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Introduction



Categories


Name (Input)

Rather self explanatory, this tells you the given name of a move (if applicable) and beneath that you will see the command for said move.


Damage

Abbreviated as Dmg, this tells you how much damage you will inflict with a successful strike. If you see numbers listed in [] brackets, this lets you know how much damage is done when you are in High Emotion.


Meter Gain

Abbreviated as Gain, this tells you how much of the Power Gauge you will build up for preforming a move. You will always see two numbers separated by a front slash (ex. 0/1), the first number tells you how much meter you will gain for whiffing a move, while the second number tells you how much you gain for connecting a move (hit or block). So going by the previous example you would get 0 points for missing and 1 point for connecting.

60 points equal 1 bar of the Power Gauge, so you can accumulate a total of 300 points for the maximum of 5 bars (or 180 points for 3 bars if you're playing Simple Mode).


 ?

-Lost in translation at the moment, please refer back later- (note: this category is omitted from Partners Frame Data).


Guard

Tells you which types of blocks can be preformed to successfully defend against the attack.

St. = Standing block, Cr. = Crouching block, J = Air block, and All = Any block. There are also some moves that are unblockable, these are represented with a U.

If you see a number followed by "px" this means the move is a throw and tells you the maximum pixel length you can be in order for a successful connect.


Cancel

Lets you know what types of moves you can cancel the current move into (note: this category is omitted from Partners Frame Data).

N = Normals, S = Specials, ! = Supers and Splash Arts, P = Active Assists.


Startup

Let's you know how many frames it will take the move to be active, beginning from the moment the command input is complete until the frame in which the move can hit starts. Numbers listed in () parenthesis tell you a "Super Flash" will occur and how long it lasts. Super Flashes are the moments when the game freezes to show off any special effects and/or animations before continuing the attack.


Active

Tells you how many frames a move is in a hitting state. Numbers listed in () parenthesis tell you how many frames are in between two hits.


Recovery

Tells you how many frames, after the last active frame, you must wait until you are free to act again.


Advantage

Hit Stun

Let's you know for how many frames the opponent will be stunned and prevented from any further actions, when the attack successfully connects. The varying stun values are given letter grades:

A = 12F, B = 16F, C = 18F, D = 20F.

On top of Stun there is a secondary property known as Hit Stop that occurs the same time Hit Stun does. Hit Stop are the frames in which neither player can move, these frames occur whenever an attack makes contact (hit, block, etc). Stun and Stop share the same letter grade but equate to different values, the values for Hit Stop are:

A = 7, B = 7, C = 9, D = 11F.

Sometimes moves will cause certain effects, these effects can either replace hit stun or occur as well.

v = Down, X = Bound, < = Knockback, ^ = Float


Guard Stun

Let's you know for how many frames the opponent will be stunned and prevented from any further actions, when the attack successfully connects. The varying stun values are given letter grades:

A = 10F, B = 12F, C = 14F, D = 16F, E = 18F, F = 20F.


Notes

A section that will appear at the bottom on a row all it's on, it will notify you of special properties and situations about the move in question.


Aquapazza

HUDControlsBasic MechanicsAdvance MechanicsFrame Data

HakuroKarulaToukaArawnMorganRiannonTamakiKonomiManakaMultiPartners

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