BBTag/Aegis/Frame Data

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System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
1000 - 100 75 - - 6 - - -5 - - - - - - - 1500 - 100 80 - - 10 - - -5 - - - - - - - 1500 - 80 70 - - 8 - - -4, landing + 9f - - - - - - - 2000 - 90 85 - - 14 - - -17, landing + 6f - - - - - - - 1500 - 100 80 - - 10 - - -9 - - - - - - - 1500 - 90 80 - - 14 - - -9 - - - - - - - 1700 - 90 75 - - 9 - - -26 - - - - - - - 2000 - 90 85 - - 24 - - -18, landing + 6f - - - - - - - 1000 - 90 70 - - 8 - - -1 - - - - - - - 1500 - 100 70 - - 10 - - -10 - - - - - - - 1500, 1000*5 - 100, 80 70, 75 (once) - - 10 - - -6 ~ -23 - - - - - - - 1500 - 90 70 - - 11 2 22 -7 - - - - - 9-12 Head - 1500, 1000*5 - 90, 80 70, 75 (once) - - 11, 14* - - -6 ~ -14 - - - - - 9-12 Head - 800 - - - - - 26 - - -4 - - - - - - - 1500 - 90 80 - - 12 - - -4 - - - - - - - 1500 - 80 80 - - 9 - - - - - - - - - - 1200 - 80 80 - - - - - - - - - - - - - 1500*2 - 80 80 (once) - - 8 - - - - - - - - - - 1700 - 80 85 - - 15 - - - - - - - - - -

Universal Mechanics

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
0, 2000 - 100 50 (once) - - 7 - - - - - - - - - - 2400 - 80 60 - - 17 - - -30 - - - - - 1-20 All - - - - - - - - - - - - - - - - - -

Skills

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
300*10 - 80 90 - - 14 - - -17 ~ -6 - - - - - - - 300*10 - 80 90 - - 26 - - -17 ~ -6 - - - - - - - 300*15~30 - 80 90 - - 26 - - -19 ~ -12 - - - - - - - 1500*2 - 80 70 (once) - - 25 - - -17 ~ +16 - - - - - - - 1500*2 - 80 70 (once) - - 37 - - -2 ~ +67 - - - - - - - 1500*2 - 80 70 (once) - - 21 - - - - - - - - - - 1500*2 - 80 70 (once) - - 21 - - - - - - - - - - 300*10 - 80 90 - - 19 - 61T - - - - - - - - 300*10 - 80 90 - - 29 - landing + 22f - - - - - - - - - - - - - - 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)
Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
1200, 150*8, 1500 - 80 75 (once) - - 13 - - -8 - - - - - - - 1200, 150*8, 1500 - 80 75 (once) - - 13 - landing + 18f - - - - - - - - 900*7 - 80 85 - - 18* - - -12 ~ +33 - - - - - - - 900*7 - 80 85 - - 18* - landing + 0f - - - - - - - -

Partner Skills

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
1500*2 - 70 80 (once) - - 31 - - - - 58 - - - - - 1500*2 - 70 80 (once) - - 49 - - - - 67 - - - - - 2000 - 70 90 - - 31 - - - - 64 - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
4500 [4500, 3000] - 80 60 (once) - - 4+7 - - -33 - - - - - 1-32 All - 4500 [4500, 3000] - 80 60 (once) - - 4+7 - landing + 18f - - - - - - 1-32 All - 0, 1000, 180x41
[0, 1000, 180x41, 600, 1200]
- 80 100 - - 15+0 - - - - - - - - 1-16 All - 0, 1000, 180x41
[0, 1000, 180x41, 600, 1200]
- 80 100 - - 15+0 - - - - - - - - 1-16 All -
- - - - - All - - - - - - - - - - -

Astral Heat

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
- - - - - - - - - - - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
4AAA 4AAAA, 2A 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[+], Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A - 5C, 2C Jump[+], Special, Super
2B[1] 5A - 5C, 2C Jump[+], Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • 4A and 2A can only be used 3 times total per string

Sources

Frame data from Tari (also lists total durations):

framedata spreadsheet



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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc