BBTag/Aegis/Frame Data

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< BBTag‎ | Aegis
 Aegis

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Aegis 17,000 4F 29F (1~7F Inv All) Boost Dash
Origa Gauge
  • Aegis can cancel her normals into Boost Dashes at the cost of Orgia Gauge. Costs 1 Orgia stock.
  • Aegis can also do Boost Dash while standing. Costs 1 Origa stock. Can be used even when Orgia Gauge has less than 1 stock left, but will empty the gauge.
  • If you empty the Origa Gauge, then Boost Dash is disabled until the Gague refills to full.

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 16 -5 B 100 75 2 13 14 14 18 26 10 +0 +1
4AA 1500 All 10 6 3+13L -5 B 100 80 3 16 19 19 24 33 11 +0 +2
4AAA 1500 All 8 2 19+9L -4 H 100 70 3 16 Launch 40 Launch 54 11 +0 +2
4AAAA 2000 All 14 6 Until L+8 -18 H 100 90 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8
5A 1500 All 10 3 23 -9 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 14 2 24 -9 B 90 80 3 16 17 30 22 44 11 +0 +2
5AAA 1700 All 9 16 29 -26 B 90 85 4 18 Launch 40 Launch 55 12 +0 +5
5AAAA 2000 All 24 6 Until L+6 H 90 85 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8
2A 1000 Low 8 2 11 -1 F 90 70 1 11 12 12 16 23 9 +0 +0
5B 1000, 750×5 All 10 6,P[(2)P]×4 20 -6 ~ -23 B, P1×5 100, 60×5 70, 100×5 3, 2×5 16, 13×5 Launch, 14×5 20 Launch, 16×5 34,32×5 9, 0/+6×5 +0, +6×5 +2, +7×5
2B 1000, 750×5, 60×5 All 11 2,P[(2)P]×4 19 -6 ~ -14 B, P×5 9~12 H 90, 60×5 70, 100×5 3, 2×5 16, 13×5 Launch, 14×5 20 Launch, 16×5 34,32×5 9, 0/+6×5 +0, +6×5 +2, +7×5
5C 800 High 26 3 10+8L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 12 5 16 -4 F 90 80 3 16 Launch 40 Launch 54 5 +0 +2
j.A 1500 High 9 8 10 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1200 High 7 6 14 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 1500×2 All 8 4(8)6 Total: 35 H 80 80 3 16 Launch 20, 28 Launch 34, 42 11 +0 +2
j.C 1700 All 15 Until L Total: 54+5L H 80 85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 0×2, 5 Crumple, Launch 60 0, 13 +0
AD Heavenly Spear 2400 Air Unblockable 17 32 Total: 52+28L -30 B 1~20 All 80 60 5 20 Launch 40 Launch 56 0/+13 +13 +21

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236B 7th Gen Blast Gatling 300×15 All 24 {P(2)}×14,P Total: 87 -19 P1 80 90 3 16 17 17 22 31 0 +0 +2
236[B] B 7th Gen Blast Gatling (Charged) 300×15~30 All 24 {P(2)}×N,P Total: 87~123 -19~-25 P1 80 90 3 16 17 17 22 31 0 +0 +2
214A A 7th Gen Radical Cannon 1500×2 All 25 Until Hit,15 Total: 60 P1 80 70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
214B B 7th Gen Radical Cannon 1500×2 All 37 Until Hit,15 Total: 57 -2 ~ +67 P1 80 70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
j.214A A Air 7th Gen Radical Cannon 1500×2 All 21 Until Hit,15 Total: 52+5L P1 80 70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
j.214B B Air 7th Gen Radical Cannon 1500×2 All 21 Until Hit,15 Total: 52+5L P1 80 70 3 16 Launch 17, 60 Launch 22, 74 0, 0/+1 +0, +1 +2, +3
236A Megido Fire - Kai 1000, 100×5, 1000 All 13 9×4 12L -4 H 80 70 3 16 Launch 32, 56×5, 56 + GBounce Launch 46, 70×5, 70 + GBounce 7 7, 0×6 +2
j.236A Air Megido Fire - Kai 1000, 100×5, 1000 All 13 9×N 24L H 80 70 3 16 Launch 32, 56×5, 56 + GBounce Launch 46, 70×5, 70 + GBounce 7 7, 0×6 +2
j.236B Air 7th Gen Vulcan Cannon 250×N All 27 (P(2)}×N Until L+22 P1 80 80 3 16 17 24 22 38 0 +0 +2
Boost Dash 7*

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Megido Fire - Kai 1200, 200×8, 2000 All 13 9×4 12L -2 H 80 75 4 18 Launch 32, 56×8, 56 + GBounce Launch 46, 70×8, 70 + GBounce 7, 0×9 +0 +5
j.236C EX Air Megido Fire - Kai 1200, 200×8, 2000 All 13 9×N 12L -2 H 80 75 4 18 Launch 32, 56×8, 56 + GBounce Launch 46, 70×8, 70 + GBounce 7, 0×9 +0 +5
214C Pandora Missile Launcher 900×12 All 18 {P(4)}6,P Total: 94+0L -12 ~ +33 P1 80 85×12 4 18 28 28 33 43 0/+3 +3 +8
j.214C Air Pandora Missile Launcher 900×12 All 18 {P(4)}11,P Total: Until L P 80 85×12 4 18 28 28 33 43 0/+3 +3 +8

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P 4AA 1500×2 All (17)+13 8 [8(7)2] 2+34L
[34+9L]
-27 B, H 70 80 3 16 Launch 60 11 +0 +2
6P 7th Gen Radical Cannon 1500×2 All (17)+31 P(3)P Total: (18)+51 P1 70 80 3 16 Launch 17, 60 0, 0/+1 +0, +1 +2, +3
4P P4A 2C 2000 All (17)+11 6 Total: (18)+51 -34 B 70 90 5 20 Launch 60 13 +8

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Goddess Shield 5200 [4800, 3700] All 4+(58 Flash)+8 21 35+18L -33 B 1~11 All
12~32 Guard All
80 [80, 48] 60 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8
j.236BC Air Goddess Shield 5200 [4800, 3700] All 4+(58 Flash)+8 21 Until L+18L H 1~11 All
12~32 Guard All
80 [80, 48] 60 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8
214BC Multi Mounted Machine Gun Orion 0, 1000, 310×41
[0, 1000, 300×41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 26+28L T 1~(17~28) All 80 60 0, 4×41 [0, 4×43] 120, 120 + WStick 120, 120 + WBounce×41
[120, 120 + WStick 120, 120 + WBounce×41, 120, 120 + Down 23]
0 [0×43, 40, 1] +0
j.214BC Air Multi Mounted Machine Gun Orion 0, 1000, 310×41
[0, 1000, 300×41, 1000, 1800]
Throw 15+(65 Flash)+0~11 3 Until L+28L T 1~(17~28) All 80 60 0, 4×41 [0, 4×43] 120, 120 + WStick 120, 120 + WBounce×41
[120, 120 + WStick 120, 120 + WBounce×41, 120, 120 + Down 23]
0 [0×43, 40, 1] +0
Distortion Skill Duo Goddess Shield 2000 [2000, 500] All 1+(91 Flash)+1 21 35+18L -33 B 1~1 All
2~21 Guard All
100 100 5 20 Launch 200 [200, 200 + Down 33] Launch 216 [216, 216 + Down 33] 17 17 [17, 0/+30] +8

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Heritage Liberator Palladion All 1+(60 Flash)+4 {P(2)}×16,P Total: 84+29L -57 P2 1~64 All 3 16 0
j.222BC Air Heritage Liberator Palladion All 1+(60 Flash)+4 {P(2)}×16,P Total: Until L+29L P2 1~64 All 3 16 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Aegis 4A.pngGuardAllStartup6Recovery16Advantage-5 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Aegis 4AA.pngGuardAllStartup10Recovery3+13LAdvantage-5 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
4AAABBTag Aegis 4AAA.pngGuardAllStartup8Recovery19+9LAdvantage-4 4AAAA, 2A 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
4AAAAP4Arena Aigis 5AAA.pngGuardAllStartup14RecoveryUntil L+8Advantage-18 - - - -
5ABBTag Aegis 5A.pngGuardAllStartup10Recovery23Advantage-9 5AA, 2A 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
5AABBTag Aegis 5AA.pngGuardAllStartup14Recovery24Advantage-9 5AAA 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
5AAABBTag Aegis 5AAA.pngGuardAllStartup9Recovery29Advantage-26 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Aegis 5AAAA.pngGuardAllStartup24RecoveryUntil L+6Advantage- - - - -
2AP4Arena Aigis 2A.pngGuardLowStartup8Recovery11Advantage-1[2] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Aegis 5B.pngGuardAllStartup10Recovery20Advantage-6 ~ -23[1] 5A - 5C, 2C Jump[+], Special, Super
2BBBTag Aegis 2B.pngGuardAllStartup11Recovery19Advantage-6 ~ -14[1] 5A - 5C, 2C Jump[+], Special, Super
5CBBTag Aegis 5C.pngGuardHighStartup26Recovery10+8LAdvantage-4 - - - -
2CBBTag Aegis 2C.pngGuardLowStartup12Recovery16Advantage-4 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Aegis jA.pngGuardHighStartup9Recovery10Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Aegis jAA.pngGuardHighStartup7Recovery14Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Aegis jB.pngGuardAllStartup8RecoveryTotal: 35Advantage- - - j.C Jump, Special, Super
j.CBBTag Aegis jC.pngGuardAllStartup15RecoveryTotal: 54+5LAdvantage- - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

Frame data from Tari (also lists total durations):

framedata spreadsheet

Navigation

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To edit frame data, edit values in BBTag/Aegis/Data.
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