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! Name ! height="25px" |Damage ! GuardHow this attack can be guarded ! StartupNumber of frames to reach the first active frame (includes the first active frame). ! ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. ! RecoveryHow long this attack is in a recovery state before returning to neutral. ! Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. !AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. ! Inv.Attribute and Hitbox Invincibility information. ! P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. ! P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. ! CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
! LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. ! BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. ! HitstunWhen hitting a grounded opponent, how much hitstun they experience. ! UntechWhen hitting an airborne opponent, how long they can't air tech. ! Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience ! Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. ! BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
! HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
! CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
! HitboxHitbox link for this move