Frame Data Definitions
Damage
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.
- Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
Counter Damage
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack.
Guard
Where the attack hits, and thus where it must be blocked.
- Mids can be blocked standing and crouching
- Overheads must be blocked standing
- Lows must be blocked crouching
- Unblockable cannot be blocked
- Throws break through block up-close
Guard Crush
How much guard meter damage the attack does to the green Guard Gauge.
Stun
How many points of stun the attack adds to the opponent's invisible Stun Gauge.
Meter
How much meter is gained for performing/landing the attack. Projectiles do not earn any meter unless they connect with the opponent, whether it hits them or they block it.
Cancel
The type of cancel the attack can perform.
- Any - All cancel types work
- Ch - Chain cancel; it can chain into other attacks (mostly just lights)
- Self - Can chain only into itself
- Cmd - Command cancel; can cancel into command normals
- Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
- Su - Super cancel; can cancel into super moves
- Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
- Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
- X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.
Active
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
- If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
Recovery
How many frames it takes for a move to finish after it's been active.
Total
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.
Hit/Block Adv
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
- SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
- HKD refers to a hard knockdown, one that you cannot tech roll out of.
Invulnerability
Indicates whether there's any frames of invulnerability during the attack.
Other Terms
- Light Attack Chain/Combo = This is a term that you'll read a lot on some sections. As the name states, it's just a combo with the character's Light Attacks involved. Some characters need it in their game, and some characters can't even do it, that just varies.
- Link = First, remember: Link isn't a chain. Link is just comboing two moves, being them normals, Command Moves, Specials, Supers, and things like that. Some characters can link one normal into another one, or one Super into another Super, and so on.
- Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll.
- Hard Knockdown = A move that knocks down your opponent, but won't give him/her the opportunity to recovery roll. It will have a different animation from a regular knockdown (Something like a slamming animation on the ground), so you can see the difference.
- Reset = A move that hits the opponent and will send him in the air, but he will land with the standing animation, unlike the two knockdowns. It's very useful to mixup the opponent.
- GCFS = Guard Cancel Frontstep