BBTag/Aegis/Frame Data

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< BBTag‎ | Aegis
Revision as of 00:43, 2 June 2020 by Shtkn (talk | contribs) (air moves usually don't have frame adv listed since it's so variable on angle/positioning)

System Data

Origa Gauge
  • Aigis can cancel her normals into Boost Dashes at the cost of Orgia Gauge. Costs 1 Orgia stock.
  • Aigis 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA
  • -4 in the air, -27 if waiting until the floor to perform an action (includes 9f landing recovery)
4AAAA
5A
5AA
5AAA
5AAAA
2A
5B
  • -6 on standing Hakumen, -12 on standing Aigis, -23 on crouching Aigis
2B

*14 is first active of bullets. -6 on standing Hakumen, -10 on standing Aigis, -14 on crouching Aigis

5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100% (2000)
Heavenly Spear
Reversal Action
  • Persona is fully invincible 1-18F
Cross Burst Attack

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
7th Gen Blast Gatling
236B
Air 7th Gen Vulcan Cannon
j.236B
B 7th Gen Blast Gatling (Charged)
236[B]
A 7th Gen Radical Cannon
214A
  • No longer has negative edge input for early detonation as of patch 2.0
B 7th Gen Radical Cannon
214B
  • No longer has negative edge input for early detonation as of patch 2.0
A Air 7th Gen Radical Cannon
j.214A
  • No longer has negative edge input for early detonation as of patch 2.0
B Air 7th Gen Radical Cannon
j.214B
  • No longer has negative edge input for early detonation as of patch 2.0
Megido Fire - Kai
236A
Air Megido Fire - Kai
j.236A
Boost Dash
  • Earliest frame a move can start is f8. eg: Orgia Dash > j.A is 7 + 9 = 16f startup.
  • Lasts for up to 60f.
*

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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Megido Fire - Kai
236C
EX Air Megido Fire - Kai
j.236C
Pandora Missile Launcher
214C
  • Getting 18f is rare, due to spacing and hitboxes
Air Pandora Missile Launcher
j.214C
  • Getting 18f is rare, due to spacing and hitboxes

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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
4AA
  • Values in [] is on hit
6P
7th Gen Radical Cannon
4P
P4A 2C

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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Goddess Shield
236BC
  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block (making it -33 at all ranges)
  • 59f superflash
Air Goddess Shield
j.236BC
  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block
  • 59f superflash
Multi Mounted Machine Gun Orion
214BC
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37*41 (2117)
  • [Minimum damage: 600, 30*41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 2 active frames before superflash ends
  • 66f superflash
Air Multi Mounted Machine Gun Orion
j.214BC
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37*41 (2117)
  • [Minimum damage: 600, 30*41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 1 active frame before superflash ends
  • 66f superflash
Goddess Shield
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Heritage Liberator Palladion
222BC
Air Heritage Liberator Palladion
j.222BC

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 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, 2A 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[2] 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

Sources

Frame data from Tari (also lists total durations):

framedata spreadsheet

Navigation

To edit frame data, edit values in BBTag/Aegis/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.