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2 | Moves | |||
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4 | name | Names of moves. | ||
5 | startup | The beginning of a move. The amount of frames it takes for a move to be active. As for multiple attacks, each startup frame without hit-stops are shown. As for rekkas, the startup frames of following moves contain the partial recovery frames of preceding moves because they indicate the startup just after the active frames of preceding moves. As for moves after the parry, startup frames indicate the startup after the active frames of the parries. | ||
6 | total | Total frames of a move, including startup, active and recovery without hit-stop. As for throws and parries, it shows the frames on whiff. | ||
7 | hit-stop | When the game freezes both opponents when a move makes contact. Hit-stops on hit and block. In this document, a hit stop is considered to effect the attacker only. Throw moves don't have hit-stop. | ||
8 | damage | Damage of a move. As for multiple attacks, original damage without damage scaling are shown. なおコンボ補正が掛かったダメージを示す場合は、備考欄に「実ダメージ」と記載する。 | ||
9 | meter gain | Meter gain by a move. whiff: meter gain on whiff blo: meter gain bonus on block (on block, whiff + blo is the actual meter gain) hit: meter gain bonus on hit (on hit, whiff + hit is the actual meter gain) | ||
10 | frame advantage | Frame advantages on hit and block. Positive frames show advantages of attackers and negative frames show advantages of defenders. hit: stun on hit s.blo: stun on standing block c.blo: stun on crouching block | ||
11 | stun | Frames of hit stun and block stun. hit: stun on hit s.blo: stun on standing block c.blo: stun on crouching block | ||
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14 | Jumps | |||
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16 | jump | Types of a jump. Neutral, forward and back jumps have their own frames | ||
17 | frames | Total frames of a jump. | ||
18 | EX Arrow | Total frames of a EX Arrow jump. The frames depend on the distance. The closer, the less frames. | ||
19 | (Jumping attacks) | Although items of jumping attacks are the same as normal moves, frames and advantages are dependant on the height of the attacker, then there are some notes for the datasheets of jumping attacks. - total - total frames are blank because they highly dependant on the height of the attacker. - hit-stop - Showing the hit-stop of the attack on the opponent on the ground. (it might be changed on the air-to-air attack) - Note that the hit-stop becomes 6 frames when the jump attack is active in the lowest height. - frame advantages - Showing the frame advantages of a jump attack, which is active in just 1 frame before the lowest height in order to avoid 6F hit-stop. - The faster it activates, the shorter the advantage is. - When the jump attack is active in the lowest height, you can get 4 more frames of advantage, which includes 1 frame later activation and 3 frames hit-stop shortend. | ||
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22 | Supers | |||
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24 | startup | The startup of supers show both, before and after super freeze. For example, "before freeze:4" and "after freeze: 2" shows it takes 4 frames from a command complition to the super freeze, and 2 frames from the super freeze to the activation. Note that a super attack has 9 frame opponent freeze, then the attack which has less than 9 frames of startup can hit the opponent during the freeze. In this freeze, the opponent cannot move but is able to block as long as he or she doesn't in the move's motion. Super Projectiles have freezes, but Super throws such as Demons, do not have a freeze. | ||
25 | total | Total shows the frames on whiff, including the frames before super freeze. | ||
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