Frame Data Glossary
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Guard
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How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
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Startup
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Number of frames for this move to reach the first active frame (includes the first active frame).
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Active
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Number of active frames in this attack. Values in () are for gaps between hits of an attack.
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Recovery
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Number of frames this move is in a recovery state before returning to neutral.
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OnBlock
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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.
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Invuln
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Attribute and Hitbox invincibility for this attack.
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gbp
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Guard Bar Plus (gbp). How much the Guard Bar increases on block.
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gbm
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Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
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prorate
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How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
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Cancel
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What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types
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C
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Self cancellable
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S
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Special/Overdrive cancellable
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J
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Jump cancellable
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R
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Roman cancellable
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F
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Force Roman cancellable
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Tension
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Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
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Level
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Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
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Blockstun
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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.
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GroundHit
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When hitting a grounded opponent, how many frames of hitstun they experience.
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AirHit
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When hitting an airborne opponent, how many frames for which they cannot air tech.
- Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
- The duration of wallstick and slide is part of total untechable time.
- Ground bounce adds flat 10 frames on top of move's untechable time.
- Outside of airhit column untechable time will include ground bounce frames by default.
- On CH untechable time is doubled unless stated otherwise.
- Does not include one sided hitstop from counter hits.
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