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

From Dustloop Wiki
Jump to: navigation, search
(Normal Moves)
 
(26 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{#lsth:BBTag/Blitztank/Data|Nav}}
+
{{#lst:BBTag/Blitztank/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/Blitztank/Data|SystemData}}
+
{{#lst:BBTag/Blitztank/Data|System Data}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
Line 13: Line 13:
 
|-
 
|-
 
{{AttackVersion|name=5A|subtitle=}}
 
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5A Full}}
+
{{#lst:BBTag/Blitztank/Data|5A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AA|subtitle=}}
 
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5AA Full}}
+
{{#lst:BBTag/Blitztank/Data|5AA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AAA|subtitle=}}
 
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5AAA Full}}
+
{{#lst:BBTag/Blitztank/Data|5AAA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AAAA|subtitle=}}
 
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5AAAA Full}}
+
{{#lst:BBTag/Blitztank/Data|5AAAA Full}}
 
|-
 
|-
 
{{AttackVersion|name=2A|subtitle=}}
 
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|2A Full}}
+
{{#lst:BBTag/Blitztank/Data|2A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5B|subtitle=}}
 
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5B Full}}
+
{{#lst:BBTag/Blitztank/Data|5B Full}}
 
|-
 
|-
 
{{AttackVersion|name=5BB|subtitle=}}
 
{{AttackVersion|name=5BB|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5BB Full}}
+
{{#lst:BBTag/Blitztank/Data|5BB Full}}
 
|-
 
|-
 
{{AttackVersion|name=2B|subtitle=}}
 
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|2B Full}}
+
{{#lst:BBTag/Blitztank/Data|2B Full}}
 
|-
 
|-
 
{{AttackVersion|name=5C|subtitle=}}
 
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|5C Full}}
+
{{#lst:BBTag/Blitztank/Data|5C Full}}
 
|-
 
|-
 
{{AttackVersion|name=2C|subtitle=}}
 
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|2C Full}}
+
{{#lst:BBTag/Blitztank/Data|2C Full}}
 
|-
 
|-
 
{{AttackVersion|name=j.A|subtitle=}}
 
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|j.A Full}}
+
{{#lst:BBTag/Blitztank/Data|j.A Full}}
|-
 
{{AttackVersion|name=j.AA|subtitle=}}
 
{{#lsth:BBTag/Blitztank/Data|j.AA Full}}
 
 
|-
 
|-
 
{{AttackVersion|name=j.B|subtitle=}}
 
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|j.B Full}}
+
{{#lst:BBTag/Blitztank/Data|j.B Full}}
|-
 
{{AttackVersion|name=j.BB|subtitle=}}
 
{{#lsth:BBTag/Blitztank/Data|j.BB Full}}
 
 
|-
 
|-
 
{{AttackVersion|name=j.C|subtitle=}}
 
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|j.C Full}}
+
{{#lst:BBTag/Blitztank/Data|j.C Full}}
 
|}
 
|}
  
Line 64: Line 58:
 
|-
 
|-
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|BC Full}}
+
{{#lst:BBTag/Blitztank/Data|BC Full}}
 
|-
 
|-
 
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
 
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
Line 70: Line 64:
 
|-
 
|-
 
{{AttackVersion|name=Reflector (Catch)
 
{{AttackVersion|name=Reflector (Catch)
  |subtitle=Reversal Action}}
+
  |subtitle=Reversal Action|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|AD Full}}
+
{{#lst:BBTag/Blitztank/Data|AD Full}}
 +
|-
 +
{{Description|17|text=
 +
*On successful parry of a strike and close to opponent, immediately cancels into Air Entladung
 +
*On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
 +
 
 +
 
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=Entladung
 
{{AttackVersion|name=Entladung
 
  |subtitle=Reflector Attack}}
 
  |subtitle=Reflector Attack}}
{{#lsth:BBTag/Blitztank/Data|AD Attack Full}}
+
{{#lst:BBTag/Blitztank/Data|AD Attack Full}}
 +
|-
 +
{{AttackVersion|name=Air Reflector (Catch)
 +
|subtitle=Air Reversal Action|rowspan=2}}
 +
{{#lst:BBTag/Blitztank/Data|j.AD Full}}
 +
|-
 +
{{Description|17|text=
 +
*On successful parry of a strike, immediately cancels into Entladung if close to opponent
 +
*On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
 +
*Landing during this move does not cancel the attack. Instead it continues as if it were the ground version.
 +
}}
 +
|-
 +
{{AttackVersion|name=Air Entladung
 +
|subtitle=Reflector Attack}}
 +
{{#lst:BBTag/Blitztank/Data|j.AD Attack Full}}
 
|-
 
|-
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Blitztank/Data|DP Full}}
+
{{#lst:BBTag/Blitztank/Data|DP Full}}
 
|}
 
|}
  
Line 87: Line 102:
 
|-
 
|-
 
{{AttackVersion|name=A Elektro Auge |subtitle=236A}}
 
{{AttackVersion|name=A Elektro Auge |subtitle=236A}}
{{#lsth:BBTag/Blitztank/Data|236A Full}}
+
{{#lst:BBTag/Blitztank/Data|236A Full}}
 
|-
 
|-
 
{{AttackVersion|name=B Elektro Auge |subtitle=236B}}
 
{{AttackVersion|name=B Elektro Auge |subtitle=236B}}
{{#lsth:BBTag/Blitztank/Data|236B Full}}
+
{{#lst:BBTag/Blitztank/Data|236B Full}}
 
|-
 
|-
 
{{AttackVersion|name=C Elektro Auge |subtitle=236C}}
 
{{AttackVersion|name=C Elektro Auge |subtitle=236C}}
{{#lsth:BBTag/Blitztank/Data|236C Full}}
+
{{#lst:BBTag/Blitztank/Data|236C Full}}
 
|-
 
|-
 
{{AttackVersion|name=Air A Elektro Auge |subtitle=j.236A}}
 
{{AttackVersion|name=Air A Elektro Auge |subtitle=j.236A}}
{{#lsth:BBTag/Blitztank/Data|j.236A Full}}
+
{{#lst:BBTag/Blitztank/Data|j.236A Full}}
 
|-
 
|-
 
{{AttackVersion|name=Air B Elektro Auge |subtitle=j.236B}}
 
{{AttackVersion|name=Air B Elektro Auge |subtitle=j.236B}}
{{#lsth:BBTag/Blitztank/Data|j.236B Full}}
+
{{#lst:BBTag/Blitztank/Data|j.236B Full}}
 
|-
 
|-
 
{{AttackVersion|name=Air C Elektro Auge |subtitle=j.236C}}
 
{{AttackVersion|name=Air C Elektro Auge |subtitle=j.236C}}
{{#lsth:BBTag/Blitztank/Data|j.236C Full}}
+
{{#lst:BBTag/Blitztank/Data|j.236C Full}}
 
|-
 
|-
 
{{AttackVersion|name=A Blitz Mine |subtitle=214A}}
 
{{AttackVersion|name=A Blitz Mine |subtitle=214A}}
{{#lsth:BBTag/Blitztank/Data|214A Full}}
+
{{#lst:BBTag/Blitztank/Data|214A Full}}
 
|-
 
|-
 
{{AttackVersion|name=B Blitz Mine |subtitle=214B}}
 
{{AttackVersion|name=B Blitz Mine |subtitle=214B}}
{{#lsth:BBTag/Blitztank/Data|214B Full}}
+
{{#lst:BBTag/Blitztank/Data|214B Full}}
 +
|-
 +
{{AttackVersion|name=Air A Blitz Mine |subtitle=j.214A|rowspan=2}}
 +
{{#lst:BBTag/Blitztank/Data|j.214A Full}}
 +
|-
 +
{{Description|17|text=
 +
*Values in [] are when Blitztank lands before attack becomes active
 +
}}
 +
|-
 +
{{AttackVersion|name=Air B Blitz Mine |subtitle=j.214B|rowspan=2}}
 +
{{#lst:BBTag/Blitztank/Data|j.214B Full}}
 
|-
 
|-
{{AttackVersion|name=Air A Blitz Mine |subtitle=j.214A}}
+
{{Description|17|text=
{{#lsth:BBTag/Blitztank/Data|j.214A Full}}
+
*Values in [] are when Blitztank lands before attack becomes active
 +
}}
 
|-
 
|-
{{AttackVersion|name=Air B Blitz Mine |subtitle=j.214B}}
+
{{AttackVersion|name=Ansturm|subtitle=66|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|j.214B Full}}
+
{{#lst:BBTag/Blitztank/Data|66 Full}}
 
|-
 
|-
{{AttackVersion|name=???|subtitle=66}}
+
{{Description|17|text=
{{#lsth:BBTag/Blitztank/Data|66 Full}}
+
*Immediately enters recovery on hit/block
 +
}}
 
|-
 
|-
 
|}
 
|}
Line 130: Line 157:
 
|-
 
|-
 
{{AttackVersion|name=EX Blitz Mine |subtitle=214C}}
 
{{AttackVersion|name=EX Blitz Mine |subtitle=214C}}
{{#lsth:BBTag/Blitztank/Data|214C Full}}
+
{{#lst:BBTag/Blitztank/Data|214C Full}}
 +
|-
 +
{{AttackVersion|name=Air EX Blitz Mine |subtitle=j.214C|rowspan=2}}
 +
{{#lst:BBTag/Blitztank/Data|j.214C Full}}
 
|-
 
|-
{{AttackVersion|name=Air EX Blitz Mine |subtitle=j.214C}}
+
{{Description|17|text=
{{#lsth:BBTag/Blitztank/Data|j.214C Full}}
+
*Values in [] are when Blitztank lands before attack becomes active
 +
}}
 
|-
 
|-
 
|}
 
|}
Line 144: Line 175:
 
{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
|-
{{AttackVersion|name=5P |subtitle=Elektro Auge}}
+
{{AttackVersion|name=5P |subtitle=Ansturm|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|5P Full}}
+
{{#lst:BBTag/Blitztank/Data|5P Full}}
 
|-
 
|-
{{AttackVersion|name=6P |subtitle=}}
+
{{Description|17|text=
{{#lsth:BBTag/Blitztank/Data|6P Full}}
+
*Immediately enters recovery on hit/block
 +
}}
 +
{{AttackVersion|name=6P |subtitle=Elektro Auge}}
 +
{{#lst:BBTag/Blitztank/Data|6P Full}}
 
|-
 
|-
 
{{AttackVersion|name=4P |subtitle=Entladung}}
 
{{AttackVersion|name=4P |subtitle=Entladung}}
{{#lsth:BBTag/Blitztank/Data|4P Full}}
+
{{#lst:BBTag/Blitztank/Data|4P Full}}
 
|-
 
|-
 
|}
 
|}
Line 164: Line 198:
 
|-
 
|-
 
{{AttackVersion|name=Gjallarhorn |subtitle=236BC|rowspan=2}}
 
{{AttackVersion|name=Gjallarhorn |subtitle=236BC|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|236BC Full}}
+
{{#lst:BBTag/Blitztank/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 66*25 (1650) [38*52 (1976)]
 
}}
 
}}
 
}}
 
}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=214B+C|rowspan=2}}
+
{{AttackVersion|name=Blitzlauf|subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|214BC Full}}
+
{{#lst:BBTag/Blitztank/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 880*2 (1760) [1034*2 (2068)]
 
}}
 
}}
 
}}
 
}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=Distortion Skill Duo|rowspan=2}}
+
{{AttackVersion|name=Gjallarhorn |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo Full}}
+
{{#lst:BBTag/Blitztank/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
*100% Minimum Damage
+
*Minimum Damage 2000 [2500]
 
}}
 
}}
 
}}
 
}}
Line 195: Line 231:
 
{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=222B+C|rowspan=2}}
+
{{AttackVersion|name=Ragnarok |subtitle=222B+C|rowspan=2}}
{{#lsth:BBTag/Blitztank/Data|222BC Full}}
+
{{#lst:BBTag/Blitztank/Data|222BC Full}}
 
|-
 
|-
 
{{Description|18|text=
 
{{Description|18|text=
 
{{ColumnList |text=
 
{{ColumnList |text=
 
+
*Immediately enters recovery on block
 
}}
 
}}
 
}}
 
}}
Line 211: Line 247:
 
! !! A !! B !! C !! Cancel
 
! !! A !! B !! C !! Cancel
 
|-
 
|-
! 5A
+
! 5A~5AAA
| 5AA || - || - || -
+
| <span style="color:green">5AA~5AAAA<sup>[+]</sup></span>, 2A || 5B, 2B || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Throw, Special, Super
|-
 
! 5AA
 
| 5AAA || - || - || -
 
 
|-
 
|-
! 5AAA
+
! 5AAAA
 
| - || - || - || -
 
| - || - || - || -
 
|-
 
|-
 
! 2A
 
! 2A
| - || - || - || -
+
| - || 5B, 2B || 5C, 2C || Throw, Special, Super
 
|-
 
|-
! 5B
+
! <span style="color:blue">5B<sup>[1]</sup></span>
| - || 5BB || - || -
+
| - || 5BB, 2B || 5C, 2C || Special, Super
 
|-
 
|-
 
! 5BB
 
! 5BB
| - || 5BBB || - || -
+
| - || 2B || 5C, 2C || Special, Super
|-
 
! 5BBB
 
| - || - || - || -
 
 
|-
 
|-
! 2B
+
! <span style="color:blue">2B<sup>[1]</sup></span>
| - || - || - || -
+
| - || 5B || 5C, 2C || Special, Super
 
|-
 
|-
 
! 5C  
 
! 5C  
Line 239: Line 269:
 
|-
 
|-
 
! 2C  
 
! 2C  
| - || - || - || -
+
| - || - || - || Special, Super
 
|}
 
|}
  
Line 248: Line 278:
 
|-
 
|-
 
! j.A  
 
! j.A  
| j.AA || - || - || -
+
| <span style="color:green">j.A<sup>[+]</sup></span> || j.B || j.C || Special, Super
|-
 
! j.AA
 
| - || - || - || -
 
 
|-
 
|-
 
! j.B
 
! j.B
| - || j.BB || - || -
+
| - || - || j.C || Special, Super
|-
 
! j.BB
 
| - || - || - || -
 
 
|-
 
|-
 
! j.C
 
! j.C
| - || - || - || -
+
| - || - || - || Special, Super
 
|}
 
|}
  
Line 271: Line 295:
  
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Blitztank/Data|Links}}
+
{{#lst:BBTag/Blitztank/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Blitztank/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/Blitztank/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}}
 
[[Category:Blitztank]]
 
[[Category:Blitztank]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 06:03, 24 May 2020

System Data[edit]

Health: 20,000
Prejump: 6F
Backdash Time 23F / Invul: 7F


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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
5A 650*3 - 90 80 (Once) B All 10 2,2,2 22 -7 3 16 21 21 3 - -
5AA 650*3 - 100 80 (Once) B All 1 2,2,2 25 -10 3 16 21 21 3 - -
5AAA 650*3 - 100 80 (Once) B All 1 2,2,2 25 -10 3 16 21 21 3 - -
5AAAA 2500 - 100 90 B All 7 3 36 -18 5 20 21 60 13 - -
2A 1000 - 90 80 F Low 8 3 18 -4 3 16 17 17 11 - -
5B 1500 - 90 85 B All 12 17 21 -19 4 18 19 30 11 - -
5BB 2000 - 90 85 B All 16 3 35 -19 4 18 19 40 12 - -
2B 1000*2 - 90 80 (Once) F Low 12 3(3)3 20 -6 3 16 17 17 11 - -
5C 800 - - - B High 26 3 18 -4 3 16 - - 11 - -
2C 2000 - 90 85 F Low 25 3 17 +2 4 21 Launch 30 12 - -
j.A 650*3 - 80 80 (Once) H All 7 2,2,2 9 - 3 16 17 17 3 - -
j.B 1800 - 80 85 (Once) H High 14 3 25+11L - 4 18 19 60 + GBounce + Down 31 3 - -
j.C 800 - 60 90 P1 Unblockable Until L 1 Total Until L+ 29L - 5 - Launch 19 + Down 24 0 - -

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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
Ground Throw 0, 300*5, 500 - 100 50 (Once) T Throw 7~30 3 23 - 0, 3*5, 5 - Stagger 17*5, Launch 17*5, 60 0, 6*6 - -
  • 100% minimum damage: 0, 2000 (2000)
Reflector (Catch)
Reversal Action
- - - - - - - - 44 - - - - - 15/+6 - -
  • On successful parry of a strike and close to opponent, immediately cancels into Air Entladung
  • On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
Entladung
Reflector Attack
750*7 - 80 60 (Once) B Air Unblockable 6 1,2,2,2,2,2,2 23 -6 4 18 Launch 60 2 - -
Air Reflector (Catch)
Air Reversal Action
- - - - - - - - 44 - - - - - 15/+6 - -
  • On successful parry of a strike, immediately cancels into Entladung if close to opponent
  • On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version.
Air Entladung
Reflector Attack
750*7 - 80 60 (Once) H All 6 1,2,2,2,2,2,2 Until L - 4 18 Launch 60 2 - -
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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
A Elektro Auge
236A
1500 - 80 80 P1 All 16 3 Total: 47 -4 3 16 Launch 40 0/+11 - -
B Elektro Auge
236B
1500 - 80 80 P1 All 16 3 Total: 53 -10 3 16 Launch 40 0/+11 - -
C Elektro Auge
236C
1500 - 80 80 P1 All 16 3 Total: 38 +5 3 16 Launch 40 11 - -
Air A Elektro Auge
j.236A
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
Air B Elektro Auge
j.236B
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
Air C Elektro Auge
j.236C
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
A Blitz Mine
214A
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total: 50 - 2 13 14 14 0, 0/+0/+25 - -
B Blitz Mine
214B
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total: 50 - 2 13 14 14 0, 0/+0/+25 - -
Air A Blitz Mine
j.214A
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+6L [Total 51] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active
Air B Blitz Mine
j.214B
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+6L [Total 51] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active
Ansturm
66
2000 - 80 90 B All 7 12 27 -4 5 23 21 40 20/+0/-4 - -
  • Immediately enters recovery on hit/block

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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
EX Blitz Mine
214C
(0, 1500)*3 - 100 100, 85 P1 All 15 Until Hit,3 Total: 37 - 2 13 14 14 0, 0/+0/+25 - -
Air EX Blitz Mine
j.214C
(0, 1500)*3 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+4L [Total 46] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active

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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
5P
Ansturm
2200 - 70 85 B All (18)+15 9 46 -28 4 18 Launch 60 20 - -
  • Immediately enters recovery on hit/block
6P
Elektro Auge
1500 - 70 80 P1 All (18)+30 3 Total: (18)+67 -10 3 16 Launch 40 0/+11 - -
4P
Entladung
750*7 - 70 85 B All (18)+10 1,2,2,2,2,2,2 39 -22 4 18 Launch 60 2 - -

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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
Gjallarhorn
236BC
600*26 [350*52] - 80 60 (Once) P2 All 1+5 2*26 [2*52] Total 133 [Total 185] -39 4 18 Launch 60 + WBounce 0/+20 - -
  • Values in [] are for Enhanced version
  • Minimum Damage 66*25 (1650) [38*52 (1976)]
Blitzlauf
214B+C
4000*2 - 80 90 B All 1+5 10 60 -49 5 20 Launch 500 + Down 24 40, 0 - -
  • Values in [] are for Enhanced version
  • Minimum Damage 880*2 (1760) [1034*2 (2068)]
Gjallarhorn
Distortion Skill Duo
100*20 [50*50] - 100 100 P2 All 1+1 2*20 [2*50] Total 150 [Total 210] -73 4 18 Launch 60 + WBounce 0/+20 - -
  • 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 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 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
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
Ragnarok
222B+C
- - - - B All 1+9 9 92 -74 4 18 - - 12 - -
  • Immediately enters recovery on block

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A~5AAA 5AA~5AAAA[+], 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAAA - - - -
2A - 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.A[+] j.B j.C Special, Super
j.B - - j.C 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[edit]

Navigation[edit]


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