Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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.
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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. | ||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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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. | ||||||||||||
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. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Ruby Rose | 17,000 | 4F | 22F (1~7F Inv All) | Gun Blast |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5A | 1200 | All | 6 | 3 | 14 | -3 | B | 100 | 75 | CSTJP | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | ||
5AA | 1500 | All | 11 | 3 | 18 | -4 | B | 100 | 80 | CST(J)P | 2 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
5AAA | 1700 | All | 15 | 12 | 24 | -17 | B | 100 | 85 | CSP | 4 | 18 | 19 | 19 + Down 23 | 24 | 34 + Down 23 | 12 | +0 | +5 | ||
5AAAA | 1700 | All | 13 | 18 | 28 | -27 | B | 100 | 85 | P | 4 | 18 | Launch | 40 | Launch | 55 | 0 | +0 | +5 | ||
2A | 1000 | Low | 7 | 2 | 12 | -2 | F | 90 | 70 | CSTP | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | ||
5B | 1500 | All | 10 | 6 | 18 | -7 | B | 100 | 80 | CSJP | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
5BB | 1700 | All | 13 | 4 | 24 | -9 | B | 100 | 85 | CSJP | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | ||
5BBB | 1700 | All | 15 | 3 | 39 | -23 | B | 100 | 75 | SJP | 4 | 18 | Launch | 24 | Launch | 39 | 12 | +0 | +5 | ||
2B | 1500 | All | 11 | 4 | 25 | -12 | B | 8~14 H | 90 | 80 | CSJP | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |
5C | 800+ | High | 26 | 3 | 7+11L | -4 | H | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1700 | Low | 13 | 3 | 18 | -2 | F | 90 | 85 | SP | 4 | 18 | Launch | 30 | Launch | 45 | 12 | +0 | +5 | ||
j.A | 1500 | High | 9 | 3 | 15 | H | 80 | 80 | JSP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.AA | 1500 | High | 11 | 5 | 18 | H | 80 | 80 | JSP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.B | 1500 | High | 11 | 5 | 18 | H | 80 | 80 | JSP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.BB | 1500 | High | 9 | 3 | 15 | H | 80 | 80 | JSP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.C | 1700 | High | 18 | 3 | 34L | -15 at best | H | 80 | 85 | SP | 4 | 18 | Launch + Down 23 | 60 | Launch + Down 23 | 75 | 12 | +0 | +5 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
BC | Ground Throw | 0, 2000 | Throw | 7-30 | 3 | 23 | T | 100 | 50 | SP | 0, 4 | Launch 60 | 0, 12 | |||||||||
AD | Corkscrew Slice | 1250×3 | Air Unblockable | 13 | 2,2,2 | 47 | -30 | B | 1~18 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 4 | +0 | +5 |
Skills
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236A | Rifle Shot | 1500 | All | 11 | Until Hit | Total: 54 | -16 | P1 | 80 | 80 | 3 | 16 | Launch | 30 | Launch | 44 | 0/+11 | +11 | +13 | |||
236B | Sy-pod Shot | 1000, 1500×2 | All | 13 | 6(18)P(21)P | 42 | -11 | B, P1×2 | 80 | 85×3 | 4 | 18 | Launch | 30 | Launch | 45 | 12, 0/+12×2 | +0, +12×2 | +5, +17×2 | |||
214A | A Gun Blast | 1200 | All | 9 | 3 | 23 | -7 | B | 80 | 75 | S*P | 4 | 18 | Launch | 50 + WBounce | Launch | 65 + WBounce | 12 | +0 | +5 | ||
214B | B Gun Blast | 1200 | All | 9 | 3 | 23 | -7 | B | 80 | 75 | S*P | 4 | 18 | Launch | 50 + WBounce | Launch | 65 + WBounce | 12 | +0 | +5 | ||
214C | C Gun Blast | 1200 | All | 8 | 3 | 20 | B | 80 | 75 | S*P | 4 | 18 | Launch | 50 + GBounce | Launch | 65 + GBounce | 12 | +0 | +5 | |||
j.214A | Air A Gun Blast | 1200 | All | 9 | 3 | 20 | H | 80 | 75 | S*P | 4 | 18 | Launch | 50 + WBounce | Launch | 65 + WBounce | 12 | +0 | +5 | |||
j.214B | Air B Gun Blast | 1200 | All | 7 | 3 | 26 | H | 80 | 75 | S*P | 4 | 18 | Launch | 50 + WBounce | Launch | 65 + WBounce | 12 | +0 | +5 | |||
j.214C | Air C Gun Blast | 1200 | All | 10 | 3 | 12L | H | 80 | 75 | S*P | 4 | 18 | Launch | 50 | Launch | 65 | 12 | +0 | +5 | |||
j.236A | A Buzzsaw Blast | 200×N, 1300, 1000 | All | 16 | 4×N,4(12)4 | 22+6L | -11 | H×N, H, P1 | 80 | 80, 85 | P | 3×(N+1), 4 | 16×(N+1), 18 | 17×N, Launch×2 | 30 + Down 23×(N+1), 30 | 22×N, Launch×2 | 44 + Down 23×(N+1) 30 | 2×N, 12, 0/+2 | +0×N, +0, +2 | +2×(N+1), +4 | ||
j.236B | B Buzzsaw Blast | 220×N, 1300, 1000 | All | 16 | 4×N,4(12)4 | 22+6L | -11 | H×N, H, P1 | 80 | 80, 85 | P | 3×(N+1), 4 | 16×(N+1), 18 | 17×N, Launch×2 | 30 + Down 23×(N+1), 30 | 22×N, Launch×2 | 44 + Down 23×(N+1) 30 | 2×N, 12, 0/+2 | +0×N, +0, +2 | +2×(N+1), +4 |
Extra Skills
- All Extra Skills have the following properties unless otherwise stated:
- Cost 1 Skill Gauge on 4F
- Skill Gauge Cooldown 180F (starting on 5F)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236C | Guillotine | 800×2, 1500, 400×4 | All | 7 | 4(8)3(15)P(3)2,2,2,2 | 18+12L | -8 | B×2, P1, B×4 | 80 | 85 | P | 4 | 18 | 19×2, Launch×4 | 40 | 24×2, Launch×4 | 55 | 7/+5×2, 3/+5×4 | +5 | +10 | ||
j.236C | EX Buzzsaw Blast | 280×N, 1300, 1000 | All | 16 | 4×N,4(12)P | 17+6L | +8 | H×N+1, P1 | 80 | 80, 85 | 3×N+1, 4 | 16×(N+1), 18 | 17×N, Launch×2 | 30 + Down 23×(N+1), 30 | 22×N, Launch×2 | 44 + Down 23×(N+1) 30 | 2×N, 12, 0/+12 | +0×N, +0, +2 | +2×(N+1), +4 |
Partner Skills
- Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
- During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5P | 5AAAA | 1700 | All | (18)+13 | 12 | 28 | -21 | B | 70 | 85 | 4 | 18 | Launch | 60 | Launch | 75 | 0 | +0 | +5 | |||
6P | Rifle Shot | 1500 | All | (18)+11 | Until Hit | Total: 54 | -16 | P1 | 70 | 80 | 3 | 16 | Launch | 30 | Launch | 44 | 0/+11 | +11 | +13 | |||
4P | 5BBB | 1700 | All | (18)+10 | 3 | 39 | -23 | B | 70 | 85 | 4 | 18 | Launch | 50 | Launch | 65 | 12 | +0 | +5 |
Distortion Skills
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge the frame before superflash
- Skill Gauge Cooldown 180F (starts frame after superflash starts)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236BC | Petal Burst | 2000, 720×7 [2000, 600×11] | All | 5+(72 Flash)+12 | 12 | 46 | -39 | B | 1~28 All | 80 | 100×7 [×11], 60 | 4 | 18 | 19, Launch×7 [×11] | Stand, 120×6 [×10], 120 + Slide + Down 10 | 12 | 12/+40, 0×7 [×11] | +40, +0×7 [×11] | ||||
214BC | Petal Dance | 1200×6, 4700 [1200×2, 1000×8, 4700] | All | 13+(60 Flash)+2 | 8(4)4(6)2{(5)2}×3(20)5 [8(4)4(6)2{(5)2}×7(20)5] | 30 | -16 | B | 1~22 All | 80 | 60 | 4 | 18 | 19×5 [×9], Launch×2 | 90 | 24×5 [×9], Launch×2 | 105 | 6×2, 2×4, 12 [6×2, 2×2, 1×2, 0×4, 12] | +0 | +5 | ||
Distortion Skill Duo | Petal Burst | 250, 300×6, 450 [300, 240×10, 300] | All | 1+(109 Flash)+1 | 12 | 36 | -29 | B | 1~13 All | 100 | 100 | 4 | 18 | 19, Launch×7 [×11] | Stand, 120×6 [×10], 120 + Slide + Down 10 | 12 | 12/+40, 0×7 [×11] | +40, +0×7 [×11] |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
222BC | Red Reaper | All | 1+(60 Flash)+15 | 4 | 72 | -55 | B | 1~19 All | 5 | 20 | 13 |
Revolver Action Table
- 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
Sources
To edit frame data, edit values in BBTag/Ruby Rose/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information