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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
Mitsuru Kirijo
17,000
4F
23F (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 8 3 19 -8 B 100 75 CSTP 2 13 14 14 18 26 7 +0 +1 5AA 1100 All 5 2 22 -10 B 100 85 CSTP 3 13 17 17 22 31 7 +0 +2 5AAA 1200 All 5 2 26 -14 B 100 85 S(J)P 3 13 17 17 22 31 7 +0 +2 5AAAA 1300 All 5 2 22 -10 B 100 85 SP 3 13 17 17 22 31 7 +0 +2 5AAAAA 1400 All 5 2 26 -14 B 100 85 S(J)P 3 13 17 17 22 31 7 +0 +2 5AAAAAA 1000×3 All 17 2(4)2(4)3 37 -23 B 90 80 P 3 16 17×2, Launch 17 + Down 23×2, 40 + GBounce 22×2, Launch 31 + Down 23×2, 54 + GBounce 1 +0 +2 2A 1000 Low 9 3 15 -4 F 90 75 CSTP 2 13 14 14 18 26 7 +0 +1 5B 1700 All 15 3 23 -7 B 6~17 F 90 85 CSP 4 18 19 40 24 55 12 +4 +9 5BB 1500 All 10 3 18 -4 B 100 80 CS(J)P 3 16 17 21 22 35 11 +0 +2 5BBB 1000×5 All 10 4,3×4 21 -7 B 100 90×5 CSP 3 16 17×3, Launch×2 30 22×3, Launch×2 44 1×4, 4 +0 +2 2B 1700 All 11 3 31 -15 B 7~13 H 90 85 CSJP 4 18 Launch 25 Launch 40 12 +0 +5 2BB 1300×2 All 25 9 [(2)1] 43 [40] -20 B 100 90×2 CSP 5 20 Launch 21, 60 + GBounce Launch 37, 76 + GBounce 7 7, 0 +8 5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 19 2 20 -3 F 90 85 SP 4 18 Launch 40 Launch 55 12 +0 +5 j.A 1500 High 7 12 16 H 80 80 JP 3 16 17 19 22 33 11 +0 +2 j.AA 1700 High 12 8 37 H 80 85 JP 4 18 19 19 24 34 12 +0 +5 j.B 1500 High 11 6 25 H 80 80 (J)P 3 16 17 50 22 64 11 +0 +2 j.C 1300×2 All 25 9 [(2)1] 31 [28] +7 H 80 90×2 5 20 Launch 21, 60 Launch 27, 76 7 7, 0 +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 0, 150×11, 350 Throw 7-30 3 25 T 100 50 S 3 60×11, Launch 60 0 AD Getsu-ei 2400 Air Unblockable 12 3 (25+)20L -29 B 1~14 All 80 60 4 18 Launch 80 Launch 95 16 +0 +5 j.AD Air Getsu-ei 2400 All 10 1 20L H 1~10 All 80 60 4 18 Launch 80 Launch 95 16 +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 Coup Droit 1700 All 9 6 18 -7 ~ -2 B 80 85 P 3 16 25 27 + Slide 30 41 + Slide 11 +0 +2 236B B Coup Droit 2200 All 21 12 12 -3 ~ +8 B 80 90 P 4 20 Launch 30 + Slide Launch 45 + Slide 12 +0 +5 214A Marin Karin 1000 All 10 54 Total 34 P1 80 70 P 1 10 11 11 15 22 0 +10 +10 214B Tentarafoo 300, 3750 Low 22 12 Total 54 -5 ~ +5 P2 70 80 P 3, 4 16 80, Launch 17, 45 85, Launch 31, 60 0 +0, +12 +2, +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 Coup Droit 2200 All 7 6 17 -4 B 80 90 P 4 18 Launch 29 + Slide Launch 44 + Slide 12 +0 +5 214C Bufula 1000×3 All 27 360 Total 47 +31 P1 80 85×3 P 2 13 Launch 60 Launch 72 0/+6 +6 +7
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 Coup Droit 1700 All (18)+13 10 21 -12 B 70 85 4 18 Launch 40 + WBounce 40 12 +0 6P Mabufudyne 600×8 All (18)+92 P×2(3)P×2(3)P×2(3)P×2 Total: (18)+120 +11 P1 70 97×8 4 18 Launch 50 0/+12 +12 4P 1700 All (18)+16 8 23 -12 B 70 85 4 18 Launch 60 7 +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 Myriad Arrows 500×13, 3000 [300×25, 4000] All 4+(58 Flash)+3 2×12(2)2(25)5 [2×24(2)2(25)5] 46 -30 B 1~8 All 80 98×13, 80 [99×25, 80] 3×13 [×25], 5 16×13 [×25], 20 50×12 [×24], Crumple, Launch Stand×13 [×25], 120 + WBounce 55×12 [×24], Crumple, Launch Stand×13 [×25], 136 + WBounce 0×7 [×25], 25 +0 +2×13 [×25], +8 214BC Bufudyne 5500 [6500] All 9+(54 Flash)+8 10 Total: 110 -53 P2 1~28 All 80 60 5 20 Launch 90 Launch 106 0/+20 +20 +28 Distortion Skill Duo Bufudyne 2000 [2500] All 9+(54 Flash)+1 10 Total: 93 -51 P2 1~11 All 100 100 5 20 Launch 90 Launch 106 0/+20 +20 +28
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 Niflheim All 6+(73 Flash)+14 3 Total: 97 -50 1~43 All 5 20 0/+7
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
5AGuard All Startup 8 Recovery 19 Advantage -8 [1]
5AA, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5AAGuard All Startup 5 Recovery 22 Advantage -10
5AAA, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5AAAGuard All Startup 5 Recovery 26 Advantage -14
5AAAA
5B, 2B
5C, 2C
Jump[-] , Special, Super
5AAAAGuard All Startup 5 Recovery 22 Advantage -10
5AAAAA
5B, 2B
5C, 2C
Special, Super
5AAAAAGuard All Startup 5 Recovery 26 Advantage -14
5AAAAAA
5B, 2B
5C, 2C
Jump[-] , Special, Super
5AAAAAGuard All Startup 5 Recovery 26 Advantage -14
-
-
-
-
2AGuard Low Startup 9 Recovery 15 Advantage -4 [2]
5A, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 15 Recovery 23 Advantage -7 [1]
-
5BB
-
Special, Super
5BBGuard All Startup 10 Recovery 18 Advantage -4
-
5BBB
-
Jump[-] , Special, Super
5BBBGuard All Startup 10 Recovery 21 Advantage -7
-
-
-
Special, Super
2BGuard All Startup 11 Recovery 31 Advantage -15 [1]
-
5B, 2BB[-]
5C, 2C
Jump, Special, Super
2BBGuard All Startup 25 Recovery 43 [40] Advantage -20
-
5B (2nd hit)
5C (2nd hit), 2C (2nd hit)
Special (2nd hit), Super (2nd hit)
5CGuard High Startup 26 Recovery 18 Advantage -4
-
-
-
-
2CGuard Low Startup 19 Recovery 20 Advantage -3
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 7 Recovery 16 Advantage - [1]
j.AA
j.B
j.C
Jump, Special, Super
j.AAGuard High Startup 12 Recovery 37 Advantage -
-
j.B
j.C
Jump, Special, Super
j.BGuard High Startup 11 Recovery 25 Advantage - [1]
j.A[-]
-
j.C[-]
Jump[-] , Special[-] , Super[-]
j.CGuard All Startup 25 Recovery 31 [28] Advantage +7 [1]
j.A (2nd hit)
j.B (2nd hit)
-
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
Mitsuru Kirijo
Blazblue
Persona 4 Arena
Under Night In-Birth
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