Frame Data Glossary
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Guard
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How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
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Startup
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Number of frames for this move to reach the first active frame (includes the first active frame).
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Active
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Number of active frames in this attack. Values in () are for gaps between hits of an attack.
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Recovery
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Number of frames this move is in a recovery state before returning to neutral.
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OnBlock
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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.
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Attribute
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Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H
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Head
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B
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Body
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F
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Foot
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P
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Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
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T
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Throw
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D
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Doll move such as Nirvana and Ignis
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Invuln
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Attribute and Hitbox invincibility for this attack
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P1
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Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
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P2
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Proration value that is applied to the combo proration value when this attack is used.
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Starter
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Combo time modifier when this attack is used as the starting hit of a combo.
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Cancel
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What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C
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self cancellable
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S
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special/distortion cancellable
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Dr
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drive cancellable
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O
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overdrive cancellable
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J
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jump cancellable
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R
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rapid cancellable
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Da
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dash cancellable
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(X)
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X cancellable on hit only
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Level
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Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
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Blockstun
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When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
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GroundHit
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When hitting a grounded opponent, how many frames of hitstun they experience.
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AirHit
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When hitting an airborne opponent, how many frames for which they cannot air tech.
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GroundCH
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When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
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AirCH
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When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
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Blockstop
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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.
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Hitstop
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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.
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CHstop
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When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
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