BBCF/Makoto Nanaya/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
Makoto Nanaya


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
D Doll move such as Nirvana and Ignis
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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(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. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Makoto Nanaya 11,000 4F 22F (1~5F Inv All) Asteroid Vision

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 2 11 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 6 16 -5 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 700 Mid 8 7 16 -6 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5CC 800 Mid 7 6 16 -3 B 100 82 Long S(J)R 4 18 21 24 26 39 12 +0 +5
2A 300 All 6 [5] 3 10 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 -1 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 1000 Mid 20 8 26 -13 B 12~27 H 90 92 Long SR 4 18 Launch 35 Launch 50 12 +0 +5
6A 700 Mid 11 4 23 -10 B 5~14 H 90 89 Long SJR 3 16 17 26 22 40 11 +0 +2
6B 750 High 22 3 20 -6 B 80 89 Normal SR 3 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2
6C 900 Mid 14 8 20 -11 B 100 89 Long SR 3 16 Launch 24 Launch 35 11 +0 +2
3C 900 Low 30 4 12 0 F 6~23 HB 80 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
3[C] 35 6~23 HB
j.A 300 High/Air 6 3 8 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 8 4 12 H 80 85 Long CSJR 2 13 14 26 18 40 10 +0 +1
j.C 700 High/Air 13 6 11 H 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.CC 800 High/Air 5 3 22 H 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.2C 800 High/Air 20 Until L 9 H 80 85 Long SR 2 13 Crumple 24 17 Crumple 48 29 10 +0 +1


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv1 700 Mid 13 3 31 -17 B 90 70 Long SR 3 16 17 24 Crumple 54 38 11 +0 +2
5D Lv2 850 Mid 17 3 31 -15 B 90 80 Long SR 4 18 179 30 Crumple 58 45 12 +0 +5
5D Lv3 1000 Mid 20 3 31 -13 B 90 80 Long SR 5 20 Launch 60 + Slide 12 + Down 26 Launch 79 + Slide 12 + Down 26 13 +0 +8
5D LvG 1000 Mid 10 2 31 -12 B 90 80 Long SR 5 20 Launch 60 + Slide 15 Launch 79 + Slide 15 13 +0 +8
2D Lv1 700 Mid 18 5 32 -21 B 90 70 Long SR 3 16 Launch 30 Launch 44 11 +0 +2
2D Lv2 850 Mid 21 5 32 -19 B 90 80 Long SR 4 18 Launch 40 Launch 55 12 +0 +5
2D Lv3 1000 Mid 24 5 32 -17 B 90 80 Long SR 5 20 Launch 62 Launch 81 13 +0 +8
2D LvG 1000 Mid 18 5 32 -17 B 90 80 Long SR 5 20 Launch 62 Launch 81 13 +0 +8
j.D Lv1 700 High/Air 20 6 Until L+5 H 90 70 Long SR 3 16 Launch 24 Launch 36 11 +0 +2
j.D Lv2 850 High/Air 21 6 Until L+5 H 90 80 Long SR 4 18 Launch 40 + WBounce Launch 55 + WBounce + Slide 10 12 +0 +5
j.D Lv3 1000 High/Air 23 6 Until L+5 H 90 80 Long SR 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8
j.D LvG 1000 High/Air 20 6 Until L+5 H 90 80 Long SR 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 42 0, 3 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 60 + Down 29 0, 12/+15 +0, +15
j.B+C Air Throw 0, 700, 800 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4×2 60 + Down 49 0×2, 16 +0
6A+B Counter Assault 0 All 15 4 28 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


Special Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Comet Cannon 350×3 All 16 72 Total: 49 -5 P1 100 85 Normal R 2 13 14 14 18 26 0/+3 +3 +4
236A~D Lv1 Break Shot 800, 700 Mid, All 3, X 18 -11 B, P1 100, 90 89×2 Long, Normal R 3 16 17 17, 25 22 31, 39 9, 0/+1 +0, +12 +2, +19
236A~D Lv2 Break Shot 950, 800 Mid, All 3, X 18 -9 B, P1 100, 90 92×2 Long, Normal R 4 18 19 19, 25 24 39, 40 9, 0/+1 +0, +12 +5, +18
236A~D Lv3 Break Shot 1100, 900 Mid, All 3, X 18 -7 B, P1 100, 90 94×2 Long, Normal R 5 20, 18 21 21, 35 27, Launch 37, 54 + WBounce 50 9, 0/+1 +0, +12 +8, +18
236A~D LvG Break Shot 1100, 900 Mid, All 3, X 18 +5 B, P1 100, 90 94×2 Long, Normal R 5 20 21, Launch 21, 35 + WBounce 50 30, Launch 40, 54 + WBounce 9 +0 +8
623C Corona Upper 900 Mid 9 2 (2) 12 28+17L -42 B 1~14 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
j.623C Air Corona Upper 900 All 8 8 Until L+20 H 1~9 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
623C~D Lv1 Meteor Dive 800 6 Until L+9 H 100 89 Long R 3 16 Launch 60 Launch 74 11 +0 +2
623C~D Lv2 Meteor Dive 1000 6 Until L+9 H 100 92 Long R 4 18 Launch 60 Launch 75 12 +0 +5
623C~D Lv3 Meteor Dive 1400 6 Until L+9 H 100 94 Long R 5 20 Launch 60 Launch 79 20 +0 +8
623C~D LvG Meteor Dive 1400 6 Until L+9 H 100 94 Long R 5 20 Launch 60 + GBounce Launch 79 + GBounce 20 +0 +8
214A A Asteroid Vision 35
214B B Asteroid Vision 37+6L
214C C Asteroid Vision 46+6L
214A~A Break 12+11
214A~B Eclipse Turn 10+21
214A~C Rush 250×2, 1000 All 6+7 3(6)3(8)4 33 -20 B 100 89×3 Long R 3 16 17×2, Launch 22×2, 50 22×2, Launch 36×2, 64 3×2, 11 +0 +2
214A~D Lv1 Cosmic Ray 850 All 8+?? 6 14 -5 B 8~End of Active F 100 89 Long R 3 16 17 20 22 34 11/-2 +0 +2
214A~D Lv2 Cosmic Ray 950 All 8+?? 6 14 -3 B 8~End of Active F 100 92 Long R 4 18 19 30 24 45 11/-2 +0 +5
214A~D Lv3 Cosmic Ray 1100 All 8+?? 6 14 -1 B 8~End of Active F 100 94 Long R 5 20 21 40 30 59 11/-2 +0 +8
214A~D LvG Cosmic Ray 1100 All 8+?? 6 14 1 B 8~End of Active F 100 94 Long R 5 20 26 60 35 79 11/-2 +0 +8
214A~C~A Mars Chopper 1000 High 15 3 16 -2 B 90 89 Normal R 3 16 17 40 22 54 11 +0 +2
214A~C~B Star Gazer 1000 Low/Air 11 4 14 -1 F 90 89 Long R 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
214A~C~C Infinite Rush 250×4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 B 100 89×5 Long R 3 16 17×4, Launch 22×4, 50 22×4, Launch 36×4, 64 3×4, 11 +0 +2
214A~C~D Lv1 Lander Blow 700 All ??+5 3 15 -1 B 80 89 Normal R 3 16 17 20 22 34 11 +0 +2
214A~C~D Lv2 Lander Blow 850 All ??+3 3 17 -1 B 80 92 Normal R 4 18 19 22 Crumple 29 37 8 +0 +5
214A~C~D Lv3 Lander Blow 1000 All ??+8 3 11 +7 B 80 94 Normal R 5 20 21 24 Crumple 34 43 6 +0 +8
214A~C~D LvG Lander Blow 1000 All ??+5 3 11 +7 B 80 94 Normal R 5 20 21 30 Crumple 34 49 6 +0 +8
214B/C~D Lv1 Lightning Arrow 800 All 12+?? 20 Until L+8 H 80 89 Normal R 3 16 17 60 22 74 11 +0 +2
214B/C~D Lv2 Lightning Arrow 1000 All 12+?? 20 Until L+8 H 80 92 Normal R 4 18 19 60 Launch 75 + GBounce + Down 23 12 +0 +5
214B/C~D Lv3 Lightning Arrow 1200 All 12+?? 20 Until L+8 H 80 94 Normal R 5 20 21 60 Launch 79 + GBounce + Down 23 20 +0 +8
214B/C~D LvG Lightning Arrow 1200 All 12+?? 20 Until L+8 H 80 94 Normal R 5 20 21 60 + GBounce + Down 23 Launch 79 + GBounce + Down 23 20 +0 +8
41236C Sirius Jolt 1000 Low [Unblockable] 26 3 28 -10 B 80 94 Normal R 5 20 21 [Launch] 50 [50 + WBounce 40 + WStick 30] 27 [Launch] 66 [66 + WBounce 40 + WStick 30] 13 [22] +0 +8
236B Shooting Star 1200 All 22 3 25 -9 B 1~7 FP
8~17 All
70 92 Normal R 4 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5
214D Space Counter 0 All 9 5 25 -10 B 1~13 Guard B 100 80 Normal 0 9 Guard Break 25 Guard Break 25 Guard Break 25 Guard Break 25 8/+10 +0 +10
214D~D Lv1 Space Counter~Attack 1000 8 45 -36 B 1-?? HB 100 89 Long R 3 16 Spin Fall 46 30 Spin Fall 51 44 0 +0 +2
214D~D Lv2 Space Counter~Attack 1200 8 45 -34 B 1-?? HB 100 92 Long R 4 18 Spin Fall 49 45 Spin Fall 54 60 0 +0 +5
214D~D Lv3 Space Counter~Attack 1400 8 45 -32 B 1-?? HB 100 94 Long R 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8
214D~D LvG Space Counter~Attack 1600 8 45 -32 B 1-?? HB 100 94 Long R 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8
Taunt Acorn 100 All 21 Until Hit Total: 82 P1 100 75 Long 0 9 10 12 14 31 0/+8 +8 8


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Lv1 / 2 / 3 Big Bang Smash 1800 / 2200 / 2600 All 4+(193 Flash)+13 14 Total: 73 -40 / -38 / -36 P2 1~Flash All 80 79 Normal R 3 / 4 / 5 16 Launch 100 Launch 114 0 +20 +20
632146D LvG Big Bang Smash 3000 All 5+(192 Flash)+8 15 Total: 68 -36 P2 1~Flash All 80 84 Normal R 5 20 Launch 100 Launch 119 0 +20 +20
236236D 1st Hit Lv1 / 2 / 3 900 / 1000 / 1100 Mid 1+(42 Flash)+7 / 4 / 4 4 58 -42 / -40 / -38 B 1~10 / 7 / 7 All 75 85 / 85 / 89 Normal R 3 / 4 / 5 16 / 18 / 20 Crumple 64 60 Crumple 84 74 30 +0 +2 / +5 / +8
236236D LvG 1st Hit LvG 1200 Mid 1+(42 Flash)+7 4 58 -38 B 1~10 All 75 94 Normal R 5 20 Crumple 64 60 Crumple 87 79 30 +0 +8
236236D~D 2nd Hit Lv1 / 2 / 3 900 / 1000 / 1100 1+(43 Flash)+?? 4 51 B 1~10 after Active All 75 100 Long R 3 16 Launch 150 Launch 164 30 +0 +4
236236D~D LvG 2nd Hit LvG 20×28, 600 1+(43 Flash)+?? 2×28 (7) 4 59 B 1~10 after Active All 75 100 Long R 3×28, 5 16×28, 20 30×28, Launch 150 38×28, Launch 169 1/+4×23, 30/+4 +4
236236D~D~D 3rd Hit Lv1 / 2 / 3 1800 / 2200 / 3000 28+(50 Flash)+?? 6 Until L+11 H 1~End All 100 85 Long 3 100 + Down 33 114 + Down 33 35 +2
236236D~D~D LvG 3rd Hit Lv G 4000 28+(50 Flash)+?? 6 Until L+11 H 1~End All 100 94 Long 5 100 + Down 33 117 + Down 33 35 +2


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Cygnus Combination 600, 800×2, 900
{600, 800×3, 1530×2}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 20 20, 13×2, 15
[20, 13×2, 0, 15, 26]
+0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214D Lv1 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+16~?? 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D Lv2 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+6~?? 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D Lv3 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+3+?? 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D LvG Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+2~?? 4 28 -11 B 1~End of Active All Long 5 20 30


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Makoto 5A.pngGuard:
All
Startup:
5
Recovery:
11
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special, Super
5BBBCS Makoto 5B.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-5
[2*]
6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special, Super
5CBBCS Makoto 5C.pngGuard:
Mid
Startup:
8
Recovery:
16
Advantage:
-6
- 6B 5CC, 6C, 3C 5D, 2D Special, Super
5CCBBCS Makoto 5CC.pngGuard:
Mid
Startup:
7
Recovery:
16
Advantage:
-3
- 6B 3C 5D, 2D Special, Super
5DBBCS Makoto 5D.pngGuard:
Mid
Startup:
13
Recovery:
31
Advantage:
-17
- - - - Special, Super
2ABBCS Makoto 2A.pngGuard:
All
Startup:
6 [5]
Recovery:
10
Advantage:
-1
[3]
2A[+], 5A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Special, Super
2BBBCS Makoto 2B.pngGuard:
Low
Startup:
9
Recovery:
12
Advantage:
-1
[2*]
6A - 5C, 2C, 3C 5D, 2D Special, Super
2CBBCS Makoto 2C.pngGuard:
Mid
Startup:
20
Recovery:
26
Advantage:
-13
- - - 5D[-], 2D[-] Special, Super
2DBBCS Makoto 2D.pngGuard:
Mid
Startup:
18
Recovery:
32
Advantage:
-21
- - - - Special, Super
6ABBCS Makoto 6A.pngGuard:
Mid
Startup:
11
Recovery:
23
Advantage:
-10
[1]
- 5B, 6B 6C, 3C 5D, 2D Jump, Special, Super
6BBBCS Makoto 6B.pngGuard:
High
Startup:
22
Recovery:
20
Advantage:
-6
[1]
6A - 5CC 5D, 2D Special, Super
6CBBCS Makoto 6C.pngGuard:
Mid
Startup:
14
Recovery:
20
Advantage:
-11
- - - 5D, 2D Special, Super
3CBBCS Makoto 3C.pngGuard:
Low
Startup:
30
Recovery:
12
Advantage:
0
- - - - Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Makoto jA.pngGuard:
High/Air
Startup:
6
Recovery:
8
Advantage:
-
j.A j.B j.C j.D Throw, Jump, Special
j.BBBCS Makoto jB.pngGuard:
High/Air
Startup:
8
Recovery:
12
Advantage:
-
j.A - j.C j.D Jump, Special
j.CBBCS Makoto jC.pngGuard:
High/Air
Startup:
13
Recovery:
11
Advantage:
-
- - j.CC - Jump, Special
j.CCBBCS Makoto jCC.pngGuard:
High/Air
Startup:
5
Recovery:
22
Advantage:
-
- - - - Jump, Special
j.DBBCS Makoto jD.pngGuard:
High/Air
Startup:
20
Recovery:
Until L+5
Advantage:
-
- - - - Special (Lv1,2)
j.2CBBCS Makoto j2C.pngGuard:
High/Air
Startup:
20
Recovery:
9
Advantage:
-
- - - - Special
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
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

Navigation

Makoto Nanaya
Ambox notice.png To edit frame data, edit values in BBCF/Makoto Nanaya/Data.

System Explanations

Essentials
HUDControlsFAQ
The Basics
Movement/CancelingOffenseDefenseGaugesUniversal Strategy
Detailed & Advanced Information
Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary