The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.
Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.
Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.
Recovery - The duration of frames in which the move is no longer active.
Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.
Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.
Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.
Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).
Invuln - Invulnerability properties will be described here.
2P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
3 | 5 | 7 | 0 | 23 | - | LH | - | |
Low strong. Considerably slower than low jab, same animation. Not impressive. | ||||||||
2K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
2 | 5 | 7 | 0 | 22 | - | L | - | |
Low forward. Low short but slower. It doesn't really chain into anything, so it's not that great, except in air combos. | ||||||||