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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
Yosuke Hanamura
16,000
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 4A 1000 All 5 6 8 -2 B 100 70 1 11 12 12 16 23 9 +0 +0 4AA 1300 All 8 3 20 -6 B 100 80 3 16 17 17 22 31 11 +0 +2 4AAA 1700 All 10 3 22+0L -6 H 100 75 4 18 Launch 60 Launch 75 12 +0 +5 4AAAA 600×6 All 14 Total: Until L+6L P 100 75 2 13 Launch 45 Launch 57 0/+13 +13 +13 5A 630×3 All 7 2,2,2 16 -1 B 100 80 3 16 17 17 22 31 3 +0 +2 5AA 1300 All 9 4 14 -1 B 100 80 3 16 17 17 + GBounce 22 31 + GBounce 11 +0 +2 5AAA 750×3 All 10 2,2,2 27+3L -13 B 100 75 4 18 Launch 30 Launch 45 4 +0 +5 5AAAA 600×6 All 14 Total: Until L+6L P 100 75 2 13 Launch 45 Launch 57 0/+13 +13 +13 2A 1000 Low 6 3 15 -4 F 90 75 2 13 14 14 18 26 10 +0 +1 5B 1500 All 12 3 30 -14 B 90 85 4 18 19 19 24 34 12 +0 +5 5BB 1700 All 17 2 22 -5 B 90 85 4 18 19 30 24 45 12 +0 +5 5BBB 0, 2400 All 18 2 Total: 47 F 90 85 4 18 60, Launch Stand, 60 75, Launch Stand, 75 0 0 +5 2B 1500 All 9 4 26 -13 B 6~12 H 90 80 3 16 17 20 22 34 11 +0 +2 5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2 2C 1700 Low 11 3 24 -8 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5 j.A 1000 High 10 4 10 H 80 80 3 16 17 17 22 31 11 +0 +2 j.AA 1000 High 7 3 11 H 80 80 3 16 17 17 22 31 11 +0 +2 j.B 720×3 All 15 3×11 Total: 40 H 80 80 3 16 17 17 22 31 1/+1 +1 +1 j.2A 600×6 All 14 Until Hit Total: Until L + 21L P1 80 75 2 13 Launch 45 Launch 57 0/+13 +13 +13 j.C 1700 Low 36 7 25 -13 F 7~31 All 80 85 4 18 Launch 30 Launch 45 4 +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, 1000×2 Throw 7-30 3 23 T 100 50 0, 4×2 40 +0 AD Dodge (Catch) 45 1~25 Catch All AD Attack Dodge (Attack) 2200 Air Unblockable 15 3 28 -12 B 1~22 All 80 60 4 18 Launch 50 Launch 65 12/+0 -8 -8
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 Dash Spring 900×2 All 14~25 3 [(10)3] 18 [26+4L] -16 B 80 90 3 16 20, Launch 60 + Down 23, 60 25, Launch 74 + Down 23, 74 0/+8, 9/+8 +5 +5 236B B Dash Spring 1100×2 All 20~29 3 [(10)3] 18 [26+13L] -23 B 80 75 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8 j.236A Flying Flash Cut 1200×2 All 13 Until L(10)5 Until L -11 H 80 85×2 4 18 Launch 40 + GBounce, 60 Launch 55 + GBounce, 75 6 -1 -1 j.236B Moonsault Until L+9L 4~11 All j.236B > X Crescent Slash 1700 High 5 8 Until L+9L H 80 85 4 18 Launch 32 Launch 47 8 +3 +3
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 Dash Spring 1300×2 All 19~27 3 [(10)3] 18 [18+13L] -15 B 80 85 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8 j.236C EX Moonsault 2000 High 20 8 Until L+15L H 4~10 All 80 85 4 18 Launch 32 + Down 28 Launch 47 + Down 28 8 +8 +8
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 Dash Spring 1500×2 All (18)+13~24 3 [3(10)3] 18 [26+12L] -14 B 70 85 3 16 20, Launch 60 + Down 23, 60 0/+8, 9/+8 +8 6P P4A 5D 700×4 All (18)+31 15 [(9)3,3,4] Total: 94 [Total: +70] B 70 85 4 18 18, Launch×3 50 0/+12, 0/+1×3 +12, +1×3 4P 5AAA 1700 All (18)+10 6 29+3L -19 B 70 85 4 18 Launch 60 12 +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 Garudyne 360×31 [430×31] All 9+(53 Flash)+7 5×31 Total: Until L+38L -31 P2 1~17 All 80 98×31 4 18 Launch 90 Launch 105 0 +0 +6 214BC Shippu - Nagareboshi 2000×2, 250×18 [2000×2, 200×36] All 4+(39 Flash)+1 15 Until L+18L -21 H 1~19 All 80 100 5 20 Launch 120, 100, 400 + Down 20×18 [×36] 4 4, 8/+10, 0/+10×18 [×36] Distortion Skill Duo Garudyne 100×20 [100×25] All 1+(92 Flash)+1 10×11,5×9 [10×6,5×19] Total: Until L+38L P2 1~3 All 100 100 4 18 Launch 90 Launch 105 0 +0 +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 Brave Blade All 4+(78 Flash)+16 10 Total: 119 -68 1~44 All 5 20 0/+12
Revolver Action Table
Ground Revolver Action Table
A
B
C
Cancel
4AGuard All Startup 5 Recovery 8 Advantage -2
4AA, 5A, 2A
5B, 2B
5C, 2C
Throw, Jump, Special, Super
4AAGuard All Startup 8 Recovery 20 Advantage -6
4AAA, 5A
5B, 2B
5C, 2C
Throw, Special, Super
4AAAGuard All Startup 10 Recovery 22+0L Advantage -6
4AAAA
-
-
Special, Super
5AGuard All Startup 7 Recovery 16 Advantage -1
5AA
5B, 2B
5C, 2C
Throw, Special, Super
5AAGuard All Startup 9 Recovery 14 Advantage -1
5AAA
5B, 2B
5C, 2C
Throw, Special, Super
5AAAGuard All Startup 10 Recovery 27+3L Advantage -13
5AAAA
-
-
Special, Super
5AAAA and 4AAAAGuard All Startup 14 Recovery Total: Until L+6L Advantage -
-
-
-
-
2AGuard Low Startup 6 Recovery 15 Advantage -4 [3]
5A, 2A
5B, 2B
5C, 2C
Throw, Special, Super
5BGuard All Startup 12 Recovery 30 Advantage -14 [1]
5A
5BB, 2B
5C, 2C
Jump[-] , Special, Super
5BBGuard All Startup 17 Recovery 22 Advantage -5
5A
5BBB, 2B
5C, 2C
Jump[-] , Special, Super
5BBBGuard All Startup 18 Recovery Total: 47 Advantage -
-
-
-
Special (2nd hit)[-]
2BGuard All Startup 9 Recovery 26 Advantage -13
5A
5B, 2B
5C, 2C
Jump, Special, Super
5CGuard High Startup 22 Recovery 24 Advantage -10
-
-
-
-
2CGuard Low Startup 11 Recovery 24 Advantage -8
-
-
-
Special, Super
Air Revolver Action Table
A
B
C
Cancel
j.AGuard High Startup 10 Recovery 10 Advantage - [2]
j.AA. j.2A
j.B
j.C
Jump, Special, Super
j.AAGuard High Startup 7 Recovery 11 Advantage - [2]
j.A. j.2A
j.B
j.C
Jump, Special, Super
j.BGuard All Startup 15 Recovery Total: 40 Advantage -
-
-
j.C
Special, Super
j.2AGuard All Startup 14 Recovery Total: Until L + 21L Advantage -
-
-
-
Special, Super
j.CGuard Low Startup 36 Recovery 25 Advantage -13
-
-
-
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
Yosuke Hanamura
Blazblue
Persona 4 Arena
Under Night In-Birth
RWBY
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