BBTag/Blake Belladonna/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data[edit]

Health

16,000

Prejump

4F

Backdash

23F (1-7F Inv All)


Normal Moves[edit]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 1200 - 100 80 B All 9 4 17 -7 2 13 14 14 18 26 10 +0 +1 - -
5AA 1000 - 100 80 B All 8 3 13 -2 2 13 14 14 18 26 6 +0 +1 - -
5AAA 1000 - 100 80 B All 10 3 12 -1 2 13 14 14 18 26 10 +0 +1 - -
5AAAA 1400*2 - 100 80 (Once) H All 9 2(8)3 24+0L -10 3 16 Launch 23 Launch 37 3, 11 +0 +2 - -
5AAAAA 1800 - 100 85 H All 16 3 21 -5 4 18 19 30 + GBounce 24 45 + GBounce 12 +0 +5 - -
2A 1000 - 100 70 F All 7 3 13 -4 1 11 12 12 16 23 9 +0 +0 - -
5B 1000 [1500] - 90 70 [85] B All 16 [15] 2 [3] 24 -14 [-8] 1 [4] 11 [18] 12 [Launch] 14 [25] 16 [Launch] 25 [40] 9 [12] +0 +0 [+5] - -
  • Values in [] are for hitting with the tip of the blade
5BB 400*4 - 100 80 (Once) B All 12 5(2)5(2)5(2)6 20 -9 3 16 16 27 21 41 1*3, 8 +0 +2 - -
2B 1000 [1500] - 80 70 F Low 18 [17] 3 [2] 28 -19 [-11] 1 [4] 11 [18] 12 [19] 12 [30] 16 [24] 23 [45] 9 [12] +0 +0 [+5] - -
  • Values in [] are for hitting with the tip of the blade
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1400 - 90 85 F Low 10 3 20 -4 4 18 Launch 30 Launch 45 12 +0 +5 - -
j.A 1000 - 80 80 H High 7 3 9 - 2 13 14 14 18 26 10 +0 +1 - -
j.AA 1200 - 80 80 H High 8 3 15 - 3 16 17 17 22 31 11 +0 +2 - -
j.AAA 1500 - 80 85 H High 11 3 25 - 3 16 17 30 22 44 11 +0 +2 - -
j.B 1500 - 80 85 H All 18 3 28 - 4 18 19 25 24 40 12 +0 +5 - -
j.C 1450 - 80 85 B High 21 3 28 -12 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5 - -
j.2A 1300 - 80 80 H High 10 3 20 - 3 16 17 17 22 31 11 +0 +2 - -

Universal Mechanics[edit]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 500*2, 0, 1000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4*2, 0, 4 - Crumple 31*3, Launch 19*3, 30 - - - 0, 12*2, 0, 12 - - -
  • Minimum Damage 100% (2000)
Cat Scratch
Reversal Action
2000 - 80 60 B Air Unblockable 11 3 55 -39 4 18 Launch 60 Launch 75 12 +0 +0 1-13 All -
Dash Cancel - - - - - - - - 21 - - - - - - - - - - - -
Cross Burst Attack

Skills[edit]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Quick Draw
236A
1000*2 - 80 85 P1 Low 17 3(11)3 Total: 57 -1 4 16 19 60 + Slide 1 + Down 23 24 75 + Slide 1 + Down 10 0/+9 +9 +11 - -
B Quick Draw
236B
1000*3 - 80 85 P1 Low 27 3(11)3(11)3 Total: 79 +3 4 16 19 60 + Slide 1 + Down 23 24 75 + Slide 1 + Down 10 0/+9 +9 +11 - -
Duality Strike
214A
1400 - 80 80 H All 16 6 31+9L -21 3 16 24 25 Launch 39 11 +0 +2 - -
Air Duality Strike
j.214A
1400 - 80 80 H All 16 6 Until L+9L - 3 16 24 25 Launch 39 11 +0 +2 - -
Ribbon Dance
214B
650*5 - 80 80 (Once) H All 13 2*5 25+9L -19 3 16 Launch 25 Launch 39 2*4, 4 +0 +2 - -
Air Ribbon Dance
j.214B
650*5 - 80 80 (Once) H All 13 2*5 Until L+9L - 3 16 Launch 25 Launch 39 2*4, 4 +0 +2 - -
Shadow Pounce
214A/B/C > A
1400 - 80 85 H All 12 9 38 - 4 18 Launch 50 + Slide 12 Launch 65 + Slide 12 12/-6 -6 -1 - -
Shadow Kick
214A/B/C > B
1100 - 80 85 H All 15 3 Until L+19L
[Until L+9L]
- 4 18 24 50 + Down 23 29 65 + Down 23 12 +0 +5 - -
  • Values in [] are when done from Uprising (214C)
Stone Clone
22A
- - - - - - 10 - Total: 27+15L [42] - - - - - - - - - - - -
  • Values in [] are holding forward during Stone Clone
  • When hitting the Clone, hitstop for Clone is reduced by 2F. Opponent hitstop is 14F
Air Stone Clone
j.22A
- - - - - - 10 - Total: 24 - - - - - - - - - - - -
  • Values in [] are holding forward during Stone Clone
  • When hitting the Clone, hitstop for Clone is reduced by 2F. Opponent hitstop is 14F
Shadow Clone
22B
- - - - - - 10 - Total: 27+15L [42] - - - - - - - - - - - -
  • Values in [] are holding forward during Shadow Clone
Air Shadow Clone
j.22B
- - - - - - 10 - Total: 24 - - - - - - - - - - - -

Extra Skills[edit]

  • 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Deadly Nightshade
236C
1000, 2000 - 100 85 (Once) P All 16 18 [(8)5] 12 +4 4 18 25 19, 25 + Slide 30 30 34, 40 + Slide 30 0/+6, 0/+12 +6, +12 ++11, +17 - -
Uprising
214C
1800 - 90 85 H All 13 5 20 -15 4 18 Launch 45 Launch 60 12 +0 +5 4-17 H -
Air Uprising
j.214C
1800 - 90 85 H All 13 5 20 - 4 18 Launch 45 Launch 60 12 +0 +5 - -
Shadow Trick
214A/B/C > C
1800 - 80 85 H All 22 3 Until L+3L - 4 18 Launch 40 + Slide 13 + Down 20 Launch 55 + Slide 13 + Down 20 12 +0 +5 - -
Fire Clone
22C
2200 - 80 90 P1 All 333 8 Total: 27+15L [42] - 5 20 Launch 60 Launch 76 0/+12 +12 +17 - -
  • Values in [] are holding forward during Fire Clone
Air Fire Clone
j.22C
2200 - 80 90 P1 All 333 8 Total: 24 - 5 20 Launch 60 Launch 76 0/+12 +12 +17 - -

Partner Skills[edit]

  • 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Duality Strike
1350, 1500 - 70 85 B, H All (18)+16 9 [(14)Until L] ??+6L [28L] - 4 18 Launch, 25, 60 - - 6, 9 +0 - - -
6P
Deadly Nightshade
900, 1500 - 70 80] P1 All (18)+28 18 [(8)5] 12 +4 3 18 Launch 17, 60 + Slide 10 - - 0/+3, 0/+6 +3, +6 - - -
4P
Uprising
1600 - 70 80 H All (18)+13 5 28+18L -34 3 16 Launch 90 - - 11 +6 - - -

Distortion Skills[edit]

  • 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Untouchable Beauty
236B+C
4400 [4500, 2400] - 100 60 (Once) P2 All 1+(76 Flash)+12 X [X(19)X] Total: 62 [84] -29 [-31] 5 20 Launch 28 + Slide 20 Launch 44 + Slide 20 0 +0 +8 1-14 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1232 [1215, 240 (1455)]
Ferocious Beast
214B+C
1700, 1000, 680*12
[1700, 1000, 680*12, 300, 0, 400*5]
- 80 60 (Once) B All 1+(63 Flash)+9 6 30 -17 4, 3*12
[4, 3*13, 4*5]
18 Launch 120, 60*12, 60 + Down 23
[120, 60*12, 60 + Down 23, 60 + GBounce, 120 + Down 23*5]
- - 12 12, 15, 4*12
[12, 15, 2*12, 12, 0/+35, 0/+2*5]
- 1-15 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 595, 300, 81*12 (1951) [595, 300, 81*12, 30, 40*5 (2097)]
Untouchable Beauty
Distortion Skill Duo
2000 [2000, 500] - 100 100 P2 All 1+(113 Flash)+1 X [X(19)X] Total: 50 [71] -29 [-31] 5 20 Launch 28 + Slide 20 Launch 44 + Slide 20 0 +0 +8 1-3 All
[1-22 All]
-
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Black Death
222B+C
0, 1250, 1500, 1750*12, 7000, 12500
(DELETED)
- - - B All 1+(85 Flash)+12 6 42 -24 4 18 - - - - 12 - - 1-24 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Dash, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Dash, Jump, Special, Super
5AAA 5AAAA, 2A 5B, 2B 5C, 2C Dash, Jump, Special, Super
5AAAA 5AAAAA - - Special, Super
5AAAAA - - - -
2A[3] 5A, 2A[3] 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BB, 2B 5C, 2C Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA, j.2A j.B j.C Jump, Special, Super
j.AA j.AAA, j.2A j.B j.C Jump, Special, Super
j.AAA j.2A j.B j.C Special, Super
j.2A j.A j.B j.C Jump, Special, Super
j.B j.A, j2A - j.C Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • Jump cancels on 5B and 2B are only available when hitting the opponent with the tip only

Sources[edit]

Proration Data from C0R
Link

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Blake Belladonna/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.



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc