Difference between revisions of "BBTag/Azrael/Frame Data"

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{{#lsth:BBTag/Azrael/Data|Nav}}
+
{{#lst:BBTag/Azrael/Data|Nav}}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|3}}
 
{{TOC limit|3}}
 
</div>
 
</div>
 
==[[BBTag/Frame Data|System Data]]==
 
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Azrael/Data|SystemData}}
+
{{#lst:BBTag/Azrael/Data|SystemData}}
 
;Weakpoints
 
;Weakpoints
 
*Timing a button press right when certain attacks hit the opponent give additional benifits.
 
*Timing a button press right when certain attacks hit the opponent give additional benifits.
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|-
 
|-
 
{{AttackVersion|name=4A|subtitle=}}
 
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Azrael/Data|4A Full}}
+
{{#lst:BBTag/Azrael/Data|4A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5A|subtitle=}}
 
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Azrael/Data|5A Full}}
+
{{#lst:BBTag/Azrael/Data|5A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AA|subtitle=}}
 
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Azrael/Data|5AA Full}}
+
{{#lst:BBTag/Azrael/Data|5AA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AAA|subtitle=}}
 
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Azrael/Data|5AAA Full}}
+
{{#lst:BBTag/Azrael/Data|5AAA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AAAA|subtitle=|rowspan=2}}
 
{{AttackVersion|name=5AAAA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|5AAAA Full}}
+
{{#lst:BBTag/Azrael/Data|5AAAA Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=2A|subtitle=|rowspan=2}}
 
{{AttackVersion|name=2A|subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|2A Full}}
+
{{#lst:BBTag/Azrael/Data|2A Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=5B|subtitle=}}
 
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Azrael/Data|5B Full}}
+
{{#lst:BBTag/Azrael/Data|5B Full}}
 
|-
 
|-
 
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
 
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|5BB Full}}
+
{{#lst:BBTag/Azrael/Data|5BB Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=5BB Followup |subtitle=|rowspan=2}}
 
{{AttackVersion|name=5BB Followup |subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|5BB Followup  Full}}
+
{{#lst:BBTag/Azrael/Data|5BB Followup  Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name= 2B|subtitle=}}
 
{{AttackVersion|name= 2B|subtitle=}}
{{#lsth:BBTag/Azrael/Data| 2B Full}}
+
{{#lst:BBTag/Azrael/Data| 2B Full}}
 
|-
 
|-
 
{{AttackVersion|name=5C|subtitle=}}
 
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Azrael/Data|5C Full}}
+
{{#lst:BBTag/Azrael/Data|5C Full}}
 
|-
 
|-
 
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
 
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|2C  Full}}
+
{{#lst:BBTag/Azrael/Data|2C  Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=j.A|subtitle=}}
 
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Azrael/Data|j.A Full}}
+
{{#lst:BBTag/Azrael/Data|j.A Full}}
 
|-
 
|-
 
{{AttackVersion|name=j.AA|subtitle=}}
 
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Azrael/Data|j.AA Full}}
+
{{#lst:BBTag/Azrael/Data|j.AA Full}}
 
|-
 
|-
 
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
 
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|j.B Full}}
+
{{#lst:BBTag/Azrael/Data|j.B Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=j.C|subtitle=}}
 
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Azrael/Data|j.C Full}}
+
{{#lst:BBTag/Azrael/Data|j.C Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|BC Full}}
+
{{#lst:BBTag/Azrael/Data|BC Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Minimum Damage 100%
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
 +
{{#lst:BBTag/Azrael/Data|4BC Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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{{AttackVersion|name=Panzer Striker
 
{{AttackVersion|name=Panzer Striker
 
  |subtitle=Reversal Action}}
 
  |subtitle=Reversal Action}}
{{#lsth:BBTag/Azrael/Data|AD Full}}
+
{{#lst:BBTag/Azrael/Data|AD Full}}
 
|-
 
|-
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Azrael/Data|DP Full}}
+
{{#lst:BBTag/Azrael/Data|DP Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Gustav Buster |subtitle=236A}}
 
{{AttackVersion|name=Gustav Buster |subtitle=236A}}
{{#lsth:BBTag/Azrael/Data|236A Full}}
+
{{#lst:BBTag/Azrael/Data|236A Full}}
 
|-
 
|-
 
{{AttackVersion|name=Tiger Magnum |subtitle=236B}}
 
{{AttackVersion|name=Tiger Magnum |subtitle=236B}}
{{#lsth:BBTag/Azrael/Data|236B Full}}
+
{{#lst:BBTag/Azrael/Data|236B Full}}
 
|-
 
|-
 
{{AttackVersion|name=Cobra Spike |subtitle=Tiger > A/B/C}}
 
{{AttackVersion|name=Cobra Spike |subtitle=Tiger > A/B/C}}
{{#lsth:BBTag/Azrael/Data|Tiger > A/B/C Full}}
+
{{#lst:BBTag/Azrael/Data|236A X Full}}
 
|-
 
|-
 
{{AttackVersion|name=Leopard Launcher |subtitle=Cobra > A/B/C}}
 
{{AttackVersion|name=Leopard Launcher |subtitle=Cobra > A/B/C}}
{{#lsth:BBTag/Azrael/Data|Cobra > A/B/C Full}}
+
{{#lst:BBTag/Azrael/Data|236A X X Full}}
 
|-
 
|-
 
{{AttackVersion|name=Growler Field |subtitle=214A}}
 
{{AttackVersion|name=Growler Field |subtitle=214A}}
{{#lsth:BBTag/Azrael/Data|214A Full}}
+
{{#lst:BBTag/Azrael/Data|214A Full}}
 
|-
 
|-
 
{{AttackVersion|name=Phalanx Cannon |subtitle=Growler > A}}
 
{{AttackVersion|name=Phalanx Cannon |subtitle=Growler > A}}
{{#lsth:BBTag/Azrael/Data|Growler > A Full}}
+
{{#lst:BBTag/Azrael/Data|214A A Full}}
 
|-
 
|-
 
{{AttackVersion|name=Sentinel Dump |subtitle=214B}}
 
{{AttackVersion|name=Sentinel Dump |subtitle=214B}}
{{#lsth:BBTag/Azrael/Data|214B Full}}
+
{{#lst:BBTag/Azrael/Data|214B Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Valiant Crash |subtitle=236C|rowspan=2}}
 
{{AttackVersion|name=Valiant Crash |subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|236C Full}}
+
{{#lst:BBTag/Azrael/Data|236C Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Valiant Chaser |subtitle=Valiant Crash > 6}}
 
{{AttackVersion|name=Valiant Chaser |subtitle=Valiant Crash > 6}}
{{#lsth:BBTag/Azrael/Data|Valiant Crash > 6 Full}}
+
{{#lst:BBTag/Azrael/Data|Valiant Crash 6 Full}}
 
|-
 
|-
 
{{AttackVersion|name=Hornet Bunker |subtitle=214C|rowspan=2}}
 
{{AttackVersion|name=Hornet Bunker |subtitle=214C|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|214C Full}}
+
{{#lst:BBTag/Azrael/Data|214C Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Hornet Chaser |subtitle=Hornet Bunker > 8}}
 
{{AttackVersion|name=Hornet Chaser |subtitle=Hornet Bunker > 8}}
{{#lsth:BBTag/Azrael/Data|Hornet Bunker > 8 Full}}
+
{{#lst:BBTag/Azrael/Data|Hornet Bunker 8 Full}}
 
|}
 
|}
  
 
==Partner Skills==
 
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
+
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
+
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
 
{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
|-
{{AttackVersion|name=5P |subtitle=Leopard Launcher}}
+
{{AttackVersion|name=5P |subtitle=BBCF 6C}}
{{#lsth:BBTag/Azrael/Data|5P Full}}
+
{{#lst:BBTag/Azrael/Data|5P Full}}
 
|-
 
|-
{{AttackVersion|name=6P |subtitle=BBCF 6C}}
+
{{AttackVersion|name=6P |subtitle=Leopard Launcher}}
{{#lsth:BBTag/Azrael/Data|6P Full}}
+
{{#lst:BBTag/Azrael/Data|6P Full}}
 
|-
 
|-
 
{{AttackVersion|name=4P |subtitle=Growler}}
 
{{AttackVersion|name=4P |subtitle=Growler}}
{{#lsth:BBTag/Azrael/Data|4P Full}}
+
{{#lst:BBTag/Azrael/Data|4P Full}}
 
|-
 
|-
 
{{AttackVersion|name=Phalanx Cannon |subtitle=Absorb Projectile}}
 
{{AttackVersion|name=Phalanx Cannon |subtitle=Absorb Projectile}}
{{#lsth:BBTag/Azrael/Data|Absorb Projectile Full}}
+
{{#lst:BBTag/Azrael/Data|Absorb Projectile Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Black Hawk Stinger |subtitle=236B+C|rowspan=2}}
 
{{AttackVersion|name=Black Hawk Stinger |subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|236BC Full}}
+
{{#lst:BBTag/Azrael/Data|236BC Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
 +
*Minimum damage: 1815 [2015]
 
}}
 
}}
  
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|-
 
|-
 
{{AttackVersion|name=Full Spartan |subtitle=214B+C|rowspan=2}}
 
{{AttackVersion|name=Full Spartan |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|214BC Full}}
+
{{#lst:BBTag/Azrael/Data|214BC Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
 +
*Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
 
}}
 
}}
 
  }}
 
  }}
 
|-
 
|-
 
{{AttackVersion|name=Black Hawk Stinger |subtitle=Distortion Skill Duo|rowspan=2}}
 
{{AttackVersion|name=Black Hawk Stinger |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Azrael/Data|Distortion Skill Duo Full}}
+
{{#lst:BBTag/Azrael/Data|Distortion Skill Duo Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
+
*Minimum Damage: 2000 [2500]
 
}}
 
}}
 
  }}
 
  }}
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|-
 
|-
 
{{AttackVersion|name=Patriot Apocalypse |subtitle=222B+C}}
 
{{AttackVersion|name=Patriot Apocalypse |subtitle=222B+C}}
{{#lsth:BBTag/Azrael/Data|222BC Full}}
+
{{#lst:BBTag/Azrael/Data|222BC Full}}
 
|}
 
|}
  
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|-
 
|-
 
! 2A  
 
! 2A  
| - || - || - || Special, Super
+
| - || - || 5C, 2C || Special, Super
 
|-
 
|-
 
! 5B  
 
! 5B  
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==Navigation==
 
==Navigation==
{{#lsth:BBTag/Azrael/Data|Links}}
+
{{#lst:BBTag/Azrael/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Azrael/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Azrael/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}

Revision as of 06:49, 6 March 2020

System Data

Weakpoints
  • Timing a button press right when certain attacks hit the opponent give additional benifits.


Normal Moves

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
4A 1000 CSTJP 100 75 B All 6 6 9 -1 2 13 17 17 10 - -
5A 1500 CSTJP 100 80 B All 7 7 10 1 3 17 22 19 11 - -
5AA 1500 CSTP 100 80 B All 11 3 15 0 3 17 23 22 11 - -
5AAA 1700 CSP 100 85 B All 15 9 14 -4 4 18 23 23 12 - -
5AAAA 1700 [2000] P 80 85 [90] H High 21 3 20 -4 [-2] 4 [5] 18 [20] 23 [Crumple] 19 [GBounce] 12 [15] - -
  • Values in [] are for Weakpoint version
2A 1500 [2000] CSTP 90 80 [90] F Low 15 3 15 -1 [+3] 3 [5] 16 [20] 17 [25] 25 [40] 11 [15] - -
  • Values in [] are for Weakpoint version
5B 1700 CSP 100 85 B All 13 6 16 -3 4 18 22 22 12 - -
5BB 1700 [2000] CSP 90 85 [90] F Low 15 10 23L -14 4 [5] 18 Launch 42 + Down 24 [Down 44] 12 [13] 11~24 F -
  • Values in [] are for Weakpoint version
5BB Followup
  • Only available after Weakpoint version of 5BB
2B 1500 CSJP 90 70 P All 13 6 30 -19 3 16 Launch 30 11 7~16 H -
5C 800+ - 100 100 B High 26 3 18 -4 3 16 - Down 11 - -
2C
  • Values in [] are for Weakpoint version
j.A 1500 JP 80 80 H High 9 6 14 - 3 16 17 19 11 - -
j.AA 1500 JP 80 80 H High 10 6 15 - 3 16 17 25 11 - -
j.B 1500 [2000] P 80 80 [90] H High 19 5 16 - 3 [5] 16 [20] 17 [21] 30 [GBounce 60] 12 [15] - -
  • Values in [] are for Weakpoint version
j.C 1800 P 80 80 H All 22 Until landing 10L +1 3 16 17 17 11 - -

Universal Mechanics

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Ground Throw 2000 SP 100 50 T Throw 7-30 3 23 - 4 - Launch 60 12 - -
  • Minimum Damage 100%
Back Throw 2000 SP 100 50 T Throw 7-30 3 23 - 4 - GBounce GBounce 40 12 - -
  • Minimum Damage 100%
Panzer Striker
Reversal Action
1800*2 - 80 60 B, H Air Unblockable, All 18 12(16)Until landing+4 34L -19 4 18 Launch, GBounce 60, GBounce 60 14 1~29 All -
Cross Burst Attack

Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Gustav Buster
236A
1800 P 80 80 B All 12~31 6 26 -1 3 30 33 24 11 - -
Tiger Magnum
236B
1800 P 80 80 B All 15 3 18 -4 3 16 17 17 11 - -
Cobra Spike
Tiger > A/B/C
1800 P 80 80 B All 10 5 18 -6 3 16 23 36 11 - -
Leopard Launcher
Cobra > A/B/C
2100 P 80 85 B All 16 3 30 -14 4 18 Launch 60 20 - -
Growler Field
214A
1800 P 90 80 B All 7 5 36 -24 3 16 Launch 45 11 1~28 Projectile GP -
Phalanx Cannon
Growler > A
1800 P 80 80 B All 5 Until hit 26T +26 3 16 WBounce WBounce 40 3 1~26 All -
Sentinel Dump
214B
1800 - 100 80 P All 39 3 50T +8 3 16 Launch 40 3 - -

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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Valiant Crash
236C
1900 [2090] P 80 85 [90] B High 24 9 38 -28 4 [5] 18 [20] WBounce [Valiant] WBounce 60 [Valiant 60] 12 [20] 11~(3 before active) HBFP GP -
  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
Valiant Chaser
Valiant Crash > 6
- CSTJP - - - - 1 - - 1 - - - - - - -
Hornet Bunker
214C
1900 [2090] P 90 85 [90] F Low 24 8 24 -13 4 [5] 18 [20] Launch [Hornet] 60 [Hornet 65] 12 [20] 9~(8 before active) HBFP GP -
  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
Hornet Chaser
Hornet Bunker > 8
- CSTJP - - - - 8 - - 1 - - - - - - -

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.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
5P
BBCF 6C
2400 - 70 85 H All (18)+15 8 2+21L -12 4 18 Launch 60 + GBounce 12 - -
6P
Leopard Launcher
2500 - 70 90 B All (18+)22 6 49 -19 5 35 Launch 60 20 - -
4P
Growler
1800 - 70 80 B All (18)+28 5 79 -68 3 16 Launch 45 11 1-40 P
41-121 Guard P
-
Phalanx Cannon
Absorb Projectile
1800 - 80 80 P2 All 25 Until Hit Total: 46 -2 3 16 Launch 30 0/+3 1-15 Guard P -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Black Hawk Stinger
236B+C
5500 [6500] - 80 60 B All 7(+122)+4 [7(+149)+4] 3 54 -38 4 18 Launch 60 Forced 20 1~13 GP All -
  • Values in [] are for Enhanced version
  • Minimum damage: 1815 [2015]
Full Spartan
214B+C
1500, 1800*2, 4000 [1500, 1800*2, 5800] - 80 95*3, 70 B All 7(+77)+1 5 44 -22 4 26 - WBounce+Down 360 Forced 20,30 1~12 All -
  • Values in [] are for Enhanced version
  • Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
Black Hawk Stinger
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+1 3 54 -38 4 18 Launch 60 Forced 20 - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Patriot Apocalypse
222B+C
- - - - B All 7+9 15 128 -122 5 20 - - 3 1-30 All -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA[+], 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A - 5C, 2C Special, Super
5AAA 5AAAA, 2A - 5C, 2C Special, Super
5AAAA - - - -
2A - - 5C, 2C Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - - - -
5BB Followup - - - Special[-], Super[-]
2B - - - Jump, Special, Super
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - j.C Jump
j.C - - - Special (on landing), Super (on landing)
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

Early Proration Data from Hima based on the Beta
Link

Navigation


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