Pokken Tournament Frame Data
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Welcome to the Big Book of Pokken Tournament Frame Data!
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Choose a character to view from the tabs below.
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Phase Points sourced from Here
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https://docs.google.com/spreadsheets/d/1qEBZFpcP84FdMa7rxirWZpV1UIXNYLCb8uq-uPiK3JE/edit?usp=sharing
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Last Few Changes
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Minor spelling and grammar for Scizor notes
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Added the changes from Patch 1.3.2
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Added the changes from Patch 1.3.1
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Added Blastoise's frame data
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Added the amount of frames for Duel Phase Forward/Back Dashes for each character
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Added move height invincibility and what frame they start on
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Updated frame placeholders for moves that were very negative on block
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COLOR KEY
Added the gap of frames a charged homing attack has on block for each character
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Imp
Added the invincibility frames for ghost forward/back dashes
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1 - 11Fastest moves
Added armor duration frames to Counter Attacks and Command Counters
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10 - 15Jab speed
Added Version 1.2 balance changes
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14 - 19Medium speed
Added Aegislash's frame data
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18 - 23Heavy speed
Changed the frames at which each character's BA invincibility begins
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24+Slower moves
Cleaned up Croagunk's Gunk Shot frame data
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Added frame data for Empoleon's moves out of Aqua Jet and Slide Y/X
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Blk / Hit
Added Decidueye's Soaring Stance frame advantage
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Shift
Automatic Phase Shift
Added Charizard's Flying Stance frame advantage (Synergy Burst included)
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1
Advantage on Hit or Block
Added chip damage for moves that deal chip damage (Supports included)
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0
Truly neutral on Hit or Block
Changed Empoleon's 8Y/bY "On block" data as it is character specific
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-1 - -4
Minorly negative
Revamped the Support Pokemon page
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-5 - -8
Very negative, but still safe
Cleaned up the move height properties for each character
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-12
Grab punishable
Added the frame at which Empoleon becomes invincible during Its BA
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-15 - -18Jab punishable
Added Field to Duel frame advantages for moves that phase shift
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-19 and greater
Very punishable
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Borders
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Both
These moves are available in all phases
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Phases
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Field Phase
These moves are only available in Field Phase
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Only
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Duel Phase
These moves are only available in Duel Phase
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Only
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KEY
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Category - Designates if a group of moves is Pokemon, Standard, or Other. Also designates if a move is or isn't specific to a certain phase
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Move - The input needed to get the desired move. This book assumes default controls
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6 / f - Forward
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5 / n - Neutral
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4 / b - Back
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s - Side
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8 - Up
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2 - Down
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j - Jump / Mid-air
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[A] - Hold the button down
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RL - Charge and Release
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A:A - specific timing of presses needed, explained further in the notes of the move
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Type - The Attack Triangle type of the move
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N - Normal Attack
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G - Grab Attack
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C - Counter Attack
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Imp (Impact) - The first frame the hitbox comes out after the input is registered. Note that moves from a neutral state (standing, walking, mid air) have 6 more frames of start up
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Blk (Block) - The amount of frames of recovery a move has when blocked
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-4 - Character recovers 4 frames after the opponent recovers
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4 / +4 - Character recovers 4 frames before the opponents recovers
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Hit F (Field) / Hit D (Duel) - The recovery of a move after hitting the opponent
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-4 - Character recovers 4 frames after the opponent recovers
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4 / +4 - Character recovers 4 frames before the opponents recovers
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Shift - Hit always causes a Phase Shift
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Launch - The move launches
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Knockdown - The move knocks down
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X - The move is not available in this phase
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PSP (Phase Shift Points) - The amount of points this move adds to the phase shift counter
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Once phase points for one character hits 12, they get a duel to field phase shift
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0 / 2 - The first hit does 0 points and the second hit does 2 points
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Damage - The amount of damage a move does on hit. This number ignores multipliers such as guts, scaling, status, etc.
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F: 100 D: 50 - The move does 100 damage in Field Phase and 50 damage in Duel Phase
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30, 60 - The move does 30 damage, then 60 damage. This usually is to denote the damage of individual moves in strings
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Moves that deal chip damage will show the chip damage total in parenthesis
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Height - How a move is avoidable by specific actions on the ground, most notably Gengar's and Chandelure's High and Low stances
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A (Aerial) - Only hits opponents in the air
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H (High) - Can be ducked
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MH (Mid High) - Can be anti-aired
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M (Mid) - Cannot be dodged
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SM (Special Mid) - A combination of Mid Low and Mid High
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ML (Mid Low) - Can be jumped starting on frame 5
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L (Low) - Can be jumped starting on frame 1
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T (Throw) - Can be jumped or throw crushed
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Notes - The special properties of a move
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Armor - Ignores hit stun unless it is from a Pierce move. Character still takes damage and can be KO'd this way
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CADC (Counter Attack Dash Cancel) - Press a direction and R while holding X+A to dash out of the charge
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Guard Break - Automatically destroys opponent's shield on block
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