Vitality: 1000
Stun: 950
Forward Walking distance per frame 0.04
Backwards walking distance 0.03
Dash duration in frames: 17
Dash Distance: 1.14695
Backdash duration in frames: 8 Invincible , 10 Airborne, 4 recovery (22 in total)
Backdash distance 1.126295
Pre-Jump frames: 4
Jump duration in frames: 39
Diagonal Jump distance: 2.09
**Edit:[7/24/2014] Eternal corrected BradyGames frame Data guide. Noted with a *
*All normals have 1 Juggle point but not throughout the whole move.
Close :hk: it’s only the first hit.
Far :mp: It’s only the first active frame (I don’t know the usefulness in this?)
Crouching :mp: it’s only the first 2F(I think he means the first two frames) it’s active.
Far :hp: it’s only the first active frame.
Chained Normals do not have Juggle Points.
Jumping Normals Don’t have Juggle Points.
EX Whip of Love has a special set of Jumping normals that have 1 Juggle point.
**
Legend:
Normal / Hits / Block Level / Damage / Stun / Start Up / Active / Recovery / On Hit / On Block / Cancel / Notes* [ChainCancel or CH = Rapid fire normals], SP is special Cancel, SU is Super Cancel.
Close Normals:
:lp: / 1 / HL / 30 / 50 / 3 / 2 / 7 / +5 / +1 / Ch, Sp, Su / Whiffs on small crouching characters.
:mp: / 2 /HL / 40, 40 / 50,50 / 5 / 2(8)2 / 9 / + 6 / +3 / Sp, Su / 2nd hit will whiff against crouching characters.
:hp: / 1 / HL / 100 / 200 / 5 / 4 / 20 / -1 / -6 / Sp, Su / Forces Stand.
:lk: / 1 / HL / 30 / 50 / 4 / 3 / 5 / +6 / +3 / Ch / -
:mk: / 1 / HL / 70 / 100 / 5 / 2 / 11 / +4 / + 1 / Sp, Su / -
:hk: / 2 / HL / 70,40 / 150,50 / 6 / 2,6 / 18 / -2 / -6 / Sp, Su / Forces Stand
Standing Normals:
:lp: / 1 / HL / 30 / 50 / 6 / 2 / 7 / +5 / +2 / Sp, Su / Whiffs against small crouching characters
:mp: / 1 / HL / 70 / 100 / 7 / 3 / 19 / -5 / -8 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 13 / 3 / 19 / 0 / -4 / - / -
:lk: / 1 / HL / 30 / 50 / 4 / 3 / 7 / +4 / +1 / - / -
:mk: / 1 / HL / 70 / 100 / 5 / 3 / 14 / 0 / -3 / Sp, Su / -
:hk: / 1 / HL / 100 / 200 / 9 / 2 / 22 / -2 / -6 / - / Whiffs against small and mid-sized crouching characters.
Crouching Normals:
:lp: / 1 / HL / 30 / 50 / 3 / 3 / 6 / +5 / +2 / Ch, Sp, Su / -
:mp: / 1/ HL / 70 / 100 / 6 / 4 / 15 / -2 / -5 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 6 / 3 / 22 / -3 / -7 / Sp, Su / -
:lk: / 1 / L / 30 / 50 / 4 / 2 / 12 / 0 / -3 / Sp, Su/ -
:mk: / 1 / L / 70 / 100 / 6 / 2 / 19 / -4 / -7 / Sp, Su / -
:hk: / 1 / L / 90 / 100 / 9 / 2 / 31 / - / -15 / - / Hard Knockdown.
Jumping Normals:
:lp: / 1 / H / 50 / 50 / 4 / 5 / - / - / - / - / 1~3f Lower body Projectile Invincibility
:mp: / 1 / H / 80 / 100 / 6 / 2 / - / - / - / - / 1~5f Lower body projectile invincibility
:hp: / 1 / H / 100 / 200 / 7 / 2 / - / - / - / - / 1~6f Lower body projectile invincibility
:lk: / 1 / H / 50 / 50 / 5 / 5 / - / - / - / - / 1~4f Lower body projectile invincibility
:mk: / 1/ H / 80 / 100 / 5 / 6 / - / - / - / - / 1~10f Lower body projectile invincibility
:hk: / 1 / H / 100 / 200 / 6 / 5 / - / - / - / - / 1~5f Lower body projectile invincibility
Unique Attacks:
:f: :mp: / 1 / H / 60 / 50 / 16 / 10 / 10 / -1 / -8 / - / Airborne frames 7-25
:3k: / - / - / - / - / - / - / - / - / - / - / Backflip takes 48 frames, Invincible during frames 1-33, Backward movement distance: 1.47516
Normal Throws:
:lp: + :lk: / 150 / 150 / 3 / 2 / 20 / Range: 0.793
:lp: + :lk: / 140 / 150 / 3 / 2 / 20 / Range: 0.843
Focus Attacks:
Level 1: / 1 / LH / 60 / 100 / 10+11 / 2 / 35 / -21(-1) / -21(-1) / Crumple on counter hit, hyper armor for 1 hit before release.
Level 2: / 1 / LH / 90 / 150 / 18+11 / 2 / 35 / - / -15(+5) / Crumple state on hit, hyper armor for 1 hit before release.
Level 3: / 1 / - / 150 / 200 / 65 / 2 / 35 / - / - / Unblockable, Crumple state on hit, hyper armor for 1 hit before release.
EX Level 1: / 1 / LH / 90 / 100 / 10+11 / 2 / 35 / -21(-1) / -21(-1) / Crumple state on counterhit or if used in combos, infinite hyper armor before release
EX Level 2: / 1 / LH / 135 / 150 / 18+11 / 2 / 35 / - / -15(+5) / Crumple state on hit, infinite hyper armor before release.
EX Level 3: / 1 / - / 225 / 200 / 65 / 2 / 35 / - / - / Unblockable, Crumples on hit, infinite hyper armor.
Special Moves:
Whip of Love: / 1 / HL / 40 / 50 / 12-15-17 / 2 / 21 / +2 / -4 / Whip of Love follow up, Su / Forces Stand, Causes free juggle state against aerial opponent, juggle potential 2.
Whip of Love 2nd hit / 1 / HL / 50 / 50 / 13 / 3 / 25 / -4 / -9 / Whip of Love Follow up, Su / Juggle potential 2.
Whip of Love 3rd hit / 1 / HL / 80 / 50 / 13 / 1 / 32 / - / -12 / - / Hard knockdown, Juggle potential 2.
Whip of Love’s Juggle point is 3, it starts at 0 with a air juggle. Juggle usage incrementally by 1 per hit.
EX Whip of Love / 1 / HL / 40 / 50 / 13 / 3 / 21 / +1 / -3 / Whip of love follow up, Su / Forces Stand, Causes free juggle state against aerial opponent, juggle potential 2.
EX Whip of Love 2nd hit / 1 / HL / 30 / 50 / 13 / 3 / 31 / -9 / -13 / Whip of love follow up, Su / Juggle potential 2.
EX Whip of Love 3rd Hit / 1 / HL / 30 / 50 / 13 / 5 / 28 -8 / -12 / Whip of Love follow up, Su, / Juggle potential 2.
EX Whip of love 4th hit / 1 / HL / 80 / 50 / 11 / 3 / 24 / - / -6 / Jump / Jump Cancleable on hit only, juggle potential 2.
Love me Tender / 1 / HL / 90 / 150/ 27 / 5 / 16 / +4 / -1 / - /Armor Breaker, Cancleable into follow up attack on hit, puts airborne targets into free juggle state, airborne frames 9-32, hurbox high enough to evade most projectiles frames 13-25.
Love me Tender hit throw / 1 / - / 100 / 50 / - / - / - / - / - / - / Hard knockdown
EX Love me Tender 1 / HL / 50,150 / 50,50 / 22 / 5 / 15 / - / +2 / - /Armor Breaker, frames 1-26 projectile invincible, frames 6-26 airborne, hard knockdown.
Kissed by a Goddess :lk: / 2 / HL / 80,30 / 100,50 / 5 / 2(3)1 / 39+12 on ground/ - / -31 / Su / Soft knockdown, Super/ Focus cancelable on 1st hit only, frames 1-5 invincible, airborne starting on frame 11, 1 hit causes free juggle state, 2nd hit juggle potential 1.
Kissed by a Goddess :mk: / 2 / HL / 90,40 / 100,50 / 4 / 2(4)2 / 42+12 on ground / - / -46 / Su / Same as :lk:
Kissed by a Goddess :hk: / 3 / HL / 80,30,30 / 100, 50, 50 / 10 / 3(6)3(3)3 / 43+13 on ground / - / -58 / Su / Soft Knockdown, Super/Focus cancelable on 1st hit only, airborne starting on frame 20, 1st hit causes free juggle state, 2nd hit juggle potential 1, 3rd hit juggle potential 2.
EX Kissed by a Goddess / 4 / HL / 90,30,30,20 / 100,50,50,30 / 4 / 3, 2(1)3(1)3 / 37+13 on ground / - / -39 / Su / Soft Knockdown, Super/Focus cancelable on 1st hit only, invincible frames 1-12, airborne starting on frame 13, 1st hit causes free juggle state, 1st hit juggle potential 2, 2nd hit juggle potential 3, 3rd hit juggle potential 4, 4th hit juggle potential 5.
Aeolus Edge :lp: / 1 / HL / 70 / 50 / 15 / - / 30 / 0 / -3 / Su / Causes free juggle state against aerial opponent.
Aeolus Edge :mp: / 1 / HL / 70 / 50 / 17 / - / 27 / +3 / 0 / Su / ( 45% screen length) , causes free juggle state on aerial opponent.
Aeolus Edge :hp: / 1 / HL / 70 / 50 / 23 / - / 20 / +10 / +7 / Su / (30% of the screen length), causes free juggle state on aerial opponent.
Aeolus Edge’s juggle potential is 3, it starts at 0 on a air juggle. It increases by 1 per use.
EX Aeolus Edge / 2 / HL / 50,50 / 50,50 / 9 / - / 29 / +4 / +2 / Su / (75% screen length), Both hits cause free juggle state on aerial opponent, 1st hit juggle potential 1, 2nd hit juggle potential 2, Neither hit raises juggle counter.
EX Aeolus Edge juggle potential is 3 and starts at 0 on the first hit. The 2nd hit also starts at 0 juggle points but produces 1 Juggle point on hit.
Supers & Ultras:
Super / 6 / HL / 40x3, 50, 100, 100 / 0 / 0+2 / 11(19)10 / 50 / - / -36 / Frames 1-3 invincible, frame 4 projectile invincible, airborne frames 5-23 & 32-77, hard knockdown, every hit before the last one causes free juggle state.
Ultra 1 / 11 / HL / 75, 30x2,15,30x6,135 / 0 / 0+10 / - / 61 / - / -34 / Frames 1-10 invincible, projectile hit triggers ultra cutscene, hard knockdown, ultra destroyed by other projectiles, juggle potential 1.
Ultra 2 / 3 / - / 30x2,450, / 0 / 0+2 / 4 / 79 / - / - / Ultra Throw, frames 1~5 invincible, reach 0.649, hard knockdown.