Character Data
Movement Data
Number of Air Actions | Forward Walk Speed | Backward Walk Speed | Forward Dash Duration | Forward Dash Initial Speed | Forward Dash Deceleration | Forward Dash Startup | Forward Dash Cancel Delay |
---|---|---|---|---|---|---|---|
2 | 15f | ||||||
Backward Dash Duration | Backward Dash Intial Speed | Backward Dash Deceleration | Backward Dash Startup | Backward Dash Cancel Delay | Jump Duration | Superjump Duration | Walljump Duration |
23f | 49f | 81f | |||||
Air jump Duration | Air Dash Type | Earliest Airdash from Jump | Earliest Airdassh from Superjump | Up Air Dash Duration | Up-forward Air Dash Duration | Forward Air Dash Duration | Down-forward Air Dash Duration |
22f | 8-Way | 8f | 4f | 38(5) | 30(9) | 38(7) | Until Grounded(9) |
Down Air Dash Duration | Down-back Air Dash Duration | Back Air Dash Duration | Up-back Air Dash Duration | Flight Startup | Flight Duration | Flight Recovery (Unfly) | |
38(5) | Until Grounded(9) | 37(7) | 30(9) |
Framedata
Crumple
Definition: When a crumple move hits a grounded opponent it will cause the opponent to slowly crumple to the floor. When this occurs, they are freely comboable up until they hit the ground, but are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the crumple and hit the ground, they are considered in Hard Knockdown for a fixed amount of time before they transition to soft knockdown and can tech roll.
Shortened Definition: Crumple moves on grounded opponents will cause a crumple animation where the opponent is freely comboable for a fixed amount of time.