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

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(Partner Skills)
(Distortion Skills)
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{{AttackVersion|name=
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{{AttackVersion|name=Reflector (Catch)
 
  |subtitle=Reversal Action}}
 
  |subtitle=Reversal Action}}
 
{{#lsth:BBTag/Blitztank/Data|AD Full}}
 
{{#lsth:BBTag/Blitztank/Data|AD Full}}
 +
|-
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{{AttackVersion|name=Entladung
 +
|subtitle=Reflector Attack}}
 +
{{#lsth:BBTag/Blitztank/Data|AD Attack Full}}
 
|-
 
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{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
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{{AttackVersion|name=??? |subtitle=236A}}
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{{AttackVersion|name=A Elektro Auge |subtitle=236A}}
 
{{#lsth:BBTag/Blitztank/Data|236A Full}}
 
{{#lsth:BBTag/Blitztank/Data|236A Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=236B}}
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{{AttackVersion|name=B Elektro Auge |subtitle=236B}}
 
{{#lsth:BBTag/Blitztank/Data|236B Full}}
 
{{#lsth:BBTag/Blitztank/Data|236B Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=j.236A}}
+
{{AttackVersion|name=C Elektro Auge |subtitle=236C}}
 +
{{#lsth:BBTag/Blitztank/Data|236C Full}}
 +
|-
 +
{{AttackVersion|name=Air A Elektro Auge |subtitle=j.236A}}
 
{{#lsth:BBTag/Blitztank/Data|j.236A Full}}
 
{{#lsth:BBTag/Blitztank/Data|j.236A Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=j.236B}}
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{{AttackVersion|name=Air B Elektro Auge |subtitle=j.236B}}
 
{{#lsth:BBTag/Blitztank/Data|j.236B Full}}
 
{{#lsth:BBTag/Blitztank/Data|j.236B Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=214A}}
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{{AttackVersion|name=Air C Elektro Auge |subtitle=j.236C}}
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{{#lsth:BBTag/Blitztank/Data|j.236C Full}}
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|-
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{{AttackVersion|name=A B-Mine |subtitle=214A}}
 
{{#lsth:BBTag/Blitztank/Data|214A Full}}
 
{{#lsth:BBTag/Blitztank/Data|214A Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=214B}}
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{{AttackVersion|name=B B-Mine |subtitle=214B}}
 
{{#lsth:BBTag/Blitztank/Data|214B Full}}
 
{{#lsth:BBTag/Blitztank/Data|214B Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=j.214A}}
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{{AttackVersion|name=Air A B-Mine |subtitle=j.214A}}
 
{{#lsth:BBTag/Blitztank/Data|j.214A Full}}
 
{{#lsth:BBTag/Blitztank/Data|j.214A Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=j.214B}}
+
{{AttackVersion|name=Air B B-Mine |subtitle=j.214B}}
 
{{#lsth:BBTag/Blitztank/Data|j.214B Full}}
 
{{#lsth:BBTag/Blitztank/Data|j.214B Full}}
 +
|-
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{{AttackVersion|name=???|subtitle=66}}
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{{#lsth:BBTag/Blitztank/Data|66 Full}}
 
|-
 
|-
 
|}
 
|}
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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
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{{AttackVersion|name=??? |subtitle=236C}}
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{{AttackVersion|name=EX B-Mine |subtitle=214C}}
{{#lsth:BBTag/Blitztank/Data|236C Full}}
 
|-
 
{{AttackVersion|name=??? |subtitle=j.236C}}
 
{{#lsth:BBTag/Blitztank/Data|j.236C Full}}
 
|-
 
{{AttackVersion|name=??? |subtitle=214C}}
 
 
{{#lsth:BBTag/Blitztank/Data|214C Full}}
 
{{#lsth:BBTag/Blitztank/Data|214C Full}}
 
|-
 
|-
{{AttackVersion|name=??? |subtitle=j.214C}}
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{{AttackVersion|name=Air EX B-Mine |subtitle=j.214C}}
 
{{#lsth:BBTag/Blitztank/Data|j.214C Full}}
 
{{#lsth:BBTag/Blitztank/Data|j.214C Full}}
 
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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
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{{AttackVersion|name=5P |subtitle=}}
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{{AttackVersion|name=5P |subtitle=Elektro Auge}}
 
{{#lsth:BBTag/Blitztank/Data|5P Full}}
 
{{#lsth:BBTag/Blitztank/Data|5P Full}}
 
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{{#lsth:BBTag/Blitztank/Data|6P Full}}
 
{{#lsth:BBTag/Blitztank/Data|6P Full}}
 
|-
 
|-
{{AttackVersion|name=4P |subtitle=}}
+
{{AttackVersion|name=4P |subtitle=Entladung}}
 
{{#lsth:BBTag/Blitztank/Data|4P Full}}
 
{{#lsth:BBTag/Blitztank/Data|4P Full}}
 
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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
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{{AttackVersion|name=??? |subtitle=236BC|rowspan=2}}
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{{AttackVersion|name=Gjallarhorn |subtitle=236BC|rowspan=2}}
 
{{#lsth:BBTag/Blitztank/Data|236BC Full}}
 
{{#lsth:BBTag/Blitztank/Data|236BC Full}}
 
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Revision as of 19:54, 9 October 2019

System Data


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 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. HitboxHitbox link for this move
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.BB
j.C

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 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. HitboxHitbox link for this move
Ground Throw
  • 100% minimum damage: 0, 2000 (2000)
Reflector (Catch)
Reversal Action
Entladung
Reflector Attack
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 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. HitboxHitbox link for this move
A Elektro Auge
236A
B Elektro Auge
236B
C Elektro Auge
236C
Air A Elektro Auge
j.236A
Air B Elektro Auge
j.236B
Air C Elektro Auge
j.236C
A B-Mine
214A
B B-Mine
214B
Air A B-Mine
j.214A
Air B B-Mine
j.214B
???
66

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 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. HitboxHitbox link for this move
EX B-Mine
214C
Air EX B-Mine
j.214C

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 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. HitboxHitbox link for this move
5P
Elektro Auge
6P
4P
Entladung

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 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. HitboxHitbox link for this move
Gjallarhorn
236BC
  • Values in [] are for Enhanced version
???
214B+C
  • Values in [] are for Enhanced version
???
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • 100% Minimum Damage

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 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. HitboxHitbox link for this move
???
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - - -
5AA 5AAA - - -
5AAA - - - -
2A - - - -
5B - 5BB - -
5BB - 5BBB - -
5BBB - - - -
2B - - - -
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA - - -
j.AA - - - -
j.B - j.BB - -
j.BB - - - -
j.C - - - -
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

Navigation


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