+15 AD Hache Rotir 2100 [2400] Air Unblockable 13 6 47 -36 [-34] B 1~18 All Guard 80 60 3 [4] 16 [18] Launch 60 Launch 74 [75] 11 [20] +0 +2 [+5]
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 Arc Griller 1500 All 18 69 Total: 46 -6 P1 80 80 3 16 Launch 33 Launch 47 0/+6 +6 +8 236B B Arc Griller 1500 All 18 69 Total: 46 -6 P1 80 80 3 16 Launch 33 Launch 47 0/+6 +6 +8 214A Lance Quiche 2000 [2200] All 15 12 26 <22> -6 [-4] B 10~26 P Guard [6~26 P Guard] 80 80 3 [4] 16 [18] Launch 33 Launch 47 [48] 11 [12] +0 +2 [+5] 214A Backfire Lance Quiche (Backfire) 200×7 All 15 2×6,3 P1 80 90 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0 +0 +2 214B Marteau Glan 2300 [2500] High 26 5 24 -12 [-10] B 14~30 HBP Guard 80 80 3 [4] 16 [18] Launch 38 + GBounce [39 + GBounce] Launch 51 + GBounce [54 + GBounce] 16 +0 +2 [+5]
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 236C EX Arc Griller 1700 All 19 20 Total: 56 -7 P1 100 85 4 18 Launch 60 + WBounce 45 Launch 75 + WBounce 45 0/+12 +12 +17 214C Armure Sorbet 90
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 5B 2000 All (18)+13 3 26 -10 B 70 85 4 18 Launch 60 12 +0 6P Arc Griller 2000 All (18)+63 20 Total: (18)+100 -7 P1 70 85 4 18 Launch 60 + WBounce 45 0/+12 +12 4P Armure Sorbet (18)+49 Total: (18)+174
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 Saber Anglaise 400×18, 1450×2 [500×18, 1800×2] All 1+(50 Flash)+20 2{(1)2}×19 Total: 125 -31 P2 1~25 All 80 60 3 16 Launch 60 Launch 74 0 +2 +7 214BC Casque Veloute 100, 800×13, 3000 [1000×3, 500×17, 3000] All 1+(113 Flash)+8 13 Until L+23L -51 B 1~(Until L) All 80 60 3, 4×13, 5 16 Crumple Stand 1 1, 4×13 [×17], 0 +0 Distortion Skill Duo Saber Anglaise 100×20 [100×18, 350×2] All 1+(95 Flash)+1 2{(1)2}×19 Total: 108 -31 P2 1~?? All 100 100 3 16 Launch 60 Launch 74 0 +2 +7
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 Atout Rillettes All 7+(52 Flash)+12 12 59 -50 P 1~30 All 5 20 0
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 6 Recovery 11 Advantage -2
4A[+] , 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5AGuard All Startup 8 Recovery 23 Advantage -11 [3*]
5AA, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5AAGuard All Startup 12 Recovery 21 Advantage -17
5AAA, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
5AAAGuard All Startup 16 Recovery 27 Advantage -11
-
-
5C, 2C
Jump, Special, Super
5AAAAGuard All Startup 20 Recovery 56 Advantage -36
-
-
-
-
2AGuard Low Startup 9 Recovery 14 Advantage -2 [3*]
5A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 10 Recovery 35 Advantage -23
-
5BB, 2BB
-
Jump, Special, Super
5BBGuard All Startup 7 Recovery 35 Advantage -20
-
5BBB
-
Special, Super
5BBBGuard All Startup 13 Recovery 35 Advantage -17
-
-
-
Special, Super
2BGuard Low Startup 19 Recovery 31 Advantage -13
-
5BB, 2BB
-
Special, Super
2BBGuard Low Startup 11 Recovery 35 Advantage -19
-
5BBB
-
Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 13 Recovery 25 Advantage -9
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 12 Recovery 23 Advantage -
j.AA
j.B
j.C
Jump, Special
j.AAGuard High Startup 9 Recovery 25 Advantage -
-
j.B
j.C
Jump, Special
j.BGuard All Startup 20 Recovery 36 Advantage -19
-
5BB, 2BB
-
Special, Super
j.CGuard High Startup 15 Recovery 25L Advantage -18
-
-
-
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
5A and 2A are tied together - they can be used a combined total of 3 times per string
Sources Navigation
Celica A. Mercury
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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