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Hard data is the type of information related to a character's physics, such as their running speed, falling speed and frame data. It may define a character's archetype, playstyle and character matchups. Each playable character's page possesses a section with a table containing their hard data statistics.
The amount of hitstun a character receives, in frames; characters with a higher hitstun taken value will stay in their flinch animation for longer when attacked. It does not scale with the character's damage. The value is called "recoveryrate" in the game's code.
The number of times a character can jump before having to return to the ground in order to jump again.
If a character possesses this stat, upon performing an attack, this value will be set as the character's horizontal speed if their previous speed was 'closer to zero' than this value. Essentially, characters with an attack boost value of zero will not automatically move forwards or backwards when a move is inputted.
The maximum amount of time an attack can last, including the active frames, as well as startup and ending lags. Having an attack cooldown lower than this value allows glitch attacks to be performed.
The amount of time, in frames, that it takes after doing an attack before one can attack again. It starts counting down on the attack's first frame. Coded as "attackspace".
The character's "weight". All knockback the character takes is divided by this value.
The character's maximum horizontal movement speed while said character is not in hitstun, in units per frame. It is referred to as "maxmove" in-game.
When a direction is not pressed, the character will slow down by this value in units per frame, until they stop moving. Referred to as "speeddown" in-game.
Attack start speed
Upon attacking, the player's current speed is multiplied by this value.
While running, a character will accelerate by this value each frame, until their current speed reaches the "maxmove" value. Coded under the name of "speedup".
Turn around speed
By properly timing a pivot, this value will be subtracted from the character's current speed when they turn around. This value is only used by player 1; other players will use "8" instead. The stat is called "turnaround" in-game.
If a character possesses this stat, their speed during their down attack will be set to this value. Down attacks with this characteristic are called "roll attacks", and function differently from normal down attacks. The value is called "revspeed" in-game, and characters without roll attacks are coded to have 0 revspeed.