|
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| |frameAdv=-10 | | |frameAdv=-10 |
| |invuln= | | |invuln= |
| |description=NAC turns his arm into a claw and pinches at an angle of 35° upwards, hits thrice. This move serves little to no purpose outside of pressure where its first hit being jump cancellable on block is an asset. Unlike C/H-Nac 5[B], F-Nac is unable to repeatedly pinch by mashing B after the initial attack. However, this is not a huge loss with how little use 5[B]~B(N) had. </br>Despite apparences, 5B is not a good grounded anti-air: it's too slow, it will often trade or downright lose to a jump-in due to its extended hurtbox, it doesn't reach high enough and whiffing it leaves you open for ages. | | |description=NAC turns his arm into a claw and pinches at an angle of 35° upwards, hits thrice. This move serves little to no purpose outside of pressure where its first hit being jump cancellable on block opens up interesting options. Unlike C/H-Nac 5[B], F-Nac is unable to repeatedly pinch by mashing B after the initial attack. However, this is not a huge loss with how little use 5[B]~B(N) had. </br>Despite apparences, 5B is not a good grounded anti-air: it's too slow, it will often trade or downright lose to a jump-in due to its extended hurtbox, it doesn't reach high enough and whiffing it leaves you open for ages. |
| }} | | }} |
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Revision as of 16:05, 20 August 2022
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
|
- Move Descriptions:
- Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.
|
- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
- Add damage, meter gain/given numbers and video links to combos as you add them.
|
Additional Resources
F-NAC Match Video Database
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Playstyle
F-NAC is a joke character who accomplishes nothing. |
Pros |
Cons |
- Tiny: NAC has the smallest hurtbox in the game meaning that many optimized combos won't work on him. This has other ramifications in specific matchups where he can use his size to his advantage (e.g C-Roa).
- lol
|
- Frail: NAC has the second lowest health in the game, only having higher health than VAkiha. He cannot take much of a beating before going down.
- Awful Defense: F-NAC's reversal options are virtually non-existent. His heat activation is woefully small, and his true reversal, 63214C, is slow and easy to punish. To compound this issue, F-NAC has buttons that are some combination of pitifully tiny, painfully slow, and that have massive hurtboxes.
- Extended Hurtboxes: F-NAC's B and C normals all contain extended hurtboxes. This makes it harder to poke with them, and it makes what is an already frail character even more frail.
- Limited Mobility: Because his air dash is designed for stalling, it cannot be used to cover space quickly like a traditional air dash. Furthermore, NAC's grounded dash falls into the category of slow runs at 6F startup.
- What Mixups?: Opening up opponents is incredibly hard as F-NAC, not just because his actual options for mixups are weak, but also because it is very hard to get an opponent to respect his offense. Expect opposing players to play aggressively on defense and to disrespect your options.
- Poor Conversions: F-NAC has very limited combo starters, and he struggles to do meaningful damage due to terrible proration on his normals.
- Terrible Specials: Even for joke character standards, a lot of F-NAC's specials are downright garbage. A lot of them are horrendously slow and can generally be disrespected in neutral.
- Weak, Almost Non-Existent Neutral: Due to F-NAC's hurtboxes and generally poor specials, he cannot really play neutral, only a very poor keepaway/stalling game with j.236A.
- There are 92 better characters than this character.
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Combo Notation Help
|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
|
X > Y
|
X input is cancelled into Y.
|
X > delay Y
|
Must wait for a short period before cancelling X input into Y.
|
X, Y
|
X input is linked into Y, meaning Y is done after X's recovery period.
|
X+Y
|
Buttons X and Y must be input simultaneously.
|
X/Y
|
Either the X or Y input can be used.
|
X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
|
X(w)
|
X input must not hit the opponent (Whiff).
|
j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
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sdj.X
|
X input is done after a double super jump.
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tk.X
|
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
|
(X)
|
X is optional. Typically the combo will be easier if omitted.
|
[X]
|
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
|
]X[
|
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
|
{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
|
X(N)
|
Attack "X" should only hit N times.
|
(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
|
(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
|
CH
|
The first attack must be a Counter Hit.
|
Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
|
j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
|
IAD/IABD
|
Performs an Instant AirDash.
|
AT
|
Performs an Air Throw. (j.6/4A+D)
|
IH
|
Performs an Initiative Heat.
|
AD
|
Performs an Arc Drive.
|
AAD
|
Performs an Another Arc Drive.
|
Starter
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Enders
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
OTG Pick ups
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
|
Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
|
Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
75%
|
-SE-, -N-, -SP-, -EX-, (J), -Backdash-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
8
|
0
|
3.15%
|
-
|
Cigarette poke, horrible range. Notably crucial to combos involving 214X. Shorter than 2A but has a lot less pushback: 5AA is a true blockstring while 2AA isn't. This makes 5A your go-to button for stagger pressure and tick throws. Despite being backdash cancellable on hit, whiff or block like 2A (making it possible for NAC to be fully invincible as soon as the active frames end), 5A is mostly useless outside of the two aforementioned niches due to its abysmal range. Unusable as an anti-air because of how short NAC is.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200, 500*2 (784)
|
(336)
|
70% (O)
|
N, SP, EX, J
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2 (4) 2 (6) 2
|
23
|
-10
|
1.8%, 4.5%*2 (10.8%)
|
-
|
NAC turns his arm into a claw and pinches at an angle of 35° upwards, hits thrice. This move serves little to no purpose outside of pressure where its first hit being jump cancellable on block opens up interesting options. Unlike C/H-Nac 5[B], F-Nac is unable to repeatedly pinch by mashing B after the initial attack. However, this is not a huge loss with how little use 5[B]~B(N) had. Despite apparences, 5B is not a good grounded anti-air: it's too slow, it will often trade or downright lose to a jump-in due to its extended hurtbox, it doesn't reach high enough and whiffing it leaves you open for ages.
|
|
3 first hits 3 first hits Final hit Final hit Recovery hurtbox Recovery hurtbox
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*3, 700 (778)
|
(470)
|
65% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
11
|
26
|
-14
|
1.8%*3, 6.3% (11.7%)
|
-
|
Text
|
|
Crouching normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*3 (495)
|
(249)
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J), -Backdash-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
6 (4) 3
|
9
|
0
|
1.8%*3 (5.4%)
|
-
|
Text
|
|
First hit First hit Second and third hits Second and third hits Recovery hurtbox Recovery hurtbox
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 400, 450 (782)
|
(329)
|
68%, 90% (O)
|
N, SP, EX, (J)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
6
|
15
|
-2
|
3.6%*3 (10.8%)
|
-
|
Text
|
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
606
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
9%
|
-
|
Text
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1250
|
909
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
32
|
5
|
22
|
-9
|
10.8%
|
-
|
Text
|
|
Jumping Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250
|
151
|
75% (O)
|
SE, N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
12
|
-
|
2.7%
|
-
|
Text
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500 (987)
|
(638)
|
80% (O), 90% (M)
|
N, SP, EX, J
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
7
|
-
|
-
|
5.9%, 6.3% (12.2%)
|
-
|
Text
|
|
Post-recovery green Post-recovery green
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*3, 700 (1360)
|
(1135)
|
100%, 90% (O)
|
SP, EX, J
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
8
|
-
|
-
|
2.7%*3, 4.5% (12.6)
|
-
|
Text
|
|
Command Normals
Green boxes Green boxes (Pre-1st hit/Pre-2nd hit/Post-hit) (Pre-1st hit/Pre-2nd hit/Post-hit)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 500 (955)
|
(558)
|
60% (O)
|
(J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
6 (2) 4
|
17
|
-11, -3
|
6.3%, 4.5%
|
-
|
Text
|
|
Before the active frames Before the active frames
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
606
|
75% (O)
|
(SP), (EX), (J)
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
33
|
5
|
16
|
-6
|
7.2%
|
-
|
Text
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
707
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Text
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Gold)/1300
|
533
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
9%
|
-
|
Text
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
209
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Text
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
209
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
4.5%
|
-
|
Text
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
Text
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
50%
|
See description
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Can be kara cancelled if you clash on its first frame.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
6
|
26
|
-
|
Uses all
|
Full 1-14
|
Text
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
Removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
Removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Grounded Specials
A/B A/B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*4 (865)
|
(417)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
14
|
23
|
-8
|
1.8%*4 (7.2%)
|
-
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*7 (1418)
|
(684)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
41
|
14
|
23
|
-11
|
1.8%*7 (12.6%)
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*15 (2594)
|
(1562)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
57
|
29
|
16
|
0
|
-100.0%
|
-
|
Text
|
|
A/B A/B EX EX EX Circuit Break hitbox EX Circuit Break hitbox
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
80*30 (1305)
|
(588)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
12
|
5
|
5
|
0.18%*30 (5.4%)
|
-
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
80*48 (1344)
|
(588)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
12
|
3
|
7
|
(5.4%)
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0*89 (0)
|
0
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
29
|
12
|
-20
|
-100.0%
|
-
|
Text
|
|
A/B A/B A/B Early hits (must be blocked low) A/B Early hits (must be blocked low) EX EX EX Wallslam hit EX Wallslam hit
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*2, 250*6 (1844)
|
(1305)
|
85% (O), 70% (O)
|
-
|
L, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
14 (21) 8 (3) 8 (3) 8 (3) 8 (3) 8 (3) 8
|
11
|
-2
|
2.25%*2, 1.8%*6 (15.3%)
|
-
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*2, 250*6 (1844)
|
(1305)
|
85% (O), 70% (O)
|
-
|
L, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
14 (21) 8 (3) 8 (3) 8 (3) 8 (3) 8 (3) 8
|
6
|
3
|
2.25%*2, 1.8%*6 (15.3%)
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*6, 200 (2198)
|
(1739)
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+7
|
8 (3) 8 (3) 8 (3) 8 (3) 8 (3) 8 (5) 2
|
15
|
-4
|
-100.0%
|
-
|
Text
|
(Auto-Chain)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
10
|
0
|
60% (O)
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
116
|
10
|
20
|
-
|
0.0%
|
-
|
Text
|
|
A/B A/B EX EX EX A/B EX A/B
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210
|
101
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
148
|
7, 10
|
56
|
-
|
0.0%
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+29
|
-
|
-
|
-
|
-100.0%
|
Full 1-7, 20-35 AT 13-19, 36-400
|
Text
|
(A/B Lasers)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*4 (865)
|
(417)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2 (2) 2 (2) 2
|
14
|
1
|
1.8%*4 (7.2%)
|
-
|
Text
|
|
Aerial Specials
A/B A/B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210
|
101
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
X
|
18
|
1
|
1.8%
|
-
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210
|
101
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
X
|
21
|
-21
|
1.8%
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*17 (2373)
|
(1593)
|
95% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+8
|
X
|
18
|
-35
|
-100.0%
|
Full 1-5
|
Text
|
|
A/B A/B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*8 (1422)
|
(716)
|
100%
|
EX
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
40
|
8
|
-1 ~ 4
|
1.8%*8 (14.4%)
|
-
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*10 (1910)
|
(920)
|
100%
|
EX
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
50
|
8
|
-1 ~ 4
|
2.25%*10 (22.5%)
|
-
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
120, 300*16 (3178)
|
(2471)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+7
|
3 (3) 80
|
8
|
-9 ~ -4
|
-100.0%
|
Full 7-80
|
Text
|
|
Arc Drives
Sole true reversal Sole true reversal Final hit Final hit
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*17 (2302)
|
(1387)
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5+10
|
66
|
99
|
-60
|
Removes all
|
Full 1-129
|
Text
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
390*15, 800 (3351)
|
(2448)
|
96% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11+14
|
X
|
92
|
9 ~ 51
|
Removes all
|
Full 1-18
|
Text
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
666*21 (4612)
|
(3819)
|
96% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10+13
|
X
|
93
|
1 ~ 30
|
Removes all
|
Full 1-17
|
Text
|
|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000 (3500 ~ 7000)
|
2323 ~ 4260
|
50% + 50% * Remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
0
|
1
|
68
|
-
|
Removes all
|
Full 1
|
Text
|
|
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