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
Health/Damage
Character | Health | Combo Rate | Negative Penalty Resistance |
---|---|---|---|
Amane | 10,500 | 60 | 4 |
Arakune | 10,500 | 60 | 5 |
Azrael | 12,000 | 60 | 5 |
Bang | 11,500 | 60 | 4 |
Bullet | 11,500 | 60 | 5 |
Carl | 10,000 | 60 | 5 |
Celica | 10,000 | 60 | 4 |
Es | 10,500 | 60 | 4 |
Hakumen (Normal/Mugen) |
12,000 | 60/30 | 5 |
Hazama | 11,000 | 60 | 4 |
Hibiki | 11,000 | 60 | 4 |
Izanami | 10,500 | 60 | 4 |
Izayoi | 11,000 | 60 | 4 |
Jin | 11,000 | 60 | 4 |
Jubei | 11,000 | 60 | 4 |
Kagura | 11,500 | 60 | 5 |
Kokonoe | 10,500 | 60 | 4 |
Lambda | 10,500 | 60 | 4 |
Litchi | 11,000 | 60 | 4 |
Mai | 11,000 | 60 | 4 |
Makoto | 11,000 | 60 | 4 |
Mu | 10,000 | 60 | 4 |
Naoto | 11,500 | 60 | 4 |
Nine | 10,500 | 60 | 4 |
Noel | 11,000 | 60 | 4 |
Nu | 10,000 | 60 | 4 |
Platinum | 11,000 | 60 | 4 |
Rachel | 11,000 | 60 | 4 |
Ragna | 10,000 | 60 | 4 |
Relius | 11,000 | 60 | 4 |
Susanoo | 12,500 | 60 | 4 |
Tager | 13,000 | 60 | 6 |
Taokaka | 10,000 | 60 | 4 |
Terumi | 10,500 | 60 | 3 |
Tsubaki | 11,000 | 60 | 4 |
Valkenhayn | 10,500 | 60 | 5 |
- Combo Rate still being looked at
System Data
Ground Recovery
Forward Roll + A/B/C |
|
---|---|
Back Roll + A/B/C |
|
Quick Tech + A/B/C |
|
Neutral Tech no direction + A/B/C |
|
- 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 | Startup |
---|---|
Normal | 3+13F |
Overdrive Cancel | 3+3F |
Guard Cancel | 3+23F |
- Startup is Fully Invincible
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
Burst
P1 | P2 | Startup | Active | Recovery | Frame Advantage | Untechable |
---|---|---|---|---|---|---|
10 | 80 | 6 | 6 | 43 | -24 | 300 |
- Fully Invincible 1-48F
- Air Burst is vulnerable until landing
- Ends Active Flow and disables it for the rest of the round
Hitstun Decay
Combo Duration | 120F~ | 360F~ | 480F~ | 660F~ |
---|---|---|---|---|
Decay | -2F | -5F | -10F | Reduced to 1F |
Starter Rating
Starter | Long | Normal | Short | Very Short |
---|---|---|---|---|
Time Consumed | 0F | 60F | 120F | 300F |
Attack Level
Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | |
---|---|---|---|---|---|---|
Hitstop | 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 | 20 | 22 | 24 | 27 | 29 | 31 |
Crumple Fall Start (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 Start (Counter Hit) = Crumple 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 |
- 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
- 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 1000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round.
Action | Catalyst | Value | Notes |
---|---|---|---|
Pressing An Attack Button | No | 1p | This means missing in neutral or during a combo. Move must have active frames to count. |
Attack Hit | Yes | 85p | Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage. |
Counter Hit | Yes | 85p + 50p | |
Fatal Counter Hit | Yes | 85p + 100p | |
Additional Hit | Yes | 5p | Applies to all hits during a combo |
Attack Blocked | No | 5p | |
Moving Forward | No | Distance Value x0.5p | |
Moving Backward | No | 0p | |
Negative Penalty | No | -1000p | |
Opponent Getting Negative Penalty | Yes | 1000p | |
Blocking | No | 3p | |
Blocking Standing Overhead | No | 85p | Applies to grounded overheads only |
Instant Blocking | No | 3p + 1p | |
Barrier | No | 3p + 1p | |
Instant Barrier | No | 3p + 1p + 1p | |
Getting Hit | No | 4p | |
Using Attribute Invul Successfully | No | 100p | 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 | -999999p | Locks out Active Flow for the rest of the round |
Active Flow Ends | No | -999999p | Locks out Active Flow for the rest of the round |
Overdrive Activation | Yes | 10p | |
Exceed Accel | Yes | 999999p | |
Spending 25 Heat | No | 50p | |
Successful Guard Break | Yes | 250p | Because spending 25 meter gets you 50p already, getting a successful guard break with Crush Trigger nets you 300p |
Spending 50 Heat (Rapid/Super) | No | 100p | |
Spending 100 Heat (Astral) | No | 200p | |
Throw | Yes | 142p | |
Throw Break | Yes | 170p | |
During OD | No | x2 multiplier (stacks) | |
During <35% HP | No | x2 multiplier (stacks) |
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •