How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data

Character Comparisons
Character Data
Character | Health | Negative Penalty resistanceHow resistant the character is to getting a negative penalty, higher numbers mean more resistant | Ground Throw rangeThrow range is measured as horizontal distance in pixels between each character's collision box in the native resolution of 1280x768. Character origins must also be within 200px of each other | Air Throw rangeFor standard air throws, the target's origin must be no lower than 60px below the attacker's origin, and no higher than 280px | Dash type | Air jumps | Air dashes | WidthMeasured in pixels at native resolution of 1280x768, character origin is always 55px in from the back, characters are all 188px tall |
---|---|---|---|---|---|---|---|---|
Amane | 10,500 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Arakune | 10,500 | 5 | 70 | 120 | Teleport | 1 | 2 | 110 |
Azrael | 12,000 | 5 | 70 | 120 | Teleport | 1 | 1 | 110 |
Bang | 11,500 | 4 | 70 | 120 | Run | 1 | 2 | 110 |
Bullet | 11,500 | 5 | 70 | 120 | Step | 1 | 1 | 110 |
Carl | 10,000 | 5 | 70 | 120 | Step | 1 | 1 | 110 |
Celica | 10,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Es | 10,500 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Hakumen | 12,000 | 5 | 70 | 120 | Step | 1 | 1 | 110 |
Hazama | 11,000 | 4 | 70 | 120 | Step | 1 | 1 | 110 |
Hibiki | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Izanami | 10,500 | 4 | 70 | 120 | Run | 0 | 1 | 110 |
Izayoi (normal) | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Izayoi (Gain Arts) | 11,000 | 4 | 70 | 120 | Hover | 1 | 2 | 110 |
Jin | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Jubei | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Kagura | 11,500 | 5 | 70 | 120 | Run | 1 | 1 | 110 |
Kokonoe | 10,500 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Lambda | 10,500 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Litchi | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Mai | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Makoto | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Mu | 10,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Naoto | 11,500 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Nine | 10,500 | 4 | 70 | 120 | Teleport | 1 | 2Nine can use her two ground dashes in the air, even after a double jump. | 110 |
Noel | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Nu | 10,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Platinum | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Rachel | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Ragna | 10,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Relius | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Susano'o | 12,500 | 4 | 70Has a wider collision box | 120 | Run | 1 | 1 | 135 |
Tager | 13,000 | 6 | 125Technically 140px, this usually gets reduced to 125px due to the maximum origin distance check. Tager also has a wider bounding box, meaning other players get 20px more throw range when measured between origins. Tager can still out-reach standard throws by 65px however | 140 | None | 0 | 0 | 145 |
Taokaka | 10,000 | 4 | 70 | 120 | Run | 2 | 2 | 110 |
Terumi | 10,500 | 3 | 70 | 120 | Run | 1 | 1 | 110 |
Tsubaki | 11,000 | 4 | 70 | 120 | Run | 1 | 1 | 110 |
Valkenhayn (human) | 10,500 | 5 | 70 | 120 | Step | 1 | 1 | 110 |
Valkenhayn (wolf) | 10,500 | 5 | 70Wolf has a much wider bounding box again making this slightly misleading, but can still outrange other standard throws by 40px. | 90 | None | 1 | 1 | 170 |
Ground movement data
Character | Forward walk speed | Backward walk speed | Initial run speed | Run acceleration | Final run speed | Step duration | Step distance | Backdash duration | Backdash distance | Backdash invincibility |
---|---|---|---|---|---|---|---|---|---|---|
Amane | 5300 | 4100 | 13000 | 440 | 15000 | - | - | 25F | 324 | 1~7F All |
Arakune | 8000 | 4800 | - | - | - | 40F | 640 | 32F | 400 | 1~24F All |
Azrael | 6200 | 4800 | - | - | - | 20F | 416 | 28F | 336 | 1~20F All |
Bang | 8000 | 5000 | 21000 | 200 | 38000 | - | - | 36F | 480 | 1~9F All |
Bullet | 5500 | 4500 | - | - | - | 20F | 386 | 22F | 198 | 1~7F All |
Carl | 7700 | 5000 | - | - | - | 23F | 450 | 22F | 352 | 1~7F All |
Celica | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 25F | 358 | 1~5F All |
Es | 6200 | 4800 | 14000 | 1000 | 32000 | - | - | 25F | 270 | 1~5F All |
Hakumen | 6400 | 4100 | - | - | - | 16F | 349 | 15F | 189 | 1~4F T |
Hazama | 6200 | 4800 | - | - | - | 19F | 247 | 25F | 324 | 1~7F All |
Hibiki | 6200 | 4800 | 18000 | 440 | 28000 | - | - | 22F | 240 | 1~4F All |
Izanami | 6200 | 4800 | 9800 | 660 | 28000 | - | - | 22F | 371 | 1~7F All |
Izayoi (normal) | 5200 | 3200 | 18000 | 200 | 28000 | - | - | 22F | 270 | 1~5F All |
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. | 6200 | 4800 | - | - | - | 14~34F | 271~859 | 22~29F | 377~470 | 1~5F All |
Jin | 5900 | 4800 | 16000 | 440 | 28000 | - | - | 22F | 360 | 1~5F All |
Jubei | 4200 | 3300 | 17500 | 2500 | 30000 | - | - | 25F | 433 | 1~7F All |
Kagura | 4500 | 3500 | 12000 | 250 | 25000 | - | - | 25F | 271 | 1~7F All |
Kokonoe | 4800 | 4800 | 18000 | 400 | 28000 | - | - | 22F | 247 | 1~5F All |
Lambda | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 25F | 371 | 1~7F All |
Litchi | 5300 | 4100 | 14000 | 440 | 28000 | - | - | 22F | 225 | 1~5F All |
Mai | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 25F | 270 | 1~7F All |
Makoto | 6200 | 4800 | 18000 | 440 | 38000 | - | - | 22F | 270 | 1~5F All |
Mu | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 22F | 370 | 1~5F All |
Naoto | 5700 | 4300 | 18000 | 440 | 28000 | - | - | 25F | 270 | 1~4F All |
Nine | 6800 | 5300 | - | - | - | 40F | 600 | 40F | 417 | 1~4F P, 5~32F All |
Noel | 6600 | 5000 | 18000 | 440 | 28000 | - | - | 22F | 318 | 1~5F All |
Nu | 5500 | 5000 | 22000 | 320 | 30000 | - | - | 25F | 371 | 1~7F All |
Platinum | 6200 | 4800 | 17000 | 440 | 28000 | - | - | 22F | 306 | 1~7F All |
Rachel | 4000 | 3800 | 14000 | 300 | 28000 | - | - | 25F | 375 | 1~7F All |
Ragna | 6200 | 4800 | 16000 | 440 | 28000 | - | - | 22F | 270 | 1~5F All |
Relius | 4000 | 3800 | 14000 | 300 | 28000 | - | - | 22F | 198 | 1~7F All |
Susano'o | 7000 | 4800 | 33000Susano'o's dash has 15 frames of startup, during which he starts at 0 speed and builds a small amount of speed, before the game forces it to 33000. | 200 | 33000 | - | - | 22F | 270 | 1~5F All |
Tager | 6000 | 4500 | - | - | - | - | - | 28F | 182 | 1~20F All |
Taokaka | 6000 | 5000 | 20000 | 440 | 28000 | - | - | 22F | 252 | 1~7F All |
Terumi | 6200 | 4800 | 19800 | 440 | 28000 | - | - | 22F | 270 | 1~5F All |
Tsubaki | 5500 | 3200 | 18500 | 400 | 35000 | - | - | 22F | 270 | 1~5F All |
Valkenhayn (human) | 6200 | 4800 | - | - | - | 23F | 390 | 22F | 270 | 1~5F All |
Valkenhayn (wolf) | 12400 | 11000 | - | - | - | - | - | 25F | 504 | 1~7F All |
Air movement data
Character | Prejump | Jump initial speed | Super jump initial speed | Gravitycharacters subtract this value every frame from their vertical velocity while not in any kind of stun | Forward jump speed | Forward super jump speed | Backward jump speed | Backward super jump speed | Forward air dash duration | Forward air dash speed | Backward air dash duration | Backward air dash speed |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Amane | 4F | 31200 | 33000 | 1170 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Arakune | 5F | 30000 | 32000 | 1150 | 9000 | 12600 | 8000 | 12600 | 45F | 14500 | 45F | 11000 |
Azrael | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 14F | 28000 | 14F | 23000 |
Bang | 4F | 37000 | 43000 | 1900 | 10000 | 12500 | 7875 | 12600 | 20F | 30000 | 23F | 24000 |
Bullet | 4F | 31000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 15F | 27500 | 12F | 22000 |
Carl | 4F | 32000 | 39000 | 1650 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Celica | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 28000 | 20F | 23000 |
Es | 4F | 30000 | 37000 | 1500 | 8662 | 13860 | 7875 | 12600 | 20F | 23000 | 16F | 24000 |
Hakumen | 4F | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 | 23F | 31000 | 23F | 24000 |
Hazama | 4F | 31000 | 38000 | 1500 | 7875 | 12600 | 7875 | 12600 | 16F | 24000 | 14F | 18000 |
Hibiki | 4F | 36000 | 44000 | 1900 | 9450 | 15120 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Izanami | 4F | 300008000 while in float state | 42000-8000 while in float state | 1350 | 7875 | 12600 | 7875 | 12600 | 23F | 28000 | 16F | 24000 |
Izayoi (normal) | 4F | 38000 | 43000 | 1850 | 7875 | 12600 | 7875 | 12600 | 16F | 26000 | 12F | 24000 |
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. They are also programmed like step dashes, so her speed values are actually distance values. | 4F | 35000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 | 14~38F | 264~970 | 16~27F | 310~470 |
Jin | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
JubeiJubei's jump changes height and speed when he is dashing. In boxes with two values, the latter value is used when he is dashing and the former is used when he is not. | 4F | 36000/29000 | 44000 | 2000 | 10000/5000 | 15000 | 8000/10000 | 15000 | 20F | 31000 | 16F | 24000 |
Kagura | 4F | 34000 | 45000 | 1800 | 7875 | 12600 | 7875 | 12600 | 23F | 25000 | 16F | 20000 |
Kokonoe | 4F | 32000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 22F | 22000 |
Lambda | 4F | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Litchi | 4F | 36000 | 47000 | 1700 | 7875 | 7500 | 7875 | 6500 | 18F | 33000 | 30F | 21000 |
Mai | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Makoto | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 28000 | 12F | 25000 |
Mu | 4F | 34000 | 42000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Naoto | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 16F | 27900 | 10F | 24000 |
NineNine can use her two ground dashes in the air. To reflect this, her air dash values are identical to her ground dash values, so her speed values are actually distance values. | 4F | 28000 | 30000 | 1200 | 12500 | 20000 | 7500 | 12000 | 40F | 600 | 40F | 417 |
Noel | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Nu | 4F | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 | 18F | 30000 | 12F | 29000 |
Platinum | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 30F | 26000 | 24F | 22000 |
Rachel | 4F | 25000 | 32000 | 1000 | 10000 | 13000 | 8000 | 11000 | 20F | 23250 | 16F | 21600 |
Ragna | 4F | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Relius | 4F | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Susano'o | 4F | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 | 16F | 31000 | 16F | 24000 |
Tager | 6F | 26000 | 36000 | 1250 | 6000 | 8500 | 5500 | 7500 | - | - | - | - |
Taokaka | 4F | 35000 | 44000 | 2200 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Terumi | 4F | 31000 | 44000 | 1800 | 8400 | 15000 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Tsubaki | 4F | 32000 | 39000 | 1800 | 7875 | 12600 | 7875 | 12600 | 18F | 30000 | 16F | 26000 |
Valkenhayn (human) | 4F | 34000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
Valkenhayn (wolf) | 4F | 41000 | 46000 | 1650 | 7875 | 12600 | 7875 | 12600 | 20F | 31000 | 16F | 24000 |
System Data
Ground Recovery
Forward Roll
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Back Roll
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Quick Tech
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Neutral Tech no direction + A/B/C |
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- Emergency Tech
- 1~32F Fully invincible
Air Recovery
- The following time table shows a character's options and status during a knockdown.
- Air Ukemi
- 1~15F Fully invincible
Overdrive
Overdrive Activation
Type | Recovery |
---|---|
Normal | 3+13F |
Overdrive Cancel | 3+3F |
Guard Cancel | 3+23F |
- All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3)
Overdrive Duration
100% - 91% | 90% - 82% | 81% - 73% | 72% - 63% | 62% - 54% | 53% - 45% | 44% - 35% | 34% - 0% |
---|---|---|---|---|---|---|---|
240 | 270 | 300 | 330 | 360 | 390 | 420 | 480 |
- Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel
- Overdrive timer is paused during hitstop and superflash frames
Burst
P1 | P2 | Startup | Active | Recovery | Frame Advantage | Untechable | Invuln. |
---|---|---|---|---|---|---|---|
10 | 80 | 6 | 6 | 43 | -24 | 300 | 1-48 All |
- Air Burst is vulnerable until landing
- Ends Active Flow and disables it for the rest of the round
Burst Regain
The gain in burst meter, excluding damage taken is:
Health | Increment per frame | Time to fill (seconds) |
---|---|---|
H ≥ 55% | 10 | 166.7 |
40% < H ≤ 55% | 15 | 111.1 |
H ≤ 40% | 20 | 83.3 |
This gain is increased by a factor of 4 while in active flow.
Burst is also gained from attacks. The formula for this is:
(1- Current ProrationGiven as value between 1 and 0, includes the proration values of the current hit) * damageThe damage the move actually did * 10 + 100
This means that moves that have very poor proration values or moves with large minimum damage also give your opponent back more burst!
Hitstun Decay
Combo Duration | 120F~ | 300F~ | 480F~ | 660F~ |
---|---|---|---|---|
Decay | -2F | -5F | -10F | Reduced to 1F |
Starter Rating
Starter | Long | Normal | Short | Very Short |
---|---|---|---|---|
Time Consumed | 0F | 60F | 120F | 240F |
Attack Level
Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | |
---|---|---|---|---|---|---|
Hitstop/Blockstop | 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 (Crumple Hits Only) | 20 | 22 | 24 | 27 | 29 | 31 |
Crumple Fall (Crumple Hits Only) | 30 | 32 | 34 | 37 | 39 | 41 |
Untechable (Air Hit) | 12 | 12 | 14 | 17 | 19 | 21 |
Untechable (Air Counter Hit) | +11 | +12 | +12 | +14 | +15 | +16 |
Blockstun (Ground) | 9 | 11 | 13 | 16 | 18 | 20 |
P1 | 100 | 100 | 100 | 100 | 100 | 100 |
P2 | 75 | 80 | 85 | 89 | 92 | 94 |
- Blockstun (Air) = Ground Blockstun + 2
- Hitstun (Crouching) = Standing Hit Stun + 2
- Crumple (Counter Hit) = Crumple × 2
- Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
- Spin Fall = Standing Hit Stun + 16F Fall animation
- Fatal Counter = Hitstun / Untechable + 3
- Instant Block Blockstun (Ground) = Blockstun - 3
- Instant Block Blockstun (Air) = Air Blockstun - 6
- Barrier Guard Blockstun = Blockstun + 1
- Additional hitstop on Counter Hit only applies to the person being hit
- Jumping moves almost universally have an override of 80% P1 from the default.
Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15
Heat Gain Table
Situation | Formula |
---|---|
Opponent getting hit | Scaled Damage × 0.72 |
Getting hit | Scaled Damage × 0.4 |
Opponent blocking attack | Base Damage × 0.18 |
Normal blocking attack | Base Damage × 0.1 |
Instant blocking attack | (Base Damage × 0.2) + 100 |
Hakumen's Heat Gain is 1/4 of the formula above. |
- Heat Gauge is 10,000 units, so 100 units = 1 Heat.
- Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
- Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units).
- Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker.
- Hakumen's Specials are the sole exception; they still generates Heat for Hakumen.
- Using Barrier does not affect Heat Gain.
- Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block.
Building Active Flow
In order to get Active Flow you must reach 10000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round. When a player reaches 8000p, "Attention!" appears on their side of the screen and their burst gauge will begin rotating more rapidly.
Action | Catalyst | Value | Notes |
---|---|---|---|
Pressing An Attack Button | No | 10p | This means missing in neutral or during a combo. Move must have active frames to count. |
Attack Hit | Yes | 850p | Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage. |
Counter Hit | Yes | 850p + 500p | |
Fatal Counter Hit | Yes | 850p + 1000p | |
Additional Hit | Yes | 50p | Applies to all hits during a combo |
Attack Blocked | No | 50p | |
Attack Clash | No | 500p | Includes projectile clashes |
Moving Forward | No | Distance Value x5p | |
Moving Backward | No | 0p | |
Negative Penalty | No | -10000p | |
Opponent Getting Negative Penalty | Yes | 10000p | |
Blocking | No | 30p | |
Blocking Standing Overhead | No | 850p | Applies to grounded overheads only |
Instant Blocking | No | 30p + 10p | |
Barrier | No | 30p + 10p | |
Instant Barrier | No | 30p + 10p + 10p | |
Getting Hit | No | 40p | |
Using Attribute Invul Successfully | No | 1000p | Anything that makes the blue/white invul circle appear and the opponent's active frames go through it.
Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc. |
Burst | No | -9999999p | Locks out Active Flow for the rest of the round |
Active Flow Ends | No | -9999999p | Locks out Active Flow for the rest of the round |
Overdrive Activation | Yes | 100p | |
Exceed Accel | Yes | 999999p | |
Spending 25 Heat | No | 500p | |
Successful Guard Break | No | 2500p | Because spending 25 meter gets you 500p already, getting a successful guard break with Crush Trigger nets you 3000p |
Spending 50 Heat (Rapid/Super) | No | 1000p | |
Spending 100 Heat (Astral) | No | 2000p | |
Throw | Yes | 1420p | |
Throw Break | Yes | 1700p | |
During OD | No | x2 multiplier (stacks) | |
During <35% HP | No | x2 multiplier (stacks) |
Miscellaneous Properties
This just a table of various values and properties that don't go anywhere else
Property | Value | Notes |
---|---|---|
Round start separation | 520,000 units | A in-game unit is defined by 1000 units per pixel when rendering at 1280x768 with no camera zoom |
Corner start separation | 400,000 units | Used in training and challenge modes only for corner start positions. |
Player front collisionMeasured from origin to front of where players can collide | 55,000 units | Add 25,000 for Susanno, 35,000 for Tager and 60,000 for Wolf Form Valkenhayn. Various moves can adjust this. |
Player back collisionMeasured from origin to back of where players can collide | 55,000 units | |
Player top collisionMeasured from origin to top of where players can collide | 188,000 units | Looks more when in game due to air sprites being noticeably above their origin points |
Wall offset | -5,000 units | Seems the actual place bounding boxes collide with is 5px offscreen |
Stage Width | 3,730,000 | Measured from a player backed to the wall to the same on the other side. Some of the playable area isn't reachable by players themselves due wall collision |
Stage Height | 2,500,000 | Players and objects can go above this height, but the camera will not normally pan to show anything above this value. |
Maximum player separation | 1,422,000 | How far two players are allowed to be from each other horizontally. Also defines how far the "wall" is for wall bounces when not near a corner. |
Hit/guardstun Gravity | 2,000 | Gravity for characters in hitstun or guardstun in the air. |
Floor Friction | Current Speed x 0.1In other words, multiply the player's horizontal speed by 0.9 every frame | Deceleration experienced by grounded players when sliding. Walking and dashing aren't affected, except when ending a dash. |