Archive / Ramblings / Exploring Strive's Source Code (5/10/2025)

Exploring Strive's Source Code
SPOILERS
Intro
Characters
Unika
Lucy
LUC_BG
"Season 5"
Jam
Kum Haehyun
Answer
Raven
Stages
Season 4
In the Name of Peace
New Dawn, A Future Unfolding
China
Banri
Test_DLC5
Irontown
TestYa_PL3
TestYa_PL3_ex1
TestYa_PL3_1
Ocean
Test_Soma
Zepp
Test_Hirachi
Statues
TestGrid
Caves
Test4
Snowy
Test5
Chains
Test
Sunset
Test2
TestSakamura
Void
Test (TestYa)
TestYa_Base
Early Dam
DamPV
Sandbox
Sandbox
Other Stuff
Frame Data Display
Training Mode
Battlepass / Missions
The Future



- Building Unika's Moveset -
<- Back
Spoiler Warning

- SPOILERS INBOUND -


This goes without saying, but this page contains major spoilers for Unika, Dual Rulers, Lucy, the new stages, and potentially even Season 5. Read at your own risk.

I request that nothing on this page gets shared elsewhere. I am doing all of this for archival purposes only, and for people that want to see these things early. Unrequested sharing of leaks is a shitty thing to do, and I will not be the reason someone gets spoiled on new content. Also, don't just post links to this under popular posts. I don't want to put this site in danger just because too many people see it or something.
Intro
Strive's source code got leaked. Everyone knows that already. Along with some other stuff, like various beta builds! I will not be discussing those there. This is about the new stuff in the source code.
- Characters -
Unika


Unika is fully complete and ready to be released. She has everything that any other character would have.

Main Mechanic : Mode: Arbalest ----------------------------------------------------------------------------------------------------

Mode: Arbalest is a pseudo stance accessed from many of Unika's command normals (S5S, S2S, H5H, H2H, j.D, or 6H). Specials gain better advantage, comboability, and damage among other benefits when canceled out of Mode: Arbalest normals. (Signified by the blue coloring)

Specials ------------------------------------------------------------------------------------------------------------------------

236H : A.M.T.G. Streak - A big laser blast. It has slow startup, but travels fullscreen. Generally more of an anti-zoning / whiff punish tool than for fullscreen pressure.

j.236H : A.A.T.G. Blitz - An air fireball. Its pretty weak but flies at a decent angle.

236K : A.T.T.G. Penetrate - Essentially just a bigger version of Ky's Stun Dipper. Only -3 in Mode: Arbalest. Generally very useful as a combo from longer ranged Mode: Arbalest normals.

214K : A.T.T.G. Top-Attack - Similar to Greed Sever from the older games. A really big overhead that is nearly unreactable and low crushes. Also groundbounces in Mode: Arbalest. The non-Arbalest version shares Rin's property of being unable to combo even with a Roman Cancel.

623S : A.C.T.G. Blast-Off - A gigantic grounded DP. Can't be Roman Canceled, even in Mode: Arbalest. Still a great combo tool due to the large wallbounce.

214S : Blaze a Trail - A long ranged strike forward. Guard crushes, but is minus. Oddly does not interact with Mode: Arbalest in any way.

Overdrives ---------------------------------------------------------------------------------------------------------------------

632146S : Megadeath Buster - A fairly standard reversal / wallbreak super that sends fullscreen. The cinematic only occurs up close.

214214H : Weapons Free - Best described as an overdrive version of a 5[D]. Replaces all of Unika's air normals to make a custom air combo along with cancelable 8-way dashes. Similarly to Ky's Dragon Install, it can only be used at low health. Also does not lead into the cinematic on air / wallstick hit.

[Automatic] : Star Deviation - The automatic ender to Weapons Free. Very similar to a Finish Blow during a homing jump. It activates once the opponent reaches the edge of the screen.

S + H : Star Deviation: Annihilate - A metered higher-damage alternative to Star Deviation. Does not improve theknockdown afterwards.

Arcade ---------------------------------------------------------------------------------------------------------------------

Unika's arcade partner is Giovanna, and the boss is Sin!
Lucy
[I was going to make a full overview video like Unika got, but I lost the motivation. Oh well.]

Lucy presumably has all of her moves implemented, though they are without sound and a few (especially her supers) are unfinished. She is mostly playable. She lacks a move list, and as such may have extra properties to her attacks that I am not aware of.

Idle
f.S
j.D
236H
214[H]
236236K

Main Mechanic : Glitch Status ----------------------------------------------------------------------------------------------------

214H applies a special status effect to the opponent that makes them take 11 more frames of hitstun off of any attack, even throw. This opens up a ton of new combo routes, and allows for much higher reward off of simple mixups (for example, 2K can combo into c.S). This effect does not apply on block, and goes away once they are hit once. When hitting a counterhit, the effect goes away without applying any effect.

Notable Normals -----------------------------------------------------------------------------------------------------------------

5P - Has a unique animation when canceled into itself, like Raven's 4P in Xrd.

f.S - Very long ranged. Has almost no knockback.

f.SS - A followup that vacuums. Only gatlings into 5H.

5H - Currently has a somewhat unfinished animation.

2S - Long ranged. Has almost no knockback.

2SS - A followup that vacuums. Only gatlings into 2H.

j.D - Grapples the whips towards the ground, then pulls herself downward. Basically a divekick. Combos into 5K for a full combo on normal hit.

Specials ------------------------------------------------------------------------------------------------------------------------

214K : Dash Kick - A long ranged, low profile kick that hits mid. Has two followups, both of which can be canceled into before the attack similarly to Fuujin.

214K~K : Follow-Up Kick - A second kick that hits low and gives a soft knockdown. A good combo ender.

214K~S : Follow-Up Leap - A crossup overhead followup. The first kick generally has enough pushback to prevent this from crossing up.

236S : Gun - A gun that can be shot three times. In the corner, wallbounces for a combo. Usually safe on block, making it a good blockstring ender.

236H : Reversal - A grounded DP. Fairly standard. Oddly just a quarter circle, which I can't help but think is an insult to the potential skill of the new players who get into the game because of her.

214H : Glitch Whip - A long ranged chargable strike. When charged to at least the second level, applies the Glitch Status on hit or block. Higher charge levels do not increase damage or advantage, only making the move have more startup. At close range, the charged version can be comboed out of.

Overdrives ---------------------------------------------------------------------------------------------------------------------

632146H : Super Reversal - A fairly standard reversal / wallbreak super. Does high damage, and has a very unfinished animation. Also has what appears to be a effects sheet pasted over Lucy's face during the superflash, for some reason.

236236K : Hacking?? - Currently has no effect, even while Glitch Status is applies. It can be canceled early by pressing D. Various files related to it are called "Hacking". Likely some kind of utility super like Asuka's Bookmark (Full Order) since it can be canceled early. When Roman Canceled, this leaves the stage background black and white for the rest of the match.

For full frame data, see this page.
LUC_BG
Presumably part of Lucy's intro or outro. I haven't watched Edgerunners, so I don't really know how this relates to Lucy.

Full Scene
Lucy Closeup
- "Season 5" -
Early into the leaks, these characters were believed to be part of Season 5, and many people have assumed this is true. It is not. The code calls them 旧キャラや表示テスト用キャラ, or "Old characters and characters for display tests".

With the exception of Jam, these characters are all actually early versions of Strive characters that simply use Xrd characters as their model. The results are... interesting, to say the least. Especially since some of them could have just used their own xrd models. Regardless, there is still some interesting stuff to find with them.
Jam
Jam crashes on load, as her files don't work with the current moveset building system (presumably due to thier age). Apparently there is a fix, but I haven't found it yet.

Assuming she is the same as the recently leaked beta builds, she is basically Xrd Jam shoved into Strive along with a new super. She was likely used as the test character for the entire game.

There is also some alleged Season 5 Jam concept art going around, but I haven't found proof that it is real.

However, she is potentially coming in Season 5 due to one of the stages that is potentially being added...
Kum Haehyun
Last Modified: 12/3/23
Final Release: 3/16/24

An early version of A.B.A. Pretty much every move would be changed before release.

JEALOUS RAGE -------------------------------
- Can only enter Jealous Rage when Jealousy is above 50%
- Jealous Rage depletes faster.
- Does not apply a flat damage boost.
- Normals give full Jealousy on block (but give less in general).

Idle
5H
j.K
41236H
236S
632146S

Unless otherwise noted, hitboxes are roughly the same as the final regardless of the animation. Hurtboxes are all copied from Haehyun.
"KUM HAEHYUN"
A.B.A (v1.35)
A.B.A (v1.47)
Input
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Anim
Notes
5P
16
All
5
3
10
-3
+0
0
20
All
5
3
8
-1
+2
0
20
All
5
3
8
-1
+2
0
Haehyun 5P.
5K
30
All
7
5
10
-3
0
1
25
All
6
5
10
-3
0
1
25
All
6
5
10
-3
0
1
Haehyun f.S.
c.S
44
All
7
6
12
-1
+2
3
38
All
7
6
10
+1
+4
3
38
All
7
6
10
+1
+4
3
Haehyun c.S.
Jealousy
Haehyun
5%
A.B.A
5%
f.S
36
All
10
3
15
-4
-1
2
29
All
10
3
14
-3
0
2
29
All
10
3
14
-3
0
2
Haehyun 6H.
Jealousy
Haehyun
5%
A.B.A
5%
JR f.S
36
All
11
3
20
-9
-6
2
35
All
9
3
16
-5
-2
2
35
All
9
3
16
-5
-2
2
Haehyun 6H.
5H
50
All
14
4
26
-11
-8
4
39
All
15
3
31
-15
-12
4
39
All
15
3
31
-15
-12
4
Haehyun Blitz Attack.
Has no forward movement.
Jealousy
Haehyun
5%
A.B.A
10%
JR 5H
50
All
13
8
20
-9
-6
4
53
All
11
8
15
-5
-2
4
53
All
11
8
15
-5
-2
4
Haehyun Blitz Attack.
5D
50
High
20
5
24
-15
0
2
45
High
20
4
25
-15
0
2
45
High
20
4
25
-15
0
2
Haehyun 5D.
Hitbox is copied from Haehyun.
5[D]
62
All
28
5
24
-10
+36
4
56
High
28
4
25
-10
+36
4
56
High
28
4
25
-10
+36
4
Haehyun 5D.
Hitbox is copied from Haehyun.
2P
12
All
5
4
8
-2
+1
0
19
All
4
2
10
-2
+1
0
19
All
4
2
10
-2
+1
0
Haehyun 2P.
2K
26
Low
6
5
10
-3
0
1
22
Low
6
5
9
-2
+1
1
22
Low
6
5
9
-2
+1
1
Haehyun 2K.
2S
34
All
9
6
20
-12
-9
2
33
All
7
6
20
-12
-9
2
33
All
7
6
20
-12
-9
2
Haehyun 2S.
Hitbox is on Haehyun's hand.
Jealousy
Haehyun
5%
A.B.A
5%
JR 2S
34
All
9
6
20
-12
-9
2
44
All
9
6
17
-9
-6
2
44
All
9
6
17
-9
-6
2
Haehyun 2S.
2H
15,15
All
18
3(3)2
26
-11
+33
3,3
19,19
All
14
3(3)3
25
-11
+30
3,3
19,19
All
14
3(3)3
25
-11
+30
3,3
Haehyun 2K (Heavily modified).
Jealousy
Haehyun
10%
A.B.A
10%
JR 2H
15,15
Low
17
3(3)2
26
-11
+33
3,3
20,31
Low
16
2,3
25
-9
+36
4,4
20,31
Low
16
2,3
25
-9
+36
4,4
Haehyun 2K (Heavily modified).
2D
34
All
10
6
17
-9
+51
2
29
Low
10
6
17
-9
+52
2
29
Low
10
6
17
-9
+52
2
Haehyun 2D.
JR 2D
34
All
12
3
20
-9
+57
2
36
All
12
3
20
-9
+51
2
36
All
12
3
20
-9
+51
2
Haehyun 2D.
j.P
16
High
5
3
15
-
-
0
22
High
5
4
14
-
-
0
22
High
5
4
14
-
-
0
Haehyun j.P.
j.K
20
High
6
8
12
-
-
-
22
High
6
8
12
-
-
1
22
High
6
8
12
-
-
1
Haehyun j.S (The startup frames before the leg extends).
j.S
33
All
7
4
16
-
-
-
28
High
7
4
16
-
-
2
28
High
7
4
16
-
-
2
Haehyun j.K.
Jealousy
Haehyun
5%
A.B.A
5%
JR j.S
33
High
10
6
18
-
-
-
36
High
8
6
18
-
-
2
36
High
8
6
18
-
-
2
Haehyun j.S.
j.H
30
All
15
~
3
-
-
2
34
High
16
4
13
-
-
2
34
High
16
4
13
-
-
2
Haehyun j.H.
Very similar to AC+R A.B.A's j.H
Jealousy
Haehyun
5%
A.B.A
10%
JR j.H
30
All
15
6
19
-
-
-
48
High
11
4
18
-
-
2
48
High
11
4
18
-
-
2
Haehyun j.H.
j.D
41
High
16
4
13
-
-
-
38
All
17
~
6
-
-
2
38
All
17
~
6
-
-
2
Haehyun j.K.
Very similar to AC+R A.B.A's j.D or Strive A.B.A's j.H.
Jealousy
Haehyun
5%
A.B.A
10%
JR j.D
41
High
13
4
13
-
-
-
48
High
11
4
13
-
-
2
48
High
11
4
13
-
-
2
Haehyun j.K.
6P
30
All
10
6
21
-13
-10
2
29
All
11
6
20
-12
-9
2
29
All
11
6
23
-15
-12
2
Haehyun 6P.
Jealousy
Haehyun
0%
A.B.A
5%
6H
60
All
17
6
25
-12
+34
4
49
All
17
6
25
-12
+30
4
49
All
17
6
25
-12
+30
4
Haehyun 5H.
Jealousy
Haehyun
5%
A.B.A
10%
JR 6H
60
All
17
6
25
-12
+34
4
62
All
17
6
25
-12
+27
4
62
All
17
6
25
-12
+27
4
Haehyun 5H.
Throw
68
-
2
3
33
+56
-
-
80
-
2
3
38
+49
-
-
80
-
2
3
38
+49
-
-
Haehyun Throw.
Air Throw
68
-
2
3
33
+49
-
-
80
-
2
3
38
+48
-
-
80
-
2
3
38
+48
-
-
Haehyun Air Throw.
236D
Red
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Haehyun 6H.
214H
0, 20, 60
None
11
4
36
-
+56
-
10, 20, 30
All
12
4
30
+2
+31
2
10, 20, 30
All
12
4
30
+2
+31
2
Haehyun Throw > IK Activation > c.S > f.S.
A combo-friendly command grab rather than a hitgrab.
Jealousy
Haehyun
50%
A.B.A
25%
41236H
-
-
-
-
38
-
-
-
Haehyun Roman Cancel.
Only usable when Jealousy is >= 50%. Later replaced with 63214P.
Restores no Jealousy when switching back.
63214P
-
-
-
-
29
-
-
-
-
-
-
-
29
-
-
-
214K
-
-
-
-
-
-
-
-
-
-
-
-
26
-
-
-
-
-
-
-
26
-
-
-
Haehyun 623[K] ("Grandpa Viper").
JR 214K
-
-
-
-
28
-
-
-
-
-
-
-
26
-
-
-
-
-
-
-
26
-
-
-
Haehyun 623[K] ("Grandpa Viper").
236K
40
All
11
10
14
-7
+31
3
34
All
17
6
12
-1
+31
3
34
All
17
6
13
-2
+30
3
Haehyun j.214K.
JR 236K
40
High
19
9
10
-5
+42
2
40
High
18
6
15
-2
+38
4
40
High
18
6
15
-2
+38
4
Haehyun j.214K.
236S
40
All
13
3
15
-4
-1
2
25
All
12
3
16
-5
-2
2
25
All
12
3
16
-5
-2
2
Haehyun 236236H.
236S~6S
40
All
14
3
31
-20
+42
2
38
Low
11
3
31
-15
+42
4
38
Low
11
3
31
-15
+42
4
Haehyun Throw.
Can only be done on hit.
Jealousy
Haehyun
10%
A.B.A
25%
NM 214S
-
-
?
?
46
-
-
-
-
-
7
16
15
-
-
-
-
-
7
16
15
-
-
-
Haehyun IK Activation.
Skips remaining recovery so that Haehyun is always -1.
Jealousy
Haehyun
50%
A.B.A
25%
JR 623H
60, 60
All
18
7(23) 3
22
-6
+42
4,4
30, 70
All
17
6(20) 3
25
+4
+54
4,4
30, 70
All
17
6(20) 3
25
+4
+51
4,4
Haehyun 623[K]~1/4/7 (Shinken) > 214K.
Only has one hit of armor. Does not launch nearly as high. Does not guard crush.
JR Exit
-
-
1
-
-
-
-
-
-
-
1
-
10
-
-
-
-
-
1
-
10
-
-
-
Haehyun Roman Cancel.
Identical to Nagoriyuki's Blood Rage Exit.
632146H
120
All
7+3
3
31
-15
+34
4
30,70
All
7+3
4(64) 8
58
-47
+36
4,4
30,70
All
7+3
4(64) 8
58
-47
+36
4,4
Haehyun Blitz.
Jealousy
Haehyun
50%
A.B.A
25%
JR 632146H
180
All
7+3
3
31
-15
+34
4
50, 25x2, 40~100
All
7+3
4(64) 8
58
-47
+74
4,4
50, 25x2, 40~100
All
7+3
4(64) 8
58
-47
+74
4,4
Haehyun Blitz.
Does not get stronger with more Jealousy.
Jealousy
Haehyun
50%
A.B.A
Full Drain
632146S
80
All
10+10
6
29
-1
+64
4
Haehyun 236236S. Pillar is just a black rectangle.
Replaced with 632146K.
JR 632146S
40, 40, 40
All
10+10
6(22)6(22) 6
32
-4
+69
4,4,4
Haehyun 236236S. Pillar is just a black rectangle.
Replaced with JR 632146K.
632146K
60
All
7+7
10
59
+6
+41
-
60
All
7+7
10
59
+6
+41
-
JR 632146K
30, 30, 60
All
7+6
6(15) 6(16) 6
20
+49
+74
-
30, 30, 60
All
7+6
6(15) 6(16) 6
20
+49
+74
-
Answer
Last Modified: 3/1/24
Final Release: 5/30/24

An early version of Slayer. Has many moves that are identical to the final release.

- Dash can be extended, like in Xrd.
- Has Ninja Beam, as a leftover from Answer.

Idle
5D
2H
236K
214K~S
236236H

Unless otherwise noted, hitboxes are roughly the same as the final regardless of the animation. Hurtboxes are all copied from Answer.
"ANSWER"
SLAYER (v1.37)
SLAYER (v1.47)
Input
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Anim
Notes
5P
29
All
5
5
9
-4
-1
0
29
All
5
5
9
-4
-1
0
29
All
5
5
9
-4
-1
0
Answer 5P.
5K
34
All
7
3
14
-5
-2
-
34
All
7
3
14
-5
-2
1
34
All
7
3
14
-5
-2
1
Answer 5K.
c.S
44
All
7
6
10
+1
+4
3
44
All
7
6
10
+3
+6
4
44
All
7
6
10
+3
+6
4
Answer c.S(3).
f.S
39
All
11
2
13
+4
+7
4
10,25
All
11
3,2
13
+4
+7
2,4
10,25
All
11
3,2
13
+4
+7
2,4
Answer f.S.
5H
54
All
13
4
18
-3
0
4
54
All
13
4
18
-3
0
4
54
All
13
4
18
-3
0
4
Answer c.S(3).
5D
50
High
20
3
26
-15
0
2
50
High
20
3
26
-15
0
2
50
High
20
3
26
-15
0
2
Answer 5D (No frog).
5[D]
50
High
28
3
26
-10
+36
4
50
High
28
3
26
-10
+36
4
50
High
28
3
26
-10
+36
4
Answer 5D (No frog).
2P
23
All
5
4
8
-2
+1
0
23
All
5
4
8
-2
+1
0
23
All
5
4
8
-2
+1
0
Answer 2P.
2K
29
Low
6
4
10
-2
+1
1
29
Low
6
4
10
-2
+1
1
29
Low
6
4
10
-2
+1
1
Answer 2K.
2S
34
All
10
4
21
-11
-8
2
34
All
10
4
21
-11
-8
2
34
All
10
4
21
-11
-8
2
Answer 2S.
2H
47
All
13
2
26
-9
+26
4
52
Low
13
2
29
-12
+23
4
52
Low
13
2
37
-20
+15
4
Answer Seal K
Does not have a body hitbox.
2D
27
Low
10
21
9
-16
+44
2
27
Low
10
6
16
-8
+52
2
27
Low
10
6
16
-8
+52
2
Answer ??.
Closer to Slayer's Xrd 2D.
j.P
25
High
5
3
8
-
-
0
25
High
5
3
10
-
-
0
25
High
5
3
10
-
-
0
Answer j.P.
j.K
31
High
6
3
20
-
-
1
31
High
6
3
20
-
-
1
31
High
6
3
20
-
-
1
Answer j.K.
j.S
13, 13, 13
High
9
3(2) 3(2) 3
20
-
-
-
13, 13, 13
High
9
3(2) 3(2) 3
20
-
2
2
13, 13, 13
High
9
3(2) 3(2) 3
20
-
-
2
Answer j.S.
j.H
49
High
13
5
18
-
-
2
49
High
14
5
18
-
-
2
49
High
14
5
18
-
-
2
Answer j.H.
j.D
42
High
9
3
17
-
-
2
42
High
9
3
17
-
-
2
42
High
9
6
14
-
-
2
Answer j.H.
6P
36
All
9
6
19
-8
-5
3
36
All
9
6
19
-8
+19
3
36
All
9
6
21
-10
+19
3
Answer 6P.
Doesn't knock down.
6K
35
High
28
3
9
+2
+5
2
35
High
28
3
12
+2
+6
3
35
High
28
3
12
+2
+6
3
Answer 6H.
6[K]
-
-
-
-
39
-
-
-
-
-
-
-
41
-
-
-
-
-
-
-
31
-
-
-
Answer 6H.
6H
64
All
19
6
15
-2
+2
4
58
All
19
6
16
-3
+1
4
58
All
19
6
16
-3
+1
4
Answer 632146S.
Throw
80
-
2
3
33
+58
-
-
80
-
2
3
38
+45
-
-
80
-
2
3
38
+45
-
-
Answer Throw (623K on whiff).
Air Throw
80
-
2
3
33
+39
-
-
80
-
2
3
38
+56
-
-
80
-
2
3
38
+56
-
-
Answer Air Throw (j.623K on whiff).
236D
White
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Answer 5H.
236P
33
All
11
3
15
-1
+2
3
33
All
11
3
15
-1
+2
3
33
All
11
3
17
-3
0
3
Answer 46P.
236K
36
All
14
6
15
-2
+27
4
44
All
14
6
15
-2
+28
4
44
All
14
6
15
-2
+28
4
Answer 46P.
Movement is only in the startup.
214P
-
-
-
-
34
-
-
-
-
-
-
-
34
-
-
-
-
-
-
-
34
-
-
-
Answer 236236K.
Can crossup in the corner.
214K
-
-
-
-
40
-
-
-
-
-
-
-
40
-
-
-
-
-
-
-
40
-
-
-
Answer 44 > 236236K.
214P/K~P
80
All
5
3
34
-18
+45
4
80
All
5
3
36
-14
+43
4
80
All
5
3
36
-14
+43
4
Answer 46P.
Does not have a back hit. Does not guard crush.
214P/K~K
40
Low
13
3
19
-5
+30
3
40
Low
13
3
16
-2
+58
3
40
Low
13
3
16
-2
+58
3
Answer Seal S.
214P/K~S
50
High
13
3
24
+3
+12
3
50
High
13
3
35
-2
+20
4
50
High
13
3
35
-2
+20
4
Answer Blitz Attack (Effects from Seal H).
214P/K~H
60
All
25
6
13
+26
+40
4
60
All
25
3
16
+26
+34
4
60
All
25
3
16
+26
+34
4
Answer Seal K.
63214H
80
-
7
2
48
-
+54
-
80
-
7
2
48
-
+10
-
80
-
7
2
48
-
+10
-
Answer Throw (623K on whiff).
UNIVERSE! only lasts for 180 frames.
44~6S
53
All
12
3
18
-7
-4
2
53
All
12
3
18
-7
-4
2
Does not exist
632146S
120
All
15+1
4
62
-46
+46
4
100, 100
All
14+1
2,2
50
-33
+40
4
100, 100
All
14+1
2,2
50
-33
+40
4
Answer 46P.
Does not have a second "clean hit". Movement occurs during startup. Can cross up.
236236H
230
All
6+3
8
55
-44
+29
4
10, 270, 20
All
9+2
11
10
-10
+20
-
10, 270, 20
All
9+2
11
10
-10
+20
-
Answer Ninja Beam.
Can break the wall. Does not have consistent advantage on block.
Taunt
1
None
162
10
-
-
???
0
Answer Ninja Beam.
Can be canceled into anything starting on frame 60. Can't be comboed out of. Clearly an Answer leftover.
Raven
Last Modified: 5/13/24
Final Release: 10/31/24

An early version of Dizzy. Basically done outside of specials and most damage values.

- Has two airdashes, like in Xrd.
- Uses some kind of placeholder color.

Idle
2H
236S
214P
22H Activation
632146H

Unless otherwise noted, hitboxes are roughly the same as the final regardless of the animation. Hurtboxes are all copied from Raven.
"RAVEN"
DIZZY (v1.40)
DIZZY (v1.47)
Input
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Anim
Notes
5P
16
All
6
3
10
-3
0
0
25
All
6
3
10
-3
0
0
25
All
6
3
10
-3
0
0
Raven 5P.
5K
30
All
7
4
12
-4
-1
1
26
All
7
4
12
-4
-1
1
26
All
7
4
12
-4
-1
1
Raven 5K.
c.S
44
All
8
6
12
-1
+2
3
43
All
8
6
12
-1
+2
3
43
All
8
6
12
-1
+2
3
Raven c.S(1).
f.S
10x5
All
12
2x5
19
-7
-4
2
10x5
All
12
2x5
19
-7
-4
2
10x5
All
12
2x5
19
-7
-4
2
Raven f.S.
5H
20x3
All
12
6x3
15
-4
+66
4
20x3
All
12
6x3
15
-4
+69
3
20x3
All
12
6x3
15
-4
+69
3
Raven 4P > 4P > 4P.
5D
50
High
20
3
26
-15
0
2
50
High
20
3
26
-15
0
2
50
High
20
3
26
-15
0
2
Raven 5D (No arm, trail from 6P).
5[D]
62
High
28
3
26
-10
+36
4
62
High
28
3
26
-10
+36
4
62
High
28
3
26
-10
+36
4
Raven 5D (No arm, trail from 6P).
2P
12
All
5
3
8
-1
+2
0
20
All
5
3
8
-1
+2
0
20
All
5
3
8
-1
+2
0
Raven 2P.
2K
26
Low
6
4
11
-3
0
1
23
Low
6
4
11
-3
0
1
23
Low
6
4
11
-3
0
1
Raven 2K (Startup only).
2S
34
All
10
6
15
-7
-4
2
40
All
10
6
15
-7
-4
2
40
All
10
6
15
-7
-4
2
Raven 2S.
2H
60
All
18
9
28
-18
-3
4
64
All
18
9
28
-18
+29
4
64
All
18
9
28
-18
+29
4
Raven 214214H.
Launches significantly less high.
2D
34
Low
12
6
21
-13
+47
2
38
Low
12
6
21
-10
+47
3
38
Low
12
6
21
-10
+47
3
Raven 2D.
j.P
16
High
6
4
9
-
-
0
18
High
6
4
9
-
-
0
18
High
6
4
9
-
-
0
Raven j.P.
j.K
20
High
7
4
12
-
-
1
23
High
7
4
12
-
-
1
23
High
7
4
12
-
-
1
Raven j.K.
j.S
33
High
13
4
23
-
-
2
38
High
13
4
23
-
-
2
38
High
13
4
23
-
-
2
Raven ??, glowing blue circle.
j.H
30
High
12
4
15
-
-
2
53
High
12
4
15
-
-
2
53
High
12
4
15
-
-
2
Raven j.236H.
j.D
30
All
13
-
Until Landing
-
-
-
36
All
16
-
20
-
-
-
36
All
16
-
20
-
-
-
Raven j.236P/K, orb from j.236H.
Flies at a somewhat downward angle.
6P
30
All
12
6
24
-16
-13
2
28
All
12
5
20
-12
-9
2
28
All
12
5
20
-12
-9
2
Raven 6P.
6H
66
All
20
4
24
-9
-6
4
57
All
19
8
20
-9
-6
4
57
All
19
8
20
-9
-6
4
Raven 63214S/H slam.
6[H]
77
All
32
4
24
+2
+37
4
77
All
36
8
20
+12
+37
4
77
All
36
8
20
+12
+37
4
Raven 63214S/H slam.
Throw
80
All
2
3
38
-
+54
-
80
All
2
3
38
-
+57
-
80
All
2
3
38
-
+57
-
Raven Throw (Taunt?? on whiff).
Due to being Raven's throw, does not last nearly as long and therefore can not stall for Wings of Light.
Air Throw
80
All
2
3
38
-
+56
-
80
All
2
3
38
-
+55
-
80
All
2
3
38
-
+55
-
Raven Throw (Taunt?? on whiff).
236D
Blue
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Blue
-
-
-
-
-
-
-
Raven Blitz.
236S/H
50
All
25
12
19
-5
+63
-
50
All
24
16
22
-12
+60
4
50
All
24
16
22
-12
+60
4
Raven 632146S pose, blue magic coming out of airdash sigil.
Hitbox is much thinner, like in Xrd.
236S/H~6S/H
40
All
-
-
50
-
-
-
20
All
-
-
42
-
-
-
20
All
-
-
42
-
-
-
Raven Taunt??.
236K
10,10, 20
All
13
?????
Total 45
+11
+37
1,2, 2
15,30, 45
All
13
6(5) 16,X
Total 63
+7~ +11
+34
4,2, 2
15,30, 45
All
13
6(5) 16,X
Total 63
+5~ +9
+61
4,2, 2
Raven ??, projectile is from 236P.
Don't care enough to figure out the active time.
214P/K
30
All
20
-
35
-
-
4
34
All
29
-
11
-
-
2
34
All
29
-
11
-
-
2
Raven Round Win (lean back), fish is a sad face.
214S
60
All
16
3
35
-21
+8
3
66
All
15
3
24
-8
+31
4
66
All
15
3
24
-8
+31
4
Raven IK Activation > 214K.
214H
80
All
26
3
40
-24
+49
4
88
All
26
3
36
-10
+62
4
88
All
26
3
36
-10
+62
4
Raven IK Activation > 214K.
22H
<=270
None
-
-
30
-
-
-
<=270
None
-
-
30
-
-
-
<=270
None
-
-
30
-
-
-
Raven Round Win (Suicide). Light is from 632146S recovery.
Only takes 7 seconds to activate. Is able to kill.
632146S
0, 9x13
All
6+1
8
50
-40
+18
-
20, 12x3, 16, 12x2, 60
All
11+1
9
54
-46
+28
-
20, 12x3, 16, 12x2, 60
All
11+1
9
54
-46
+28
-
Raven Arcade Mode Talk, hitbox is 632146S surrounding spears. Laser is created from the 63214S/H explosion (still has the rocks and everything).
632146H
18, 8x31
All
19+6
9(111)63
54 (Total 261)
-47
+37
-
1x41, 230
All
19+7
-
Total 214
-75
+30
-
1x41, 230
All
19+7
-
Total 214
-75
+30
-
Raven 63214S/H, throws the 236P projectile. Starts doing 632146S stationary, then shoots the 63214S/H explosion.
The massive gap after the initial hit means that it can be punished before the full laser, which makes it only take 50% meter. If the first hit is RC'd, the opponent is put in an incredibly slow juggle state like +R Justice's version of this move.
- Stages -
- Season 4 -
In the Name of Peace
Last Modified: 1/23/25
Internal Name: Plateau

A grassy plain stage based on Xrd's Area 42. This is the stage releasing with Unika.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
New Dawn, A Future Unfolding
Last Modified: 3/14/25
Internal Name: Callist

A new stage that seemingly takes place in Vialattea due to all the Gears, or perhaps Illyria due to the view of the castle. Presumably the stage releasing with Lucy. This stage is also releasing with Unika.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)


Many character cameos are featured in this stage:

Ian & Neo
Malcolm Myers
Dr. Paradigm
Area 42 Fairy
Dual Horn
- China -
Banri
Last Modified: 4/23/25

A very early devopment China stage, with the latest edit date among the stages. Likely meant for Jam given the theme.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Test_DLC5
Last Modified: 4/13/25

An alternate version of Banri, with some parts missing and some new parts.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
- Irontown -
These maps all attempt to load a group of assets under the nonexistant folder "irontown."
TestYa_PL3
Last Modified: 4/17/25

An early development map, filled with untextured buildings and floating Xrd Sols.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
TestYa_PL3_ex1
Last Modified: 4/18/25

An much more complete version of TestYa_PL3, though still without most of the textures. The areas have also moved around a decent bit to accomodate the new geometry.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
TestYa_PL3_1
Last Modified: 4/18/25

A town / arena(?) map in a crater. Not the same map as the previous two, despite the similar name and missing assets.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
- Ocean -
Test_Soma
Last Modified: 2/24/25

An ocean castle map with some small animations. Has multiple assets labeled as "S4."

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
- Zepp -
Test_Hirachi
Last Modified: 1/29/25

A partially contructed Zepp map. The first area has a flashing alarm light, a functional opening door, and moving robotic arms. Perhaps evidence that Gabriel may become playable?

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
- Statues -
TestGrid
Last Modified: 3/7/18

A barebones 6-area map with a few statues.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
- Cave -
Test4
Last Modified: 2/26/18

A 6-area cave map. A few major assets don't load ingame, making it not really much of a cave.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
- Snowy -
Test5
Last Modified: 2/23/18

A snowy forest map with 6 areas that do not flow together. While 5[D] works fine, the camera in wallbreaks is very broken, and killing wallbreaks have both characters push through the wall into out of bounds areas.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
- Chains -
Test
Last Modified: 2/22/18

A 6-area canyon map with a giant incorrectly aligned chain. There is a pink shine effect attached to the top left of the camera at all times.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
- Sunset -
Test2
Last Modified: 2/16/18

A sunset cemetary(?) map.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
TestSakamura
Last Modified: 2/6/18

An earlier version of Test2 with harsh pink lighting. This is the oldest map present.

Full Stage (In-Game View)
Full Stage (Editor View)
Area 1 (Freecam)
Area 2 (Freecam)
Area 3 (Freecam)
Area 4 (Freecam)
Area 5 (Freecam)
Area 6 (Freecam)
Area 1 (In-Battle)
Area 2 (In-Battle)
Area 3 (In-Battle)
Area 4 (In-Battle)
Area 5 (In-Battle)
Area 6 (In-Battle)
- Void -
TestYa_Base
Last Modified: 3/25/18

A blank void map with some particle effects.

Full Stage (In-Game View)
Full Stage (Editor View)
Test (TestYa)
Last Modified: 4/18/25

Identical to TestYa_Base.

Full Stage (In-Game View)
Full Stage (Editor View)
- Early Dam -
DamPV
Last Modified: 7/19/19 (Final Version: 11/1/19)

An early version of Castle of the Silver Feet, as seen in some early trailers. The main difference is the Illyrian Guard, who is a 2D cutout.

DamPV
Castle of the Silver Feet
- Sandbox -
Sandbox
A simple test grid that appeared in previous ArcSys games.

Full Stage (In-Game View)
Full Stage (Editor View)
- Other Stuff -
Frame Data Display
Frame Data Display will seemingly be releasing with Unika. On launch, this pop-up will appear:



Pictured here is Slayer's 2D on hit:



Total Action is the full length of the action, including startup, active time, and endlag.
Startup is... startup time. No surprises here.
Frame Advantage is the raw frame advantage, including knockdown time.
Follow-Up Window is also frame advantage, but specifically advantage that allows for linking (in other words, not including knockdown time). Had Slayer used f.S (which allows a link back into c.S), the follow-up window would 7. Since he used 2D instead, the follow-up window is 0 as he can not link out of it.
Training Mode
In addition to Frame Data Display, Training Mode got some new features:
  - Frame count during input history.
  - Negative Penalty can now be toggled.
Battlepass / Missions
[WIP] There are various remnants of some kind of battlepass worked on around Season 3. It seems to mostly have been scrapped and I doubt it will be completed, at least not in its current form.
- The Future -
Seemingly, the future will pan out as follows:

Season 4 -------------------------------------------------------------------
Unika
In the Name of Peace
New Dawn, A Future Unfolding
Lucy

Season 5 -------------------------------------------------------------------
Jam? (Due to China)
Three unknown characters
China
Irontown

Season 6 -------------------------------------------------------------------
Gabriel? (Due to Zepp)
Three unknown characters
Zepp
Ocean