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Recovery - The duration of frames in which the move is no longer active.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.
6K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
71) | 3 | 2 | +4 | 10 | - | LH | - | |
Short. Flail flicks one chain forward. Doesn't combo or anything, and it's quite slow, but the priority is good. I have yet to see a use for this move other than tick throwing. Maybe you can try it against things that tend to beat low short. | ||||||||
656K Spinning Throw (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
2 | 4 | 13 | -9 | 6+60 | - | -2) | - | |
Spinning Throw. The only real command throw in the game, it's slightly slower and longer-ranged than a real throw, can catch jumping opponents' legs, and does slightly more damage than his normal throw (and throws them to the opposite wall). If it whiffs (which it shouldn't, since you're being careful), Flail just grabs the air ineffectually with his chains. Flail's only tool to be fearsome up close, but it's a good enough incentive that everybody uses only jabs up close for fear of being thrown. Tick throw into it until they catch on. Against high-endurance pilots, actually does negative stun damage. Air Spinning Throw. Same animation as the ground one; if it hits, you just land together and then begin the throw animation. You'll never actually connect with this, because an opponent above you is likely to be kicking you instead of passively being thrown, but it's still awesome. |
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