Frame Data:
Standing Basic Attacks:
:l: Start up: 5, Active: 3, Recovery: 8, Advantage on Hit: +2, Advantage if Guarded: +2
Start up: 9, Active: 4, Recovery: 17, Advantage on Hit:-4, Advantage if Guarded: -4
:h: Start up: 13, Active: 2, Recovery: 24, Advantage on Hit:-3, Advantage if Guarded: -3
:s: Start up: 12, Active: 4, Recovery: 23, Advantage on Hit:—, Advantage if Guarded: -4
Crouching Basic Attacks:
:l: Start up: 5, Active: 3, Recovery: 8, Advantage on Hit:+2, Advantage if Guarded: +2
Start up: 10, Active: 8, Recovery: 13, Advantage on Hit:-4, Advantage if Guarded: -4
:h: Start up: 13, Active: 4, Recovery: 22, Advantage on Hit:—, Advantage if Guarded: -3
**Aerial Basic Attacks: **
:l: Start up: 4, Active: 3, Recovery: 18, Advantage on Hit:—, Advantage if Guarded: —
Start up: 8, Active: 4, Recovery: 20, Advantage on Hit:—, Advantage if Guarded: —
:h: Start up: 14, Active: 3, Recovery: 26, Advantage on Hit:—, Advantage if Guarded: —
:s: Start up: 11, Active: 2, Recovery: 26, Advantage on Hit:—, Advantage if Guarded: —
**Command Attacks: **
(In air) :d::h: Start up: 13, Active: Until grounded, Recovery: 7
**Crossover Assists **
Trick “Hopscotch”: Start up: 44, Active: —, Recovery (this crossover assist): 117, Recovery (other partner): 87
Trick “Peekaboo”: Start up: 34, Active: —, Recovery (this crossover assist): 127, Recovery (other partner): 97
**Low Voltage H **: Start up: 49, Active: —, Recovery (this crossover assist): 137, Recovery (other partner): 102
Special Moves
Low Voltage L (:qcf::l:) Start up: 15, Active: —, Recovery: 35, Advantage on Hit: -13, Advantage if Guarded: -13
Low Voltage M (:qcf:
) Start up: 20, Active: —, Recovery: 37, Advantage on Hit: -15, Advantage if Guarded: -15
Low Voltage H (:qcf::h:) Start up: 25, Active: —, Recovery: 40, Advantage on Hit:-18, Advantage if Guarded: -18
Trick “Hopscotch” (:qcb::l:) Start up: 20, Active: —, Recovery: 25, Advantage on Hit: -2, Advantage if Guarded: -2
Trick “Peekaboo” (:qcb:
) Start up: 10, Active: —, Recovery: 35, Advantage on Hit: +19, Advantage if Guarded: -13
Round Trip [in air ok] (:qcb::h:) Start up: 35, Active: —, Recovery: 15, Advantage on Hit: —, Advantage if Guarded: —
Switch Sign [in air ok] (:dp::atk:) Start up: 10, Active: —, Recovery: 10, Advantage on Hit:—, Advantage if Guarded: —
Air Raid [in air ok] (:qcb::s:) Start up: 31, Active: —, Recovery: Advantage on Hit: —, Advantage if Guarded: —
Hyper Combos:
Round Harvest(:qcb::atk::atk:) Start up: 20+19*, Active: —, Recovery: 10, Advantage on Hit:—, Advantage if Guarded: —
Maximum Voltage [in air ok] (:qcf::atk::atk:) Start up: 15+1*, Active: 116, Recovery: 20, Advantage on Hit:+2, Advantage if Guarded: +2
Duet Pain (:dp::atk::atk:) Start up: 10+11*, Active: 4, Recovery: 30, Advantage on Hit:—, Advantage if Guarded: -11
- The + is referring to before and after the hyper cutscene. For example, if its 20+19, it means that it is 20 frames before the cutscene and 19 afterwards.
Whew, now that that’s done, I’m in need of some advice. So far my main team is Spencer (meter builder)/Trish (uses meter to deal her damage), but I am having a hard time finding a third. Any suggestions?