System Data Glossary
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Defense
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The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
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Guts
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The amount of damage that characters take decreases as their life lowers. For more info, see here.
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Prejump
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Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
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Weight
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The character's weight class, which determines how fast they fall when being hit in the air.
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Backdash
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The total duration, invincibility window and airborne duration of a backdash in frames.
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Forward Dash
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The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
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R.I.S.C. Gain Modifier
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The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
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Jump Duration
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The total duration of a jump in frames, if uncanceled.
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Jump Height
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The maximum height of a jump in in-game units of distance.
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High Jump Duration
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The total duration of a high jump in frames, if uncanceled.
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High Jump Height
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The maximum height of a high jump in in-game units of distance.
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Earliest Forward Instant Air Dash
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The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
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Earliest Backward Instant Air Dash
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The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
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Forward Air Dash Duration
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The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
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Backward Air Dash Duration
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The total duration of a backward air dash in frames, if uncanceled.
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Forward Air Dash Attack Transition
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The minimum amount of frames after a forward air dash that an attack can be performed.
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Backward Air Dash Attack Transition
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The minimum amount of frames after a backward air dash that an attack can be performed.
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Movement Tension Gain
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The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
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Jumping Tension Gain
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The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
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Air Dash Tension Gain
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The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
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Walk Speed
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The speed the character walks forward.
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Backwalk Speed
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The speed the character walks backward.
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Initial Dash Speed
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The starting speed of the character's forward dash.
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Dash Acceleration
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The amount of speed gained per frame of forward dashing, prior to friction calculations.
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Friction
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The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
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