System Data
StatRagnaJinNoelRachelTaokakaTagerLitchiArakuneBangCarlHakumenLambdaTsubakiHazama
Health10000115001100011000950013000110001050011500950012000100001100011000
Walk Speed (Forward)62005900660040006000600053007200800077006400550055006200
Walk Speed (Backward)48004800500038005000450041004200500050004100500032004800
Dash/Step Initial Speed1800016000180001400020000-14000-210003000028000220001850018000
Dash Acceleration Speed440440440300440-440-200--320400440
Dash Maximum Speed2800028000280002800028000-28000-38000--300003500024000
Jump Y Initial Speed3100031000310002500038000260003100030000340002900029000300003100031000
High-Jump Y Initial Speed3800038000380003200048000360004200032000400003600036000370003800038000
Jump X Speed (Forward)7875787578751000078756000787590001000078757875760078757875
High-Jump X Speed (Forward)12600126001260013000126008500750012600125001260012600110001260012600
Jump X Speed (Backward)78757875787580007875550078758000787578757875700078757875
High-Jump X Speed (Backward)1260012600126001100012600750065001260012600126001260090001260012600
Jump Weight16501650165010002400125015001150175014501450150016501650
Air Dash Max Number11112012211111
Mid-Air Jump Max Number11112011111111
Air Dash X Initial Speed3100031000310003100031000-3300014500300003100031000300003100024000
Air Back-Dash X Initial Speed2400024000240002400024000-2100011000240002400024000290002400018000
Character Combo Rate90808590954080100859080858080
Negative Penalty Resistance26474646456822
* "Initial Speed" is the speed at the beginning of each action.
* "Dash Acceleration Speed" is the speed increase value for every 1 frame when you continue a dash.
* "X" is horizontal direction, and "Y" is vertical direction.
* "Weight" is the speed proration value in the downward direction, and the higher this value is, the slower their rising speed and faster their falling speed will be.
* "Character Combo Rate" is the proration that is applied to combos.
* "Negative Penalty Resistance" is the resistance to Negative Penalty State. The higher it is, the harder it is to get into that state.
* In addition to the data shown, Litchi's Air Back-dash has Weight:1350, and Arakune's Air Dash and Air Back Dash have Weight:500 and cannot be done unless his height is at least 200000 or higher.


BackStep Data
Character NameTotalInvincibleDistance TraveledNotes
Tsubaki205270000In mid-air from 2~15
Hazama253270000In mid-air from 2~15
Ragna205270000In mid-air from 2~15
Jin225360000In mid-air from 3~16
Noel185318000In mid-air from 2~15
Tager2319184000In mid-air from 1~22 / Cannot back dash for 12F after complete
Taokaka187252000In mid-air from 1~11
Rachel237345000In mid-air from 1~22 / Cannot back dash for 24F after complete
Arakune3426400000Can pass through opponent from 7~26
Bang369480000In mid-air from 13~28
Litchi215225000In mid-air from 1~13 / Can go to extra back dash by pressing up-back on 17th frame
Carl20+67380000In mid-air from 1~19 / Cannot back dash for 6F after complete
Hakumen270270000In mid-air from 5~15 / Can cancel to mid-air special attacks from 8~15, and ground special attacks from 16~27
Lambda255371585


Forward Step Data

Some characters do not run forward. Instead, they do a dash forward typically found in games like Street Fighter 4. These moves have certain properties explained in the table below.
Character NameTotalDistance TraveledNotes
Hazama19277176Can cancel into block (including Barrier) and any action besides movement from 2nd frame
Arakune48660000Invincible from 7~36 and can pass through opponent
Carl22420000In mid-air from 5~15 / Can cancel to mid-air special attacks from 6~15, and ground special attacks from 16~22
Hakumen16288268In mid-air from 5~11 / Can cancel to mid-air special attacks from 6~11, and ground special attacks from 11~16

Jump Frame Data
Character NameStartupJumpHigh Jump
Tsubaki43948
Hazama43948
Ragna43948
Jin53948
Noel43948
Tager64359
Taokaka43342
Rachel45266
Arakune35457
Bang44047
Litchi34358
Carl44251
Hakumen44251
Lambda44251
* For 5 frames after landing from a jump, no movement can be done except for dash.
* Arakune's forward jump only has a movement duration of 4. You can cancel his air dash and air back dash into Barrier Guard from the 2nd frame. If you press the backward direction and do a jump attack he will descend.


Air Dash Data
CharacterForward Air Dash DurationBackward Air Dash Duration
Tsubaki2016
Hazama1614
Ragna2016
Jin2016
Noel2016
Tager--
Taokaka2016
Rachel2016
Arakune4545
Bang2023
Litchi1830
Carl2016
Hakumen2323
Lambda1812
* For the first 5 frames of any air dash, no action is possible