Rivals 2 Frame Data & Hitbox Visualizer | Master Your Gameplay
Glossary
Active Frames
The number of frames a move is active and can hit an opponent.
Aerial
An attack that can be performed while in the air by pressing the attack button.
Air Dodge
A defensive option that can be performed by pressing the shield button while in the air. Can be directed with the control stick.
ASDI
Automatic Smash Directional Influence. A technique where a character can influence the their position during the hitpause frames by inputting a direction on the left or right stick.
B-reverse
While airborne, tap the opposite direction and the special move button in quick succession to reverse the momentum and direction a character performs the special move.
Baby Dash
A movement technique performed by flicking the left stick into the "dash" input, then release the stick within a 2 frame window (1 frame in Rivals 1). Functions similarly to a wavedash, but is much shorter and does not have any recovery frames.
Cactuar Dash
A technique where a character can dash out of a run by inputting a crouch then dashing again.
CC
Crouch Cancel. A technique where a character can reduce the knockback of an attack by crouching.
Cooldown
The number of frames after a move is performed before that action can be performed again.
DACUS
Dash Attack Cancelled Up Smash. A technique where a dash attack is canceled into an up smash during the startup of the dash attack.
Dash Attack
An attack that can be performed by pressing the attack button during a dash.
Dash Grab
A grab that can be performed by pressing the grab button during a dash or run.
DI
Directional Influence. A technique where a character can influence the direction they are sent by an attack.
Double Jump
An option that can be performed by pressing the jump button while in the air.
ECB
Environment Collision Box. A box that represents the character's position and orientation.
Edge Cancel
A character can cancel the landing lag of an aerial or special by landing on a edge of the platform or stage and sliding off to become airborne.
Fast Fall
An option that can be performed by pressing down while in the air.
Floor Hugging
a survival technique using of ASDI down while grounded, shifts one's ECB into the floor, this allows a character to stay on the ground when recieving knockback that would otherwise make them airborne.
Frame Advantage
The difference in frames between the attacker and the defender after a move is blocked or hits.
Frame Trap
A sequence of moves that can catch an opponent's action if they try to escape.
Getup
An option that can be performed by pressing up or nothing to get up from the knocked down state.
Getup Attack
An option that can be performed by pressing the attack button to get up from the knocked down state.
Getup Special
An option that can be performed by pressing the special button to get up from the knocked down state.
Grab
A move that can be performed by pressing the grab button.
Hitbox
The area around a character or object that can hit an opponent.
Hitfall
During an aerial attack within the hitlag frames, the attacker can tap down to immediately fast fall, even while rising.
Hitlag
The number of frames a character is frozen after being hit by an attack.
Hurtbox
The area around a character that can be hit by an opponent.
I-Frame
Invincibility Frame. A frame where a character cannot be hit by an attack.
IASA
Interruptible As Soon As. The frame at which a move can be canceled into another action, such as crouch, dash, jump, attack, or shield.
Intangible
A state where a character does not interact with hitboxes.
Jab
A quick, low damage attack that can be performed by pressing the attack button.
Jab Lock
A technique where a character can lock an opponent in place if the opponent misses a ground tech.
Jump
An option that can be performed by pressing the jump button.
Knock Down
The state where a character is grounded after missing a tech.
Ledge Attack
Attacking while in the ledge hang animation by pressing the attack button.
Ledge Dash
A defensive technique where a character can invincibly return to the stage from the ledge. Typically performed with drop from ledge, jump, waveland onto stage.
Ledge Drop
Pressing down or away on the ledge during the ledge hang animation will.
Ledge Getup
By pressing towards the stage the character pull themselves onto stage into a standing position.
Ledge Jump
Press up or jump after ledge hang window ends to jump from the ledge upwards, this is immediately actionable.
Ledge Roll
Press shield to roll onto stage after grabbing a ledge.
Ledge Snap
When a character is airborne and falling and within legde grab range, the character will teleport slightly to the ledge and enter the ledge grab animation.
Ledge Special
Attacking while in the ledge hang animation by pressing the special button.
Ledge Stall
Repeatedly refreshing ledge grab invincibility to get change the timing of when to return to stage.
Missed Tech
A situation where a character fails to tech and is vulnerable to follow up attacks.
Mixup
A situation where an opponent has to guess between multiple options.
Moonwalk
A technique where a character dashes backwards, while still facing the initial direction they dashed in. This is performaned by rotating the stick in a semi circle motion, either down or up, during the startup of the dash
Needle boosting
while running off of a plat or stage a character can input a special to carry their momentum with reduced air friction.
Neutral
A state where neither player has an advantage and are trying to gain advantage.
OOS
(Out of Shield) An option that can be done from the shielded state, such as jump, grab, or spotdodge.
Pivot
A technique where a character can turn around during the first few frames of an inital dash to be immediately actionable.
Pivot Grab
A grab that can be performed by turning around during the initial dash or run and pressing the grab button.
Pummel
A move that can be performed by pressing the attack button while holding an opponent.
RAR
Reverse Aerial Rush. A technique where a character can turn around during a run and perform a back aerial.
Recovery Window
The number of frames after the last hitbox of a move is active and before another action can be performed.
Roll
A defensive option that can be performed by pressing the shield button and tilting the control stick.
Shield
A defensive option that can be performed by pressing the shield button.
Special
A unique attack that can be performed by pressing the special button.
Spotdodge
A defensive option that can be performed by pressing the shield button and tilting the control stick down.
SSDI
Single Shift Directional Influence. A technique where a character can influence their position during the hitpause frames of an attack. Unlike other titles(referred to as SDI), this can only be performed once per attack hitbox connecting with either the left or right stick, however inputs from the right stick will take priority.
Startup Window
The number of frames before the first hitbox of a move is active
Strong Attack
(AKA Smash Attack) A powerful attack that can be performed by pressing the attack button during a quick tap of the control stick, can also be assigned to a button. Primarily a ground attack, certain characters can perform Strongs in the air.
Tech
A technique where a character can recover from a tumble or knockback by pressing shield before hitting the ground.
Tech Away
Another term for Tech Rolling away from the opponent's current location.
Tech Chase
Continuing pressure to catch an opponent's ground tech option.
Tech In
Another term for Tech Rolling towards the opponent's current location or the center of the stage.
Tech In Place
During a tech and no direction is held will make the character tech rise from their current position.
Tech Roll
Holding Left or Right during a tech on the ground will make the character roll to held direction.
Tilt
An attack that can be performed by pressing the attack button and tilting the control stick up, down, or forward. Some tilts have multiple angles.
Wall Cling
An option that can be performed by pressing towards a wall while in the air.
Wall Jump
An option that can be performed by pressing the jump button while touching a wall.
Wall Tech
While in knockback or tumble a character can tech against a wall to stop their momentum.
Wavebounce
A combination of Reverse-B into B-Reverse. Will reverse momentum but flip character twice, resetting facing. To perform (Assume facing right) While airborne, input left, release to neutral, press b, release, then input right, release to neutral.
Wavedash
A movement technique where a character can slide across the ground by airdodging during the jumpsquat frames and holding a direction on the left stick.
Waveland
A technique allowing a character to land onto a platform from an airdodge.