Health
|
17,000
|
Prejump
|
4F
|
Backdash
|
22F (1-7F Inv All)
|
Normal Moves[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
4A
|
1000
|
CSTJP
|
100
|
70
|
B
|
All
|
5
|
3
|
9
|
0
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
-
|
5A
|
1500
|
CSTP
|
100
|
80
|
B
|
All
|
8
|
8
|
16
|
-7
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
5AA
|
1700
|
CSTJP
|
100
|
85
|
B
|
All
|
11
|
4
|
20
|
-5
|
4
|
18
|
19
|
19
|
24
|
34
|
12
|
+0
|
+5
|
-
|
-
|
5AAA
|
1100*2
|
CSP, CSJP
|
90, 100
|
85 (once)
|
F, B
|
Low, All
|
13
|
2(4)2
|
33
|
-16
|
4
|
18
|
19
|
40
|
24
|
55
|
12
|
+0
|
+5
|
-
|
-
|
5AAAA
|
2000
|
P
|
100
|
90
|
B
|
All
|
18
|
4
|
31
|
-14
|
5
|
20
|
Launch
|
40
|
Launch
|
56
|
13
|
+0
|
+8
|
-
|
-
|
|
2A
|
1000
|
SP
|
90
|
75
|
F
|
Low
|
7
|
2
|
12
|
±0
|
2
|
13
|
14
|
14
|
18
|
26
|
10
|
+0
|
+1
|
-
|
-
|
5B
|
1500
|
SJP
|
90
|
70
|
B
|
All
|
11
|
4
|
24
|
-11
|
3
|
16
|
Launch
|
26
|
Launch
|
40
|
11
|
+0
|
+2
|
4~11 H
|
-
|
5BB
|
1000, 2000
|
CS(J)P
|
100
|
90 (once)
|
B
|
All
|
15
|
6(12)3
|
29
|
-6
|
5
|
20, 25
|
Launch
|
24, 24 + Down 23
|
Launch
|
40, 40 + Down 23
|
6, 13
|
+0
|
+8
|
-
|
-
|
|
5BBB
|
-
|
P
|
-
|
-
|
-
|
-
|
-
|
-
|
29T
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 12~19F cancelable into 5BBBB
|
5BBBB Not Over Yet
|
0, 2000
|
-, S
|
100
|
100, 90
|
B
|
-
|
8
|
13[(36)8]
|
6 [24]
|
-
|
5
|
-
|
Launch
|
60 Slide 29
|
-
|
-
|
-
|
0, 18
|
+0
|
-
|
-
|
|
2B
|
1700
|
SJP
|
90
|
85
|
H
|
All
|
21
|
3
|
14+16L
|
-14
|
4
|
18
|
19
|
26
|
24
|
41
|
12
|
+0
|
+5
|
7~20 F
|
-
|
|
5C
|
800
|
-
|
100
|
100
|
B
|
High
|
22
|
3
|
24
|
-10
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
-
|
2C
|
2000
|
SP
|
90
|
90
|
F
|
Low
|
17
|
2
|
23
|
-4
|
5
|
20
|
Launch
|
30
|
Launch
|
46
|
13
|
+0
|
+8
|
-
|
-
|
|
j.A
|
1500
|
SJP
|
80
|
80
|
H
|
High
|
11
|
4
|
Until L
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
-
|
j.AA
|
1500
|
SJP
|
80
|
80
|
H
|
High
|
11
|
6
|
24
|
-
|
3
|
16
|
17
|
19
|
22
|
33
|
11
|
+0
|
+2
|
-
|
-
|
j.B
|
1700
|
SJP
|
80
|
85
|
H
|
High
|
11
|
4
|
20
|
-
|
4
|
18
|
19
|
22
|
24
|
37
|
12
|
+0
|
+5
|
-
|
-
|
|
j.C
|
800*N
|
SP
|
80
|
85
|
H
|
All
|
13
|
[2(1)]*N, 4
|
20L
|
-5
|
4
|
18
|
19
|
25*N, 35
|
24
|
40*N, 50
|
12, 2/-1*N, 3
|
+0, -1*N, +0
|
+5, -1*N, +5
|
-
|
-
|
- Last hit gains an additional 5F of hitstop on Counter Hit
|
Universal Mechanics[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Forward Throw
|
0, 2000
|
-, S
|
100
|
100, 50
|
T
|
Throw
|
7-30
|
3
|
23
|
-
|
4
|
-
|
Launch
|
60
|
-
|
-
|
12
|
+0
|
+0
|
-
|
-
|
- 100% minimum damage: 0, 2000 (2000)
|
Back Throw
|
0, 2000
|
-, S
|
100
|
100, 50
|
T
|
Throw
|
7-30
|
3
|
23
|
-
|
0
|
-
|
Launch
|
60
|
-
|
-
|
-
|
0, 8
|
+0
|
-
|
-
|
- 100% minimum damage: 0, 2000 (2000)
|
Inferno Divider Reversal Action
|
1000*2
|
-
|
80
|
60 (Once)
|
B
|
Air Unblockable
|
10
|
7,6
|
33+15L
|
-35
|
4
|
18
|
Launch
|
42
|
Launch
|
57
|
12
|
+0
|
+0
|
1~16 All
|
-
|
- 5% minimum damage: 50*2 (100)
- Lifesteal: 150*2 (300)
|
Aerial Inferno Divider Reversal Action
|
1000*2
|
-
|
80
|
60 (Once)
|
H
|
All
|
7
|
7,6
|
Until L+15
|
-
|
4
|
18
|
Launch
|
42
|
Launch
|
57
|
12
|
+0
|
+0
|
1~16 All
|
-
|
- 5% minimum damage: 50*2 (100)
- Lifesteal: 150*2 (300)
|
Uppercut Inferno Divider > A/B/C
|
1000
|
-
|
48
|
100
|
H
|
All
|
14
|
3
|
15L
|
-
|
4
|
18
|
Launch
|
42
|
Launch
|
57
|
12
|
+0
|
+5
|
-
|
-
|
|
Axe Kick Inferno Divider > A/B/C > A/B/C
|
2000
|
-
|
48
|
100
|
H
|
All
|
19
|
6
|
15L
|
-
|
4
|
18
|
19
|
60
|
-
|
-
|
12
|
-
|
-
|
-
|
-
|
- 5% minimum damage: 100
- Lifesteal: 150
|
Cross Burst Attack
|
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Dead Spike 236A
|
1500
|
P
|
80
|
80
|
P1
|
All
|
18
|
21
|
Total 51
|
-6
|
3
|
16
|
Launch
|
30
|
Launch
|
44
|
0/+11
|
+11
|
+13
|
-
|
-
|
|
Dead Spike 236B
|
1700
|
P
|
80
|
85
|
P1
|
All
|
26
|
13
|
Total 57
|
-1
|
4
|
18
|
Launch
|
50
|
Launch
|
65
|
0/+12
|
+12
|
+17
|
-
|
-
|
- Lifesteal: 300
- 33~45F dash cancelable, Dash Cancel duration 27F
|
Hell's Fang 214A
|
1700
|
P
|
80
|
85
|
B
|
All
|
15
|
13
|
26
|
-4
|
4
|
22
|
27
|
40
|
32
|
55
|
12
|
+0
|
+5
|
-
|
-
|
- Goes into first frame of recovery (28F) on hit/block
- 28~46F cancelable into Follow-up Attack
|
Follow-up Attack Hell's Fang > A/B/C
|
1700
|
P
|
100
|
85
|
B
|
All
|
19
|
3
|
35
|
-19
|
4
|
18
|
Launch
|
56
|
Launch
|
71
|
12
|
+0
|
+5
|
-
|
-
|
|
Gauntlet Hades 214B
|
1700
|
P
|
80
|
85
|
H
|
High
|
18
|
7
|
9+14L
|
-12
|
4
|
18
|
Crumple 29
|
28
|
Crumple 58
|
43
|
12
|
+0
|
+5
|
-
|
-
|
|
Aerial Gauntlet Hades j.214B
|
1700
|
P
|
80
|
85
|
H
|
High
|
12
|
9
|
9+15L
|
-
|
4
|
18
|
Launch
|
28
|
Launch
|
43
|
12
|
+0
|
+5
|
-
|
-
|
|
Rising Kick Gauntlet Hades > A/B/C
|
1000
|
JP
|
100
|
75
|
H
|
All
|
9
|
4
|
Until L+18
|
-17
|
4
|
18
|
Launch
|
45
|
Launch
|
60
|
12
|
+0
|
+5
|
-
|
-
|
- Lifesteal: 300
- Whiffs against crouch state
|
Nightmare Edge j.214A
|
900*N
|
P
|
80
|
80 (Once)
|
H
|
All
|
17
|
3, 2*N, 2
|
20
|
-5
|
3
|
16
|
17*N, Launch
|
60 + Down 33*N, 60 + Down 23
|
22*N, Launch
|
74 + Down 33*N, 74 + Down 23
|
11, 2*2, 11
|
-1*3, -7
|
+2
|
-
|
-
|
Follow-up Attack Nightmare Edge > A/B/C
|
1700
|
P
|
100
|
85
|
B
|
All
|
12
|
3
|
33
|
-17
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
16
|
+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)
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
EX Dead Spike 236C
|
1500
|
P
|
80
|
90
|
P
|
All
|
18
|
9
|
Total 51
|
-6
|
3
|
16
|
Launch
|
30
|
Launch
|
44
|
0/+11
|
+11
|
+13
|
-
|
-
|
- 10% minimum damage: 150
- Lifesteal: 300
|
Follow-up Attack 1 EX Dead Spike > A/B/C
|
1700
|
P
|
80
|
90
|
-
|
All
|
19
|
3
|
Total 61
|
-16
|
4
|
18
|
Launch
|
60 + WBounce 60
|
Launch
|
75 + WBounce 60 + WStick 20
|
8
|
+0
|
+5
|
-
|
-
|
- 10% minimum damage: 170
- Lifesteal: 300
|
Follow-up Attack 2 Follow-up Attack 1 > A/B/C
|
4200
|
P
|
50
|
100
|
B
|
All
|
23
|
6
|
43
|
-28
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
20
|
+8
|
+13
|
-
|
-
|
- 10% minimum damage: 420
- Lifesteal: 300
|
Blood Scythe 214C
|
2500
|
P
|
80
|
80
|
H
|
All
|
21
|
4
|
21
|
-4
|
5
|
23
|
Launch
|
60 + GBounce
|
Launch
|
76 + GBounce
|
16
|
+0
|
+8
|
-
|
-
|
- 10% minimum damage: 250
- Lifesteal: 300
|
Aerial Blood Scythe j.214C
|
2500
|
P
|
80
|
80
|
H
|
All
|
19
|
4
|
12+14L
|
-
|
5
|
20
|
Launch
|
60 + GBounce
|
Launch
|
76 + GBounce
|
16
|
+0
|
+8
|
-
|
-
|
- 10% minimum damage: 250
- Lifesteal: 300
|
Partner Skills[edit]
- 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.
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
5P Hell's Fang
|
1700*2
|
-
|
70
|
85
|
B
|
All
|
(18+)13
|
13 [(18)6]
|
37 [25]
|
-19
|
4
|
18
|
27, Launch
|
40, 60 + WBounce
|
-
|
-
|
12
|
+0
|
+5
|
-
|
-
|
- Values in [] are for follow-up
- Only performs follow-up on hit
- On block, immediately enters recovery animation
- Lifesteal: 0, 100 (100)
|
6P Blood Scythe
|
2000
|
-
|
70
|
90
|
H
|
All
|
(18+)37
|
3
|
15
|
-
|
5
|
20
|
Launch
|
60 + GBounce
|
Launch
|
76 + GBounce
|
16
|
+0
|
+8
|
-
|
-
|
|
4P 2B
|
1700
|
-
|
70
|
85
|
H
|
All
|
(18+)12
|
3
|
14+22L
|
-20
|
4
|
18
|
Launch
|
75
|
Launch
|
90
|
12
|
+0
|
+5
|
-
|
-
|
|
Distortion Skills[edit]
- 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)
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Carnage Scissors 236B+C
|
3000, 5800 [3000, 5600, 700*4]
|
-
|
80
|
60 (once)
|
B
|
All
|
9+(42 Flash)+4~12
|
2(38)4 [2(38)4,1,1,1,1]
|
58
|
-43 [-40]
|
4
|
18
|
Crumple 42, Launch [*5]
|
90 + GBounce, 90 [*5]
|
Crumple 84, Launch [*5]
|
105 + GBounce, 105 [*5]
|
12, 6 [12, 6, 5*4]
|
+0
|
+5
|
1~25 All
|
-
|
- Values in [] are for Enhanced version
- Minimum damage: 600, 1044 (1644) [600, 840, 105*4 (1860)]
- Lifesteal: 0, 1000 (1000) [0, 800, 300*4 (2000)]
|
Devoured by Darkness 214B+C
|
2000, 6000 [2000, 7500]
|
-
|
80
|
100
|
B
|
All
|
13+(30 Flash)+12
|
3
|
55
|
-39
|
4
|
18
|
Launch
|
100
|
-
|
-
|
10
|
10, 14
|
+0
|
1~29 All
|
-
|
- Values in [] are for Enhanced version
- Minimum damage: 400, 1740 (2140) [400, 1950 (2350)]
- Lifesteal: 0, 2000 (2000) [0, 3000 (3000)]
|
Devoured by Darkness Distortion Skill Duo
|
0, 2500 [0, 3000]
|
-
|
100
|
100
|
B
|
All
|
1+(69 Flash)+1
|
3
|
55
|
-39
|
4
|
18
|
Launch
|
100
|
-
|
-
|
10
|
10, 14
|
+0
|
1~4 All
|
-
|
- Values in [] are for Enhanced version
- 100% minimum damage: 0, 2500 (2500) [0, 3000 (3000)]
- Lifesteal: 0, 500 (500) [0, 1000 (1000)]
|
Astral Heat[edit]
Version
|
Damage
|
CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
|
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article.
|
P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
GuardHow this attack can be guarded
|
StartupNumber of frames to reach the first active frame (includes the first active frame).
|
ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup.
|
RecoveryHow long this attack is in a recovery state before returning to neutral.
|
Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.
|
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.
|
BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking.
|
HitstunWhen hitting a grounded opponent, how much hitstun they experience.
|
UntechWhen hitting an airborne opponent, how long they can't air tech.
|
Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience
|
Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech.
|
BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
|
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
|
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
|
Inv.Attribute and Hitbox Invincibility information.
|
HitboxHitbox link for this move
|
Black Onslaught 222B+C
|
0, 2100*6, 1000*8, 21400
|
-
|
-
|
-
|
B
|
All
|
3+(75 Flash)+16
|
2
|
24
|
-11
|
5
|
20
|
-
|
-
|
-
|
-
|
60/-6
|
-
|
-
|
1~20 All
|
-
|
- 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000)
- Lifesteal: 0, 70*14, 0 (980)
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
Cancel
|
4A[3]
|
4A[+], 5A, 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5A[3*]
|
5AA, 2A |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5AA
|
5AAA, 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5AAA
|
5AAAA |
- |
5C, 2C |
Jump (2nd hit), Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A[3*]
|
5A |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5B[1]
|
2A |
5BB, 2B |
5C, 2C |
Jump, Special, Super
|
5BB
|
- |
5BBB |
5C, 2C |
Jump[-], Special, Super
|
5BBB
|
- |
5BBBB[+] |
- |
-
|
5BBBB
|
- |
- |
- |
Special[-], Super[-]
|
2B
|
j.A |
j.B |
j.C |
Jump, Special, Super
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
Special, Super
|
Air Revolver Action Table
|
A |
B |
C |
Cancel
|
j.A
|
j.AA |
j.B |
j.C |
Jump, Special, Super
|
j.AA
|
- |
j.B |
j.C |
Jump, Special, Super
|
j.B
|
- |
- |
j.C |
Jump, Special, Super
|
j.C
|
- |
- |
- |
Special (last hit), Super (last hit)
|
- 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
- 5A and 2A can be used a combined total of 3 times per string
Sources[edit]
Early proration data from Hima
Navigation[edit]
|
To edit frame data, edit values in BBTag/Ragna the Bloodedge/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
|
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's full frame data
System Explanations