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
Labrys
17,000
4F
23F (1~7F Inv All)
Attacks that use her axe gain extra damage depending on her Axe Gauge (except 2A, 5C, 2C, and Throw).
Axe Gauge
Level
All Other Axe Attacks
Weaver's Art: Beast (236BC)
Brutal Impact (214BC)
Level 1 (Gray)
-10%
-10%
-10%
Level 2 (Blue)
-5%
-5%
-5%
Level 3 (Green)
+0%
+0%
+0%
Level 4 (Yellow)
+20%
+44%
+30%
Level 5 (Red)
+50%
+125%
+100%
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 1200 All 7 6 16 -8 B 100 75 2 13 14 14 18 26 10 +0 +1 4AA 1500 All 11 3 22 -8 B 100 80 3 16 17 17 22 31 11 +0 +2 4AAA 1700 All 12 4 25 -10 B 100 75 4 18 Launch 30 Launch 45 12 +0 +5 4AAAA 1000×3 All 12 3(6)3(10)6 24 -11 H 100 85×3 4 18 19×2, Launch 19 + Down 23 24×2, Launch 34 + Down 23 7×2, 12 +0 +5 5A 1500 All 9 2 23 -8 B 100 80 3 16 17 17 22 31 11 +0 +2 5AA 1500 All 10 6 16 -5 B 100 80 3 16 17 17 22 31 11 +0 +2 5AAA 1700 All 16 4 23 -8 B 100 85 4 18 19 30 24 45 12 +0 +5 5AAAA 1000×3 All 12 3(6)3(10)6 24 -11 H 100 85×3 4 18 19×2, Launch 19 + Down 23 24×2, Launch 34 + Down 23 7×2, 12 +0 +5 2A 1000 Low 8 2 14 -2 F 90 75 2 13 14 14 18 26 10 +0 +1 5B 750×4 All 27 4,4,6,6 Total: 66 -5 P1 100 70 3 16 20 20 25 34 0/+2 +2 +4 5BB 1000×3 All 21 P(12)P(12)P Total: 71 0 P1 100 85 4 18 25 25 30 45 0/+5 +5 +10 2B 800×3 All 16 3×3 35 -7 P1 8~31 H 100 70 3 16 Launch 24 Launch 38 0/+11 +11 +13 5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 15 3 24 -8 F 90 85 4 18 Launch 30 Launch 45 12 +0 +5 j.A 1200 High 9 6 16 H 80 75 2 13 14 17 18 29 10 +0 +1 j.AA 1500 High 9 5 22 H 80 80 3 16 17 19 22 33 11 +0 +2 j.B 1500 High 16 4 14 H 80 80 3 16 17 19 22 33 11 +0 +2 j.BB 1500 High 9 5 22 H 80 80 3 16 17 19 22 33 11 +0 +2 j.C 800×3 All 13 6×3 33 P1 80 80 3 16 17 21 22 35 0/+6 +6 +8
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 0×2, 2000 Throw 7~30 3 23 T 100 50 0, 1, 4 Launch 50 + Down 43 0, 9, 12 AD 5th Gen Axe Slash 2500 Air Unblockable 24 4 48 -33 B 1~27 Guard All 80 60 4 18 Launch 60 Launch 75 12 +0 +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 Chain Knuckle 1500 All 17 5 21~25 -5~-10 B 80 80 3 16 Launch 30 Launch 44 11 +0 +0 236B B Chain Knuckle 1500 All 25 7 21~27 -5~-11 B 80 80 3 16 Launch 30 Launch 44 11 +0 +0 236B > 6 Winch Dash 21~27 236B > 6 > 4 Brake 16 236B > 6 > A A Followup Attack 1700 High 20 6 34 -21 H 80 85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 236B > 6 > B B Followup Attack 1700 Low 12 3 20 -4 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5 214A A Guillotine Axe 2000 High 23 5 26 -10 B 80 80 5 20 Launch 60 + Down 23 Launch 76 + Down 23 15 +0 +8 214B B Guillotine Axe 2400 High 36 5 26 -6 B 80 80 5 24 Launch 60 + GBounce + Down 23 Launch 76 + GBounce + Down 23 15 +0 +8 j.214A A Aerial Guillotine 1000×3 All 12 2(4)Until L,6 28 -6 H*2, P1 80 80 3 16 17×2, Launch 40 + Down 23×2, 40 22×2, Launch 54 + Down 23×2, 54 6, 11, 0/+11 +0×2, +11 +2×2, +13 j.214B B Aerial Guillotine 1100×3 All 23 3(6)Until L,6 28 -3 H*2, P 80 85 4 18 19×2, Launch 40 + Down 23×2, 40 24×2, Launch 55 + Down 23×2, 40 6 +0 +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 Chain Knuckle 1500 All 17 7 21~27 -5~-11 B 4~(8F Before End) P 80 80 3 16 Launch 30 Launch 44 11 +0 +0 236B > 6 > C EX Followup Attack 2000 All 11 4 21 -4 B 80 80 5 20 Launch 60 Launch 76 13 +0 +8 214C EX Guillotine Axe 500, 4500 All, High 11 4(8)5 21 -1 B 100, 80 90 5 24 21, Launch 60, 60 + Down 23 27, Launch 76, 76 + Down 23 7, 15 +0 +8 j.214C EX Aerial Guillotine 1200×3 All 12 2(4)Until L, 6 24 +4 H*2, P1 80 90 5 20 21 40 + Down 23 27 56 + Down 23 6×2, 0/+13 +0×2, +13 +8×2, +21
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 EX Followup Attack 1700 All (18)+13~21 2 33 -16 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5 6P Weaver's Art: Orb 1500 All (18)+67 Total: (18)+113 -30 P1 70 80 3 16 Launch 40 Launch 54 0 +26 +26 4P 4AAA 1700 All (18)+11 3 33 -17 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5
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 Weaver's Art: Beast 1000, 4700×2 [1000, 1550×9] All 4+(55 Flash)+16 12 <(8)6,24> <[(8)6,3×8]> 29+30L -68 P2, B*2 [×9] 1~31 All 80 60 5 20 Launch 100, 100 + Down 53×2 [×9] Launch 116, 116 + Down 53×2 [×9] 0/+20, 20×2 [0/+45, 6, 3×8] +0 +0, 214BC Brutal Impact 6000 [7000] All 22+(58 Flash)+3~119 6 76 -61 B 1~(30~146) Guard HBFP 100 90 5 20 Launch 100 + Down 23 Launch 116 + Down 23 30 +0 +8 Distortion Skill Duo Brutal Impact 2000 [2500] All 1+(90 Flash)+1 6 58 -43 B 1~7 All 100 100 5 20 Launch 100 Launch 116 30 +0 +8
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 Weaver's Art: Inquisition All 7+(68 Flash)+14 15 Total: 112 -66 P 1~40 All 5 20 0/+5
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 7 Recovery 16 Advantage -8 [3*]
4AA, 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
4AAGuard All Startup 11 Recovery 22 Advantage -8
4AAA, 5A
5B, 2B
5C, 2C
Throw, Special, Super
4AAAGuard All Startup 12 Recovery 25 Advantage -10
4AAAA
5B, 2B
5C, 2C
Special, Super
4AAAAGuard All Startup 12 Recovery 24 Advantage -11
-
-
-
-
5AGuard All Startup 9 Recovery 23 Advantage -8
5AA
5B, 2B
5C, 2C
Throw, Jump[-] , Special, Super
5AAGuard All Startup 10 Recovery 16 Advantage -5
5AAA
5B, 2B
5C, 2C
Throw, Special, Super
5AAAGuard All Startup 16 Recovery 23 Advantage -8
5AAAA
5B, 2B
5C, 2C
Jump, Special, Super
5AAAAGuard All Startup 12 Recovery 24 Advantage -11
-
-
-
-
2AGuard Low Startup 8 Recovery 14 Advantage -2 [3*]
4A, 5A, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 27 Recovery Total: 66 Advantage -5
-
5BB, 2B
5C, 2C
Special, Super
5BBGuard All Startup 21 Recovery Total: 71 Advantage 0
-
2B
5C, 2C
Special, Super
2BGuard All Startup 16 Recovery 35 Advantage -7
-
5B
5C, 2C
Jump[-] , Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 15 Recovery 24 Advantage -8
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 9 Recovery 16 Advantage -
j.AA
j.B
j.C
Jump, Special, Super
j.BGuard High Startup 16 Recovery 14 Advantage -
j.AA
j.BB
j.C
Jump, Special, Super
j.AA and j.BBGuard High Startup 9 Recovery 22 Advantage -
-
-
j.C
Jump, Special, Super
j.CGuard All Startup 13 Recovery 33 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
4A and 2A are tied together - they can be used a combined total of 3 times per string
Cancels for 5B and 5BB are on the final hit of each attack
Sources Navigation
Labrys
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information