
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. | ||||||||||||
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.
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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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Yumi | 17,000 | 4F | 23F (1~7F Inv All) |
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 | 15 | -1 | B | 100 | 80 | CSTJP | 3 | 16 | 17 | 17 | 22 | 31 | 9 | +0 | +2 | ||
5AA | 1500 | All | 9 | 3 | 18 | -4 | B | 100 | 80 | CSTJP | 3 | 16 | 17 | 21 | 22 | 35 | 11 | +0 | +2 | ||
5AAA | 1700 | All | 13 | 3 | 33 | -17 | B | 100 | 80 | CSJP | 4 | 18 | 19 | 21 | 24 | 36 | 12 | +0 | +5 | ||
5AAAA | 1700 | All | 15 | 3 | 41 | -25 | B | 100 | 85 | P | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +5 | ||
2A | 1000 | Low | 7 | 3 | 9 | 0 | F | 90 | 70 | CSTJP | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | ||
5B | 900×2 | All | 13 | 7,20 | 6 | -6 | B | 100 | 80 | P,CSP | 3 | 16 | 23 | 23 | 28 | 37 | 1/-1 | -1 | -1 | ||
5BB | 1700 | All | 10 | 3 | 19 | -3 | B | 100 | 80 | CSJP | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | ||
5BBB | 2000 | All | 13 | 4 | 33 | -18 | B | 100 | 85 | SP | 4 | 18 | Launch | 60 | Launch | 75 | 10 | +0 | +5 | ||
2B | 1500 | All | 9 | 6 | 18 | -7 | B | 9~14 H | 90 | 80 | CSJP | 3 | 16 | 17 | 21 | 22 | 35 | 11 | +0 | +2 | |
5C | 800+ | High | 26 | 3 | 18 | -4 | H | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1100×2 | Low | 14 | 3(9)3 | 18 | -2 | F | 90 | 85 | SP | 4 | 18 | Launch | 30 | Launch | 45 | 5, 12 | +0 | +5 | ||
j.A | 1500 | High | 8 | 3 | 19 | H | 80 | 80 | SJP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.AA | 1500 | High | 9 | 4 | 26 | H | 80 | 80 | SJP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.B | 1500 | High | 12 | 3 | 18 | H | 80 | 80 | SJP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.BB | 1500 | High | 9 | 4 | 26 | H | 80 | 80 | SJP | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | |||
j.C | 1300×2 | High | 18 | Until L,3 | 22 | -4 | H | 80 | 90 | P | 5 | 20 | Launch | 60 + Down 23, 30 | Launch | 76 + Down 23, 46 | 6, 13 | +0 | +8 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
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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 | S | 0, 4 | Launch 60 | 0, 12 | +0 | ||||||||
AD | Shinobi in Bloom | 2300 | Air Unblockable | 13 | 5 | 44 | B | 1~17 All | 80 | 60 | 3 | 16 | Launch | 60 | Launch | 74 | 11 | +0 | +2 | |||
j.AD | Air Shinobi in Bloom | 2300 | All | 13 | 5 | Until L+8 | H | 1~17 All | 80 | 60 | - | 16 | Launch | 60 | Launch | 74 | 11 | +0 | +2 |
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 | A Whirling Fans | 1500 | All | 14 | Until Hit | Total 44 | -7 | P1 | 80 | 85 | P | 4 | 18 | Launch | 30 | Launch | 45 | 0/+5 | +5 | +10 | ||
236B | B Whirling Fans | 1500×3 | All | 30 | P(3)P(3)P | Total 68 | -9 | P1 | 80 | 85×3 | P | 4 | 18 | Launch | 30 | Launch | 45 | 0/+5 | +5 | +10 | ||
j.236A | A Grand Stage: Snowbird | 1500 | All | 23 | Until Hit | 43+2L | P1 | 80 | 85 | P | 4 | 18 | Launch | 30 | Launch | 45 | 0/+5 | +5 | +10 | |||
j.236B | B Grand Stage: Snowbird | 1500 | All | 23 | Until Hit | 43+2L | P1 | 80 | 85 | P | 4 | 18 | Launch | 30 | Launch | 45 | 0/+5 | +5 | +10 | |||
214A | Dancing as One: Yang - First Step | 1000 | All | 14 | 3 | 18 | -4 | B | 80 | 85 | P | 3 | 16 | 20 | 25 | 25 | 39 | 11 | +0 | +2 | ||
214AA | Dancing as One: Yang - Second Step | 1000 | All | 13 | 3 | 21 | -7 | B | 80 | 85 | P | 3 | 16 | 20 | 25 | 25 | 39 | 11 | +0 | +2 | ||
214AAA | Dancing as One: Yang - Third Step | 600×2 | All | 13 | 3(10)3 | 22 | -8 | B | 80 | 85 | P | 3 | 16 | 20 | 25 | 25 | 39 | 3, 13 | +0 | +2 | ||
214AAAA | Dancing as One: Yang - Fourth Step | 300×5, 325×5 | All | 14 | 4,4,4,4,2(9)1,1,1,1,2 | 30 | -13 | B | 80 | 90 | P | 1×5, 4×5 | 11×5, 18×5 | 25×5, Launch×5 | 30×5, 60×5 | 29×5, Launch×5 | 41×5, 75×5 | 3×5, 1×4, 5 | +0×5, -1×5 | +0×5, +2×5 | ||
214A > B | Snow-Dappled Sleeve: Piercing Tide | 2000 | All | 26 | 4 | 15 | +12 | B | 80 | 80 | P | 5 | 30 | Launch | 50 + WBounce | Launch | 66 + WBounce | 18 | +0 | +8 | ||
214A > 5C | Snow-Dappled Sleeve: Howling Ogre | 2000 | High | 20 | 16 | Total 49 | -5 | P1 | 70 | 95 | P | 5 | 20 | Launch + Down 23 | 60 + GBounce | Launch + Down 23 | 76 + GBounce | 0/+4 | +4 | +12 | ||
214A > 2C | Snow-Dappled Sleeve: Demonic Destruction | 1000, 1500 | Low | 25 | 12 [(8)4] | Total 72 | -8 | F | 80, 90 | 100, 85 | P | 3 | 16, 18 | 50, Launch | 17, 60 | 55, Launch | 31, 75 | 0/+11, 0/+12 | +11, +12 | +13, +17 | ||
214B | Dancing as One: Yin - First Step | 750×3 | All | 15 [17] | 3,3(4)4 | 26 | -17 | B | 100 | 85 | P | 4 | 12 | 26 | 20 | 31 | 35 | 1 | +0 | +5 | ||
214BB | Dancing as One: Yin - Second Step | 1700 | All | 17 | 4 | 21 | -12 | B | 100 | 85 | P | 4 | 12 | 20 | 20 | 25 | 35 | 12 | +0 | +5 | ||
214BBB | Dancing as One: Yin - Third Step | 1700 | All | 17 | 4 | 22 | -13 | B | 100 | 85 | P | 4 | 12 | 21 | 20 | 26 | 35 | 12 | +0 | +5 | ||
214BBBB | Dancing as One: Yin - Fourth Step | 800×2 | All | 17 | 4(8)4 | 28 | -19 | B | 100 | 85 | P | 4 | 12 | 19 | 19 | 24 | 34 | 3, 13 | +0 | +5 | ||
214B > A | Dancing in Snow: Purity | 2000 | All | 25 | 3 | 30 | -12 | B | 100 | 90 | P | 5 | 20 | Launch | 60 | Launch | 76 | 12 | +0 | +8 | ||
214X > 66 | Breathtaker | 18 | P | |||||||||||||||||||
Aerial Rave | Aerial Rave | 300×4, <1000×2> | All | 3×4(12) Until L, 9 | 17 | H | 1~(Until L+9) All | 80 | 100 | P | 3×4, 5×2 | 16×4, 22×2 | Launch | 60×4, 60 + Down 23×2 | Launch | 74×4, 76 + Down 23×2 | 3×4, 6, 13 | +0 | +2×4, +8×2 |
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 | Dancing in Snow: Dance of Blades | 1300×2,2000 | Low | 10 | 5(3)5(12)5 | Total: 73 | -4 | P2 | 80 | 80 | P | 4 | 18 | Launch | 29×2, 60 | Launch | 44×2, 75 | 3/-1×2, 15 | -1×2, +0 | -1×2, +5 | ||
j.236C | Grand Stage: Storm of Snowbirds | 1500×3 | All | 16 | Until Hit | Total: 36+2L | P1 | 80 | 85×3 | P | 4 | 18 | Launch | 30 | Launch | 45 | 5 | +0 | +5 | |||
214C | Termination (Catch) | Total: 55 | 4~40 Guard HBFP | P | ||||||||||||||||||
214C Attack | Termination (Attack) | 2000 | All | 13 | 3 | 24 | -6 | B | 1~End All | 80 | 75 | 5 | 20 | Launch | 60 | Launch | 76 | 12 | +0 | +8 | ||
Aerial Rave > C | Killing Stone | 1600,300×4,1000×2 | All | 5(9)3×4(13)Until L,9 | H | 90, 100×6 | P | 5, 3×4, 5×2 | 20 | Launch | 50, 60×4, 60 + Down 23, 60 | Launch | 66, 74×4, 76 + Down 23, 76 | 12, 3×4, 6, 13 | +0 | +8, +2×4, +8×2 |
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 | Dancing as One: Yang - Fourth Step | 360×4, 500×5 | All | (18)+15 | 4,4,4,2(9)1,1,1,1,2 | 24 | -7 | B | 70 | 80 | 1×4, 4×5 | 11×4, 18×5 | 25×4, Launch×5 | 30×4, 60×5 | 3×4, 1×4, 5 | +0×4, -1×5 | ||||||
6P | Whirling Fans | 1500×3 | All | (18)+33 | P(3)P(3)P | Total: (18)+71 | -9 | P1 | 70 | 85×3 | 4 | 18 | Launch | 30 | 0/+5 | +5 | ||||||
4P | Dancing in Snow: Purity | 1700 | All | (18)+18 | 3 | 36 | -20 | B | 70 | 85 | 4 | 18 | Launch | 50 | 12 | +0 |
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 | Secret Ninja Art: Black Ice | 1740×5 [1220×10] | All | 4+(80 Flash)+10 | Until Hit | Total 91 | -23 | P2 | 1~4 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 0/+7 | +2 | +2 | ||
214BC | Secret Ninja Art: Ice Pillar Fan | 500×24,1600 [410×34,2500] | All | 4+(60 Flash)+6 | 3,6×5,5,4×5,2×11,1(8)3 | 61 | -45 | B | 1~15 All | 80 | 60 | 2×24 [×34], 4 | 13×24 [×34], 18 | Launch | 80 + Down 23×24 [×34], 80 | Launch | 92 + Down 23×24 [×34], 95 | 1×24 [×34], 15 | +0×24 [×34], +20 | +1×24 [×34], +20 | ||
Distortion Skill Duo | Secret Ninja Art: Ice Pillar Fan | 75×24,200 [65×34,290] | All | 1+(79 Flash)+1 | 3,6×5,5,4×5,2×11,1(8)3 | 61 | -45 | B | 1~7 All | 100 | 100 | 2×24 [×34], 4 | 13×24 [×34], 18 | Launch | 80 + Down 23×24 [×34], 80 | Launch | 92 + Down 23×24 [×34], 95 | 1×24 [×34], 15 | +0×24 [×34], +20 | +1×24 [×34], +20 |
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 | Ultimate Secret Ninja Art: Ice Queen | 1000,5000,36000 | All | 8+(90 Flash)+5 | 9 | 42 | -37 | 1~21 All | 2 | 13 | 12 |
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
- 5A and 2A are tied together - they can be used a combined total of 3 times per string
Sources

To edit frame data, edit values in BBTag/Yumi/Data.
Systems Pages