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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
Waldstein
20,000
6F
29F (1~7F Inv All)
32F
No Run
Forward dash can be canceled into attacks, guard, jump at any point
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 1500 All 11 3 25 -11 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2 5AA 1500 All 10 2 23 -8 B 100 80 CST(J)P 3 16 17 21 22 35 11 +0 +2 5AAA 1000, 2500 All 11 11 8 -2 [+1] B 100 70, 85 CS [CSP] 3, 4 16 Launch Restand [21 + Down 23] 7 +0 +2 5AAAA 2000 All 19 4 24 -9 B 100 85 P 4 18 Launch 60 Launch 75 12 +0 +5 2A 1000 Low 8 2 14 -2 F 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1 5B 1700 All 15 3 19 -3 B 100 85 CS(J)P 4 18 19 24 24 39 12 +0 +5 5BB 1000, 0, 2500 [1000, 2000] All 11 4(18)8 13 0 B 100 80 CS(J)P 3, 5 16, 20 Launch 30, 44 + WBounce 20 [30, 40 + WBounce] Launch 44, 60 + WBounce 20 [44, 56 + WBounce] 11, 13 0×2, 13/-11 [0, 13/] +0, -11 [+8] 2B 1700 All 14 2 30 -13 B 6~15 H 90 75 CS(J)P 4 18 Launch 24 Launch 39 12 +0 +5 2BB 0, 1000, 0, 2000 All 14 2 32 B 100 100×3, 75 CS(J)P 0, 4, 0, 4 60 + Down 23 0, 12, 0, 12 5C 800+ High 26 3 18 -4 H 100 100 - 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 11 4 17 -2 F 90 75 S(J)P 4 18 Launch 40 Launch 55 12 +0 +5 j.A 1500 High 14 3 14 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2 j.AA 1500 High 9 8 16 H 80 80 SJP 3 16 17 20 22 34 11 +0 +2 j.B 1700 High 13 6 16 H 80 85 SJP 4 18 Launch 40 + WBounce Launch 55 + WBounce 12 +0 +5 j.C 2500 High 20 Until L 24L -10 H 80 90 5 20 Launch 40 + Down 23 Launch 56 + Down 23 13 +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 Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 S 5 Launch 60 + Down 29 0 AD Verderben 1500, [1500, 0, 1500, 0, 2000] Air Unblockable 22 4 45 -30 B 1~25 All 80 60 4, 0, 4, 0, 4 18 Launch 60 [23 + Down 23] Launch 75 [48 + Down 23] 12 12, 0, 12, 0, 20
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 Eisen Nagel 2200 All 15 3 27 -11 B 80 85 P 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5 236B Wirbelwind 1200×3 All 30 3(9)4(10)5 27 -13 B 80 85 P 4 18 19×2, Launch 60 24×2, Launch 75 2×2, 12 +0 +5 214A A Drehen Durchbohren 0, 500, 3000 Throw 8 2 33 T 1~9 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20 214B B Drehen Durchbohren 0, 500, 3500 Throw 13 2 36 T 1~14 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20 j.214A Aerial A Verderben 0, 2300 Throw 7 3 Until L + 10L T 100 100, 85 0, 4 19, Down 23 0, 20 j.214B Aerial B Verderben 0, 2700 Throw 10 3 Until L + 10L T 100 100, 85 0, 4 19, Down 23 0, 20
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 Wirbelwind 1200×4 All 15 2(12)2(11)2(8)4 22 -7 B 80 85 P 4 18 19×2, Launch×2 60×3, 60 + Down 33 24×2, Launch×2 75×3, 75 + Down 33 2×2, 12×2 +0 +5 214C EX Drehen Durchbohren (0, 500)×3, 0, 1000, 0, 2500 Throw 13 2 36 T 1~14 T 100 100×9, 50 (0, 4)×5 Launch 19 + Down 53 0×2, 8, 12×2 j.214C EX Aerial Verderben 0, 500, 0, 2700 Throw 7 3 Until L + 10L T 100 100×3, 85 (0, 4)×2 19 + Down 33 0, 12, 0, 20
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 Eisen Nagel 1700 All (18)+15 3 27 -11 B 70 85 4 18 Launch 60 + GBounce 12 +0 6P Wirbelwind 1200×3 All (18)+65 3(9)4(10)5 28 -11 B 70 85 4 18 19×2, Launch 60 2×2, 12 +0 4P Felsen Vulf 1700×2 All (18)+13 3(19)P Total (18)+66 -1 P 70 85 4 18 Launch 60 + Down 23, 40 + Down 23 12, 0/+12 +0, +12
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 Strumangriff 0, 2000, 0, 5900 [(0, 2000)×2, 0, 5500] Throw 13+(60 Flash)+1 Until Wall 49 T 1~24 All 25~Until Wall P 80 100×3, 60 [100×5, 60] 4 Launch 120 + WBounce 0, 12, 0, 30 [(0, 12)×2, 0, 30] 214BC Werfen Erschlagen (0, 2000)×2, 5000 [(0, 500)×3, (0, 2000)×2, 5000] Throw 13+(60 Flash)+0 5 44 T 1~17 All 80 100×4, 60 [100×10, 60] 4 Launch 120 + Down 43 0 Distortion Skill Duo Werfen Erschlagen (0, 500)×2, 1500 [0, 100, (0, 200)×2, (0, 500)×2, 1500] All 1+(79 Flash)+1 5 34 -29 B 1~6 All 100 100 4 Launch 120 + Down 43 0 +0 +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 Katastrophe 0, 20000, 37000 Throw 13+(72 Flash)+0 5 21 T 1~17 All 100 100 0 0
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
5AGuard All Startup 11 Recovery 25 Advantage -11
5AA
-
5C
Reverse Beat, Throw, Jump, Special, Super
5AAGuard All Startup 10 Recovery 23 Advantage -8
5AAA
-
5C
Reverse Beat, Throw, Jump[-] , Special, Super
5AAAGuard All Startup 11 Recovery 8 Advantage -2 [+1]
5AAAA
-
5C
Reverse Beat, Jump[-] , Special, Super
5AAAAGuard All Startup 19 Recovery 24 Advantage -9
-
-
-
-
2AGuard Low Startup 8 Recovery 14 Advantage -2
-
-
5C
Reverse Beat, Throw, Jump, Special, Super
5BGuard All Startup 15 Recovery 19 Advantage -3
-
5BB
5C
Reverse Beat, Jump[-] , Special, Super
5BBGuard All Startup 11 Recovery 13 Advantage 0
-
-
5C
Reverse Beat, Jump[-] , Special, Super
2BGuard All Startup 14 Recovery 30 Advantage -13
-
2BB[-]
5C
Reverse Beat, Jump[-] , Special, Super
2BBGuard All Startup 14 Recovery 32 Advantage -
-
-
-
Reverse Beat[-] , Jump[-] , Special[-] , Super[-]
5CGuard High Startup 26 Recovery 18 Advantage -4
-
-
-
-
2CGuard Low Startup 11 Recovery 17 Advantage -2
-
-
-
Reverse Beat, Jump[-] , Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 14 Recovery 14 Advantage -
j.AA
-
-
Reverse Beat, Jump, Special, Super
j.AAGuard High Startup 9 Recovery 16 Advantage -
-
-
-
Reverse Beat, Jump, Special, Super
j.BGuard High Startup 13 Recovery 16 Advantage -
-
-
-
Reverse Beat, Jump, Special, Super
j.CGuard High Startup 20 Recovery 24L Advantage -10
-
-
-
-
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.
Jump cancels for 5AAA and 5BB are for when the non-throw animation triggers
Sources Navigation
Waldstein
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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