Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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.
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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.
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
---|---|---|---|---|---|
Elizabeth | 16,000 | 4F | 22F |
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 | 8 | 2 | 14 | -2 | B | 100 | 75 | 2 | 13 | 14 | 18 | 18 | 30 | 10 | +0 | +1 | |||
4AA | 300×6 | All | 12 | 2×6 | 23 | -8 | B | 100 | 80 | 3 | 16 | 17 | 19 | 22 | 33 | 1 | +0 | +2 | |||
4AAA | 300, 200×8 | All | 10 | 22 | Total: 43 | -16 | B | 100 | 100, 80 | 3 | 16 | Crumple, Launch×8 | 30, 60×8 | Crumple, Launch×8 | 44, 74 | 1 | +0 | +2 | |||
4AAAA | 2500 [500, 3000] | All | 23 | 1 [1(1)1] | 48 [46] | -18 [-16] | B | 100 | 85 | 4 | 18 | Launch | 31 | Launch | 46 | 0/+12 [0/+2, 0/+12] | +12 [+2, +12] | +17 [+7, +17] | |||
5A | 400×10 | All | 11 | 2×3,1,5,1,2×4 | 22 | -5 | B | 80 | 80 | 3 | 16 | 22 | 22 | 27 | 36 | 1/-1 | -1 | -1 | |||
5AA | 200×10 | All | 5 | 6,1×9 | 17 | -1 | B | 100 | 80 | 3 | 16 | 17 | 22 | 22 | 36 | 1 | +0 | +2 | |||
5AAA | 250×12 | All | 9 | 1×11,2 | 23 | -8 | B | 100 | 80 | 3 | 16 | 17 | 27 | 22 | 41 | 1 | +0 | +2 | |||
5AAAA | 350×10 [300×16] | All | 12 | 2,5×9 [2,3×14,5] | Until L | P1 | 100 | 85 | 4 | 18 | Launch | 33×9, 60 [33×15, 60] | Launch | 48×9, 75 [48×15, 75] | 0 | +0 | +5 | ||||
2A | 1000 | Low | 7 | 2 | 14 | -2 | F | 90 | 75 | 2 | 13 | 14 | 18 | 18 | 30 | 10 | +0 | +1 | |||
5B | 1200×2 | All | 15 | 1(17)1 | Total 56 | -5 | B | 90 | 85 | 4 | 18 | Launch | 29, 36 + GBounce | Launch | 44, 51 + GBounce | 9, 3 | +0 | +5 | |||
5BB | 1700 | All | 23 | 15 | Total 56 | -15 | B | Persona 10~21 All Guard | 100 | 85 | 4 | 18 | Launch | 30 | Launch | 45 | 12 | +5 | +10 | ||
5BBB | 1700 [2000] | All | 19 | 7 | Total 64 | -27 | P1 | 100 | 85 | 4 | 18 | Launch | 43 | Launch | 58 | 12 | +0 | +5 | |||
5B 5C | 0×2, 2000, 1000×2 | Throw | 30 | 6 | Total 48 | T | 100 | 50, 100×4 | 0×2, 4×3 | Launch | 60 + WBounce 60 + WStick 25 + Down 23 | 1, 0×4 | +0 | ||||||||
5B 2C | 2000 | Low | 18 | 9 | Total 60 | -12 | F | 90 | 85 | 4 | 18 | Launch | 30 | Launch | 45 | 1/+12 | +12 | 17 | |||
2B | 1500 | All | 9 | 18 | 13+10L | -24 | B | 6~29 H | 90 | 70 | 3 | 16 | Launch | 23 | Launch | 37 | 7 | +0 | +2 | ||
5C | 800 | High | 26 | 3 | 18 | -4 | B | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1500 | Low | 11 | 15 | 8 | -6 | F | 90 | 80 | 3 | 16 | Launch | 40 | Launch | 54 | 11 | +0 | +2 | |||
j.A | 500×6 | All | 10 | 1,2,9,2,2,2 | 15 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 1/-1 | -1 | -1 | ||||
j.AA | 1500 | High | 7 | 3 | 11 | 3 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
j.B | 1700 | All | 14 | 3 | 27 | H | 80 | 85 | 4 | 18 | Launch | 29 + Down 23 | Launch | 34 + Down 23 | 9 | +0 | +5 | ||||
j.C | 0×2, 2000, 1000×2 | Throw | 18 | 4 | Total Until L + 6L | T | 100 | 50 | 0 | Launch | 60 + WBounce 60 + WStick 25 + Down 23 | 1, 0×4 | +0 |
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, 4 | Launch 60 + WBounce 60 | 0, 12 | +0 | |||||||||
AD | Debilitate | Total: 45 | 1~25 All Guard | |||||||||||||||||||
AD Attack | Debilitate (Attack)) | 500, 2500 | All | 11 | 1 | Until L+9L | -20 | 80 | 100 | 4 | 18 | Launch | 600 | 0 | +0 | +5 | ||||||
j.AD | Air Debilitate | Until L+6L | 1~25 All Guard |
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 | Magarudyne | 250×15, 500 <230×20, 500> | All | 15 | 5×10 [5×11,2×3, 5] <5×11,2×9,5> | 16+0L | -2 | P1 | 80 | 85 <75> | 4 | 18 | Launch | 30×15 [×20], 55 | Launch | 45×15 [×20], 70 | 0 | +0 | +5 | |||
236B | Maziodyne | 220×19 <210×24> | All | 32 | 2×19 <2,1×10,2(16)1×12> | Total 95 | -9 <-4> | P1 | 80 | 85 <75> | 4 | 18 | Launch | 47 + WBounce | Launch | 62 + WBounce | 0 | +0 | +5 | |||
j.236A | Air Magarudyne | 250×15, 500 <230×20, 500> | All | 15 | 5×10 [5×11,2×3, 5] <5×11,2×9,5> | Until L | P1 | 80 | 85 <75> | 4 | 18 | Launch | 30×15 [×20], 55 | Launch | 45×15 [×20], 70 | 0 | +0 | +5 | ||||
j.236B | Air Maziodyne | 220×19 <210×24> | All | 32 | 2×19 <2,1×10,2(16)1×12> | Total 84 | +2[+7] at best | P1 | 80 | 85 <75> | 4 | 18 | Launch | 47 + WBounce | Launch | 62 + WBounce | 0 | +0 | +5 | |||
214A | Mabufudyne | 800, 2000, 2000 <1000, 2500, 2000> | All | 21 | 2,2 | Total 51 | -8 | B | Persona 8~22 All | 80×2, 72 | 90×2 (Once), 100 | 5×2, 4 | 20 | Launch | 60 <60×2, 60 + Freeze 50> | Launch | 76 <76×2, 75 + Freeze 50> | 3, 15 | 3, 15, 0/+12 | +8×2, +17 | ||
214B | Maragidyne | 500×N <550×N> | All | 41 | 5×N | Total 92 | +21 | P1 | 80 | 85 | 4 | 18 | Launch | 29 | Launch | 44 | 0 | +0 | +5 |
Extra Skills
- 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 | Mahamaon | 330×17 | All | 107 | 5×16,10 | Total 70 | P1 | 80 | 75 | 5 | 20 | 21×16, Launch | 75 | 27×16, Launch | 91 | 0 | +0 | +8 | ||||
j.236C | Mamudoon | 700×9 | All | 94 | 5×8,70 | Total 70 | P1 | 80 | 80 | 5 | 20 | Launch | 50×8, 50 + WBounce | Launch | 66×8, 66 + WBounce | 0 | +0 | +8 | ||||
214C | Diarahan | 109~277 |
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 | 1500×2 | All | (18)+15 | 1(17)1 | Total (18)+93 | -18 | B | 70 | 85 | 4 | 18 | Launch | 29, 36 + GBounce | 0/+12 | +12 | ||||||
6P | Maziodyne | 450×10 <310×16> | All | (18)+62 | 2×10 <2×16> | Total (18)+112 | -14 <-2> | P1 | 70 | 85 | 4 | 18 | Launch | 90 + WBounce | 0 | +0 | ||||||
4P | Mabufudyne | 1800 <1800, 1000> | All | (18)+17 | 1 | Total (18)+71 | -24 | B | 70 | 85 | 4 | 18 | Launch | 60 <60, 60 + Freeze 50> | 0/+12 | +12 |
Distortion Skills
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge at the beginning of 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 | Ghastly Wail | 0×2, 8500 [0×2, 10000] | Throw | 13+(63 Flash)+0 | 1 | 39 | T | 1~17 All | 80 | 100×2, 60 | 0, 4, 5 | Launch | 60 [60 + Down 23] | 0×2, 17 [0×2, 22] | +0 | |||||||
214BC | Mind Charge | All | 7+(88 Flash)+0 | 7~7 All | ||||||||||||||||||
Distortion Skill Duo | Ghastly Wail | 0×2, 2500 [0×2, 3000] | All | 1+(99 Flash)+1 | 3 | 34 | -27 | B | 1~4 All | 100 | 100 | 0×2, 4 | 9 | Launch | 60 [60 + Down 23] | 8 | 0×2, 17 [0×2, 22] | +0 |
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 | Megidolaon (Catch) | 1+(50 Flash)+0 | 65 | 1~33 Guard All | ||||||||||||||||||
222BC Attack | Megidolaon (Attack) | All | 1+1 | 3×8 | Total 60 | -21 | P1 | 1~45 All | 3 | 16 | 0 |
Revolver Action Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#] = X can be used only # times per string
- 4A and 2A can be used a combined total of 3 times per string
- All cancels from 4AA are on the last hit
- All cancels except Special from 5AA are on the last hit
Sources
To edit frame data, edit values in BBTag/Elizabeth/Data.
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss