Health: | 17,000 |
Prejump: | 4F |
Backdash: | 23F (1~7F Inv All) |
Unique Movements: | |
Normal Moves[edit]
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
4A
|
1000
|
All
|
7
|
3
|
12
|
-1
|
B
|
-
|
100
|
75
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
10
|
+0
|
+1
|
-
|
5A
|
1500
|
All
|
8
|
3
|
19
|
-5
|
B
|
-
|
100
|
80
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
5AA
|
800, 1500
|
All
|
12
|
6(2)5
|
16
|
-4
|
H, B
|
-
|
100
|
80 (Once)
|
-
|
2, 3
|
13, 16
|
14, 17
|
22 + GBounce, 17 + GBounce
|
18, 22
|
34 + GBounce, 31 + GBounce
|
3, 11
|
+0
|
+1, +2
|
-
|
5AAA
|
1700
|
All
|
14
|
3
|
23
|
-7
|
B
|
-
|
100
|
85
|
-
|
4
|
18
|
Launch
|
30 + Slide 30
|
Launch
|
45 + Slide 30
|
12
|
+0
|
+5
|
-
|
5AAAA
|
2000
|
All
|
25
|
3
|
Total: 65
|
-4
|
P1
|
-
|
100
|
85
|
-
|
4
|
18
|
19
|
30
|
24
|
45
|
0/+18
|
+18
|
+23
|
-
|
2A
|
1000
|
Low
|
7
|
3
|
13
|
-4
|
F
|
-
|
90
|
70
|
-
|
1
|
11
|
12
|
12
|
16
|
23
|
9
|
+0
|
+0
|
-
|
5B
|
1700
|
All
|
14
|
3
|
21
|
-5
|
B
|
4~16 H
|
90
|
85
|
-
|
4
|
18
|
19
|
24
|
24
|
39
|
12
|
+0
|
+5
|
-
|
5BB
|
1700
|
All
|
13
|
3
|
27
|
-11
|
B
|
-
|
100
|
75
|
-
|
4
|
18
|
Launch
|
24
|
Launch
|
39
|
12
|
+0
|
+5
|
-
|
2B
|
1500
|
Low
|
12
|
3
|
18
|
-4
|
F
|
-
|
90
|
80
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
5C
|
800+
|
High
|
26
|
3
|
1+17L
|
-4
|
B
|
-
|
100
|
100
|
-
|
3
|
16
|
-
|
17 + Down 23
|
-
|
31 + Down 23
|
11
|
+0
|
+2
|
-
|
2C
|
1700
|
Low
|
16
|
3
|
27
|
-11
|
F
|
-
|
90
|
85
|
-
|
4
|
18
|
Launch
|
30
|
Launch
|
45
|
12
|
+0
|
+5
|
-
|
j.A j.BB
|
1000
|
High
|
9
|
7
|
20
|
-
|
H
|
-
|
80
|
75
|
-
|
2
|
13
|
14
|
14
|
18
|
26
|
10
|
+0
|
+1
|
-
|
j.B j.AA
|
1500
|
High
|
11
|
3
|
28
|
-
|
H
|
-
|
80
|
80
|
-
|
3
|
16
|
17
|
17
|
22
|
31
|
11
|
+0
|
+2
|
-
|
j.C
|
1700
|
High
|
13
|
3
|
Until L+21L
|
-
|
H
|
-
|
80
|
85
|
-
|
4
|
18
|
Launch
|
60 + Down 23
|
Launch
|
75 + Down 23
|
12
|
+0
|
+5
|
-
|
Universal Mechanics[edit]
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
Ground Throw
|
0, 1000*2
|
Throw
|
7~30
|
3
|
23
|
-
|
T
|
-
|
100
|
50 (Once)
|
-
|
0, 3, 5
|
-
|
Launch
|
30, 40 + WBounce 60
|
-
|
-
|
-
|
0, 11, 0/+13
|
-
|
-
|
- Minimum Damage 100% (2000)
|
Snow Globe Reversal Action
|
2100
|
Air Unblockable
|
14
|
3
|
48
|
-32
|
B
|
1~16 All
|
80
|
60
|
-
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
12
|
+10
|
+10
|
-
|
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
A Ice Shard 236A
|
1500
|
All
|
60
|
Until Hit
|
Total: 46 [Total: 35]
|
-
|
P
|
-
|
80
|
80
|
-
|
3
|
16
|
17
|
40
|
22
|
54
|
8
|
+0
|
+2
|
-
|
- Values in [] are for hold version
|
B Ice Shard 236B
|
1500
|
All
|
60
|
Until Hit
|
Total: 46 [Total: 35]
|
-
|
P
|
-
|
80
|
80
|
-
|
3
|
16
|
17
|
40
|
22
|
54
|
8
|
+0
|
+2
|
-
|
- Values in [] are for hold version
|
A Glyph Dash Strike 214A
|
1800
|
All
|
14~28
|
3
|
18 [Total: 32]
|
-4
|
B
|
-
|
80
|
80
|
-
|
3
|
16
|
Launch
|
30
|
Launch
|
44
|
11
|
+0
|
+2
|
-
|
- Values in [] are for hold version
|
B Glyph Dash Strike 214B
|
1800, 1200
|
All
|
22~36
|
3 <(12)12>
|
16 <24+0L> [Total: 40]
|
-2
|
B
|
-
|
80
|
80 (Once)
|
-
|
3
|
16
|
Launch
|
60
|
Launch
|
60
|
11
|
+0
|
+2
|
-
|
- Values in [] are for hold version
- Values in <> are on hit
|
A Snowfall j.214A
|
1500
|
All
|
Until L+4
|
3
|
18
|
-4
|
F
|
-
|
80
|
80
|
-
|
3
|
16
|
20
|
20 + Slide 25
|
25
|
34 + Slide 25
|
11
|
+0
|
+2
|
-
|
B Snowfall j.214B
|
1700
|
All
|
Until L+4
|
3
|
24
|
-10
|
F
|
-
|
80
|
80
|
-
|
3
|
16
|
27
|
27 + Slide 32
|
32
|
41 + Slide 32
|
11
|
+0
|
+2
|
-
|
Twisting Air Step 214A/B > 8A
|
1750
|
High
|
19
|
5
|
5+6L
|
+3
|
H
|
-
|
80
|
85
|
-
|
4
|
18
|
Launch
|
30 + Down 23
|
Launch
|
45 + Down 23
|
12
|
+0
|
+5
|
-
|
Air Twisting Air Step j.214A/B > 8A
|
1900
|
High
|
20
|
5
|
Until L+15L
|
-
|
H
|
-
|
80
|
85
|
-
|
4
|
18
|
Launch
|
30 + Down 23
|
Launch
|
45 + Down 23
|
12
|
+0
|
+5
|
-
|
Piercing Air Step 214A/B > 8B
|
2200
|
All
|
34
|
6
|
12L
|
+6
|
H
|
11~36 B
|
80
|
75
|
-
|
4
|
18
|
Launch
|
30 + Down 28
|
Launch
|
45 + Down 28
|
12
|
+0
|
+5
|
-
|
Air Piercing Air Step j.214A/B > 8B
|
2350
|
All
|
22
|
Until L
|
17L
|
-
|
H
|
1~Landing B
|
80
|
75
|
-
|
4
|
18
|
Launch
|
30 + Down 28
|
Launch
|
45 + Down 28
|
12
|
+0
|
+5
|
-
|
Piruetto 214A/B > 8C
|
1300*2
|
All
|
18
|
3(6)3
|
8+5L
|
+3
|
H
|
-
|
90
|
85 (Once)
|
-
|
4
|
18
|
Launch
|
30
|
Launch
|
45
|
6, 12
|
+0
|
+0
|
-
|
Air Piruetto j.214A/B > 8C
|
1400*2
|
All
|
18
|
3(6)3
|
Until L+5L
|
-
|
H
|
-
|
90
|
85 (Once)
|
-
|
4
|
18
|
Launch
|
30
|
Launch
|
45
|
6, 12
|
+0
|
+0
|
-
|
A Ice Pillar 22A
|
-
|
-
|
13
|
132
|
Total: 39
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 13-24F can cancel into Ice Shard
|
B Ice Pillar 22B
|
-
|
-
|
19
|
132
|
Total: 53
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 19-30F can cancel into Ice Shard
|
- All Extra Skills have the following properties unless otherwise stated:
- Cost 1 Skill Gauge on 4F
- Skill Gauge Cooldown 180F (starting on 5F)
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
EX Ice Shard 236C
|
1700*2
|
All
|
60
|
Until Hit
|
Total: 46 [35]
|
-
|
P
|
-
|
80
|
85
|
-
|
3
|
16
|
17
|
40
|
22
|
54
|
8
|
+0
|
+2
|
-
|
Glyph Dash Triple Strike 214C
|
1450*3
|
All
|
14~22
|
3(12)3(9)3
|
19+9L
|
-24
|
B, H*2
|
-
|
80*3
|
75 (Once)
|
-
|
4
|
18
|
Launch
|
35*2, 35 + WBounce 40
|
Launch
|
50*2, 50 + WBounce 40
|
3*2, 12
|
+0
|
+5
|
-
|
Snowstorm j.214C
|
1500, 500*4
|
All
|
Until L+4
|
3(15)2,2,2,2
|
29+6L
|
-18
|
F, H*4
|
-
|
80
|
85 (Once)
|
-
|
4
|
18
|
Launch
|
30, 60*4
|
Launch
|
45, 75*4
|
12, 3*4
|
+0
|
+5
|
-
|
Precision Volley (Catch) 22C
|
-
|
-
|
-
|
-
|
55
|
-
|
-
|
4~39 Guard HBFP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- On Guard Point, hitstop for Weiss is 14F. Opponent hitstop is 29F
|
Precision Volley (Attack)
|
1850
|
All
|
14
|
5
|
21
|
-7
|
B
|
1~39 All
|
80
|
75
|
-
|
4
|
18
|
Launch
|
39 + GBounce
|
Launch
|
54 + GBounce
|
12
|
+5
|
+5
|
-
|
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.
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
5P Glyph Dash Triple Strike
|
1000*2, 1500
|
All
|
(18)+13~27
|
3 [(12)3(6)4]
|
36 [14+12L]
|
-21
|
B
|
-
|
70
|
80 (Once)
|
-
|
3
|
16
|
Launch
|
30*2, 30 + WBouce 40
|
-
|
-
|
11
|
11*2, 9
|
-
|
-
|
6P Ice Shard
|
1500
|
All
|
(18)+51
|
Until Hit
|
Total: 59
|
-
|
P
|
-
|
70
|
80
|
-
|
3
|
16
|
17
|
40
|
-
|
-
|
0/+8
|
+8
|
-
|
-
|
4P B Glyph Dash Strike
|
1750
|
All
|
(18)+20~22
|
12
|
22+12L
|
-21
|
H
|
-
|
70
|
80
|
-
|
3
|
16
|
Launch
|
70
|
-
|
-
|
6/+8
|
+8
|
-
|
-
|
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)
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
Glacial Torrent 236B+C
|
4400 [4400, 2500]
|
All
|
1+(43 Flash)+6
|
Until Hit
|
Total: 76
|
-36
|
P2
|
1~9 All
|
100
|
60 (Once)
|
-
|
4
|
18
|
Launch
|
60
|
Launch
|
75
|
0/+15
|
+40 [+40, +20]
|
+40 [+40, +28]
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 1232 [1232, 175 (1407)]
|
Snow Flurry 214B+C
|
2000, 1250*4 [2000, 1250*4, 570*4]
|
All
|
1+(70 Flash)+14
|
9
|
33
|
-23
|
B
|
1~23 All
|
80
|
100*4, 60 [*4 (Once)]
|
-
|
4, 3*4,
|
18
|
19, Launch*4 [*8]
|
19, 60 + GBounce*4 [*8]
|
24, Launch*4 [*8]
|
34, 75 + GBounce*4 [*8]
|
12/
|
12/+20, 1*3, 12, 3*4
|
+20, +2*4
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 700, 312*4 (1948) [700, 312*4, 57*4 (2176)]
|
Glacial Torrent Distortion Skill Duo
|
2000 [2500]
|
All
|
1+(93 Flash)+1
|
3
|
61
|
-23
|
B
|
1~4 All
|
100
|
100
|
-
|
5
|
20
|
Launch
|
60
|
Launch
|
76
|
0/+20
|
+20
|
+20
|
-
|
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
|
Astral Heat[edit]
Name
|
Damage
|
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.
|
AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
|
Inv.Attribute and Hitbox Invincibility information.
|
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.
|
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
|
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.
|
HitboxHitbox link for this move
|
White Night 222B+C
|
-
|
All
|
1+(60 Flash)+10
|
21
|
34
|
-36
|
F
|
1~27 All
|
-
|
-
|
-
|
4
|
18
|
-
|
-
|
-
|
-
|
12
|
-
|
-
|
-
|
Revolver Action Table[edit]
Ground Revolver Action Table
|
A |
B |
C |
Cancel
|
4A[1]
|
4AA, 5A, 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5A[1]
|
5AA, 2A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5AA and 4AA
|
5AAA, 2A |
5B, 2B |
5C, 2C |
Throw, Special, Super
|
5AAA
|
5AAAA |
- |
- |
Special, Super
|
5AAAA
|
- |
- |
- |
-
|
2A[3]
|
4A, 5A |
5B, 2B |
5C, 2C |
Throw, Jump, Special, Super
|
5B[1]
|
- |
5BB, 2B |
5C, 2C |
Special, Super
|
5BB
|
- |
5BB, 2B |
5C, 2C |
Jump[-], Special, Super
|
2B[1]
|
- |
5B |
5C, 2C |
Special, Super
|
5C
|
- |
- |
- |
-
|
2C
|
- |
- |
- |
Special, Super
|
Air Revolver Action Table
|
A |
B |
C |
Cancel
|
j.A and j.BB
|
j.AA |
j.B |
j.C |
Jump, Special, Super
|
j.B and j.AA
|
j.A |
j.BB |
j.C |
Jump, Special, Super
|
j.C
|
- |
- |
- |
Special, Super
|
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#] = X can be used only # times per string
- 5AA and 4AA cancels are on last hit
Sources[edit]
Early Proration Data from Hima based on the Beta
Link
Navigation[edit]
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