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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
Mika
18,000
4F
22F (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 5A 1000 All 6 4 13 -3 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1 5AA 1500 All 10 3 18 -4 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 5AAA 1700 All 13 4 26 -11 B 100 85 CS(J)P 4 18 21 19 + Down 23 26 34 + Down 23 12 +0 +5 5AAAA 2500 All 19 10* 38L [Until L+8L] -21 H 100 85 P 4 18 Launch 35 + Slide + Down 10 Launch 50 + Slide + Down 10 12 +0 +5 2A 1000 Low 7 5 15 -6 F 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1 5B 1500 All 9 6 16 -5 B 100 80 CS(J)P 3 16 17 17 22 31 11 +0 +2 5BB 1700 All 11 6 24 -11 P1 100 85 CS(J)P 4 18 19 30 24 45 12 +0 +5 5BB Shot 2200 All 22 4 28 -13 P1 80 85 SP 4 18 Launch 80 + WBounce Launch 95 + WBounce 8 +0 +5 5BBB 1700 All 13 11+2L 16 -10 H 100 75 CS(J)P 4 18 Launch 27 Launch 42 12 +0 +5 2B 1700 All 11 4 22 -7 B 8~14 H 90 85 CS(J)P 4 18 19 24 24 39 12 +0 +5 5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 15 10 18 -9 F 90 75 CS(J)P 4 18 Launch 26 Launch 41 12 +0 +5 j.A 1500 High 7 3 23 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2 j.AA 500×4 All 5 2(4)2(2)2(4)3 24 H 80 80 SJP 3 16 17 17 22 31 3×3, 11 +0 +2 j.B 1500 [2200] High 14 [28] 6 29 [9] H 80 80 SJP 3 [4] 16 [18] 17 [Launch] 17 [40 + GBounce] 22 [Launch] 31 [55 + GBounce] 11 [8] +2 [+5] j.C 1700×2 High, All 15 Until L+4 18+11L -14 H, P1 80 85×2 P 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 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 SP 0, 4 Launch 60 0, 12 AD Mika-chan Tornado 1200×3 Air Unblockable 15 4,6,4 27+22L B 1~18 All 80 60 4 18 Launch 52 Launch 67 2 +0 +5 j.AD Air Mika-chan Tornado 1200×3 All 10 4,6,4 Until L+22L H 1~13 All 80 60 4 18 Launch 52 Launch 67 2 +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 Mika-chan Missile 1900 All 16 20 3+9L -16 H 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 236B B Mika-chan Missile 1900 All 16 20 12+9L H 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 j.236A Air A Mika-chan Missile 1900 All 13 20 12+9L H 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 j.236B Air B Mika-chan Missile 1900 All 13 20 Until L+14L H 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 236X > X Additional Missile 1900 All 12 16 Until L+18L H 1~27* P 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 214A A Mika-chan Cannon 0, 3200 Throw 24 3 35 T 100 100, 50 0, 4 Launch 60 0, 12 214B B Mika-chan Cannon 0, 3700 Throw 28 3 35 T 100 100, 50 0, 4 Launch 60 0, 12
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 Mika-chan Missile 1800 All 16 20 3+9L -18 H 4~35 P 80 80 3 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 j.236C Air EX Mika-chan Missile 1800 All 13 20 Until L+9L H 4~32 P 80 80 3 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2 214C EX Mika-chan Cannon 0, 4000 Throw 26 3 35 T 1~28 T 100 100, 50 0, 4 Launch 60 0, 12
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 Mika-chan Missile 2000 All (18)+13 16 4+9L -6 H 70 85 4 22 Launch 50 12 +0 4P UNI 5[C] 1700 All (18)+13 4 26 -11 B 70 85 4 18 Launch 50 Launch 65 12 +0 +5 6P UNI FF 1700×2 All (18)+31 Until L+5 32+8L -12 H, P1 70 85×2 4 18 Launch 19 + Down 23, 50 Launch 34 + Down 23, 65 6, 0/+12 +0, +12 +5, +17
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 Mika-chan Revolution 2000, 150×17, 3000 [2200, 180×21, 3000] All 6+(60 Flash)+4 12(25)8 33+16L -31 H 1~13 All 80 100×18 [×22], 60 4 18 Launch 60 + Down 23, 120×17 [×21], 120 + Down 43 12, 8 12, 0×18 [×22] +5 j.236BC Air Mika-chan Revolution 2000, 150×17, 3000 [2200, 180×21, 3000] All 6+(60 Flash)+4 12(25)Until L 33+16L -31 H 1~13 All 80 100×18, 60 [100×22, 60] 4 18 Launch 60 + Down 23, 120×17 [×21], 120 + Down 43 12, 8 12, 0×18 [×22] +5 214BC Mika-chan Hip Strike 0, 1700, 2000+, 2000+ [0, 1700, 2000+, 1300+, 650+*3] Throw 13+(60 Flash)+0 1 57 T 1~13 All 100 100 0 Launch 180 + WBounce 60 0 Distortion Skill Duo Mika-chan Revolution 100×18, 700 [100×22, 800] All 1+(94 Flash)+1 12(25)8 33+16L -31 H 1~5 All 100 100 4 18 Launch 60 + Down 23, 120×17 [×21], 120 + Down 43 12, 8 12, 0×18 [×22] +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 Mika-chan Galaxy Throw 1+(95 Flash)+8 3 35 T 1~11 All 5
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
5AGuard All Startup 6 Recovery 13 Advantage -3
5AA
-
5C
Reverse Beat, Throw, Jump, Special, Super
5AAGuard All Startup 10 Recovery 18 Advantage -4
5AAA
-
5C
Reverse Beat, Throw, Jump[-] , Special, Super
5AAAGuard All Startup 13 Recovery 26 Advantage -11
5AAAA
-
5C
Reverse Beat, Throw, Jump[-] , Special, Super
5AAAAGuard All Startup 19 Recovery 38L [Until L+8L] Advantage -21
-
-
-
-
2AGuard Low Startup 7 Recovery 15 Advantage -6
-
-
5C
Reverse Beat, Throw, Jump, Special, Super
5BGuard All Startup 9 Recovery 16 Advantage -5
-
5BB
5C
Reverse Beat, Jump[-] , Special, Super
5BBGuard All Startup 11 Recovery 24 Advantage -11
-
5BBB
5C
Reverse Beat, Jump[-] , Special, Super
5BBBGuard All Startup 13 Recovery 16 Advantage -10
-
-
5C
Reverse Beat, Jump[-] , Special, Super
2BGuard All Startup 11 Recovery 22 Advantage -7
-
-
5C
Reverse Beat, Jump[-] , Special, Super
5CGuard High Startup 26 Recovery 18 Advantage -4
-
-
-
-
2CGuard Low Startup 15 Recovery 18 Advantage -9
-
-
-
Reverse Beat, Jump[-] , Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 7 Recovery 23 Advantage -
j.AA
j.B
j.C
Reverse Beat, Jump, Special, Super
j.AAGuard All Startup 5 Recovery 24 Advantage -
-
j.B
j.C
Reverse Beat, Jump, Special, Super
j.BGuard High Startup 14 [28] Recovery 29 [9] Advantage -
j.A
-
j.C
Reverse Beat, Jump, Special, Super
j.CGuard High, All Startup 15 Recovery 18+11L Advantage -14
-
-
-
-
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
Sources Navigation
Mika
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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