BBTag/Elizabeth/Frame Data

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System Data[edit]

Health: 16,000
Prejump: 4F
Backdash Time 29F / Invul: 1-7F 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 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
4A 1000 - 100 75 B All 8 2 14 -2 2 13 14 18 10 - -
4AA 300*6 - 100 80 (Once) B All 12 2*6 23 -8 3 16 17 19 1 - -
4AAA 300, 200*8 - 100 100, 80 (Once) B All 10 22 Total: 43 -16 3 16 Stagger 30, Launch*8 30, 60*8 1, 0*8 - -
4AAAA 2500 [3500] - 100 85 B All 25 1 46 -16 4 18 Launch 31 + Freeze 36 0/+12 - -
5A 400*10 - 80 80 (Once) B All 11 2*3,1,5,1,2*4 22 -5 3 16 22 22 0 - -
5AA 200*10 - 100 80 (Once) B All 5 6,1*9 17 -1 3 16 17 22 1 - -
5AAA 250*12 - 100 80 (Once) B All 9 1*11,2 23 -8 3 16 17 27 1 - -
5AAAA 350*10 [300*16] - 100 85 (Once) P1 All 12 2,5*9 [2,3*14,5] Until L - 4 18 Launch 33*9, 60 [33*15, 60] 0 - -
2A 1000 - 90 75 F Low 7 2 14 -2 2 13 14 18 10 - -
5B 1200*2 - 90 85 (Once) B All 15 1(17)1 Total 56 -5 4 18 Launch 29, 36 + GBounce 0/+9, 0/+3 - -
5BB 1700 - 100 85 B All 23 15 Total 56 -15 4 18 Launch 30 0/+12/+17 Persona 10-21 All Guard -
5BBB 1700 [2000] - 100 85 P1 All 19 7 Total 64 -18 4 18 Launch 43 0/+12 - -
5B > 5C 0*2, 2000, 1000*2 - 100 50, 100*4 T Throw 30 6 Total 48 - 0*2, 4*3 - Launch 60 + WBounce 60 + Down 24 1, 0*4 - -
5B > 2C 2000 - 90 85 F Low 18 9 Total 60 -11 4 18 Launch 30 0/+13 - -
2B 1500 - 90 70 B All 9 18 13+10L -24 3 16 Launch 23 7 6-29 H -
5C 800 - 100 100 B High 26 3 18 -4 3 16 - - 11 - -
2C 1500 - 90 80 F Low 11 15 8 -6 3 16 Launch 40 11 - -
j.A 500*6 - 80 80 (Once) H All 10 1,2,9,2,2,2 15 - 3 16 17 17 1/-1 - -
j.AA 1500 - 80 80 H High 7 3 11 3 3 16 17 17 11 - -
j.B 1700 - 80 85 H All 14 3 27 - 4 18 Launch 29 + Down 24 0/+9 - -
j.C 0*2, 2000, 1000*2 - 100 50 (Once) T Throw 18 4 Total Until L + 6L - 0 - Launch 60 + WBounce 60 + Down 24 1, 0*4 - -

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. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4 - Launch 60 + WBounce 60 0, 12 - -
  • 100% minimum damage: 0, 2000 (2000)
Debilitate
Reversal Action
- - - - - - - - Total: 45 - - - - - 0/+17 1-25 All Guard -
Air Debilitate
Air Reversal Action
- - - - - - - - Until L+6L - - - - - 0/+17 1-25 All Guard -
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. HitboxHitbox link for this move
Magarudyne
236A
250*15, 500 <230*20, 500> - 80 85 (Once) <75 (Once)> P1 All 15 5*10 [5*11,2*3, 5] <5*11,2*9,5> 16+0L -2 4 18 Launch 30*15, 55 0 - -
  • Values in <> are during Awakening and on hit
  • Values in [] are on non-Awakening hit
Maziodyne
236B
220*19 <210*24> - 80 85 (Once) <75 (Once)> P1 All 32 2*19 <2,1*10,2(16)1*12> Total 95 -9 <-4> 4 18 Launch 47 + WBounce 0 - -
  • Values in <> are during Awakening
Air Magarudyne
j.236A
250*15, 500 <230*20, 500> - 80 85 (Once) <75 (Once)> P1 All 15 5*10 [5*11,2*3, 5] <5*11,2*9,5> Until L - 4 18 Launch 30*15, 55 0 - -
  • Values in <> are during Awakening and on hit
  • Values in [] are on non-Awakening hit
Air Maziodyne
j.236B
220*19 <210*24> - 80 85 (Once) <75 (Once)> P1 All 32 2*19 <2,1*10,2(16)1*12> Total 84 - 4 18 Launch 47 + WBounce 0 - -
  • Values in <> are during Awakening
Mabufudyne
214A
800, 2000, 2000 <1000, 2500, 2000> - 80*2, 72 90*2 (Once), 100 B All 21 2,2 Total 51 -8 5*2, 4 20 Launch 60 <60*2, 60 + Freeze 50> 3, 15, 0/+12 Persona 8-22 All -
  • Values in <> are during Awakening
Maragidyne
214B
500*10 <550*10> - 80 85 (Once) P1 All 41 6*10 Total 92 +21 4 18 Launch 29 0 - -
  • Values in <> are during Awakening

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. HitboxHitbox link for this move
Mahamaon
236C
330*17 - 80 75 (Once) P1 All 107 5*16,10 Total 70 - 5 20 21*16, Launch 75 0 - -
Mamudoon
j.236C
700*9 - 80 80 (Once) P1 All 94 5*8,70 Total 70 - 5 20 Launch 50*8, 50 + WBounce 0 - -
Diarahan
214C
- - - - - - - - 109~277 - - - - - - - -

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. HitboxHitbox link for this move
5P
5B
1500*2 - 70 85 (Once) B All (18)+15 1(17)1 Total (18)+93 -18 4 18 19, Launch 29, 36 + GBounce 0/+12 - -
6P
Maziodyne
450*10 <310*16> - 70 85 (Once) P1 All (18)+62 2*10 <2*16> Total (18)+112 -14 <-2> 4 18 Launch 90 + WBounce 0 - -
  • Values in <> are during Awakening
4P
Mabufudyne
1800 <1800, 1000> - 70 [70, 60] 85 B All (18)+17 1 Total (18)+71 -24 4 18 Launch 60 <60, 60 + Freeze 50> 0/+12 - -
  • Values in <> are during Awakening

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. HitboxHitbox link for this move
Ghastly Wail
236BC
0*2, 8500 [0*2, 10000] - 80 100*2, 60 T Throw 13+0 1 39 - 0, 4, 5 - Launch - 0*2, 0/+17 [0*2, 0/+22] 1-17 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2125 [2300]
  • If opponent is in hitstun, active frames increased to 3, recovery reduced by 2
Mind Charge
214B+C
- - - - - All 7+0 - - - - - - - - 7-7 All -
  • Values in [] are for Enhanced version
Ghastly Wail
Distortion Skill Duo
0*2, 2500 [0*2, 3000] - 100 100 B All 1+1 3 34 -27 0*2, 4 9 Launch 60 0*2, 0/+17 - -
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

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. HitboxHitbox link for this move
Megidolaon (Catch)
222B+C
- - - - - - 1+0 - 65 - - - - - 0/+1 1-33 Guard All -
Megidolaon (Attack) - - - - P1 All 1+1 3*8 Total 60 -21 3 16 - - 0 - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA (last hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (last hit) 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA (last hit) - - -
5AAAA - - - -
2A[3*] 5A, 2A, 4A 5B, 2B 5C, 2C Jump, Special, Super
5B - 5BB (last hit), 2B (last hit) Persona 5C, Persona 2C Jump (last hit), Special, Super
5BB - 5BBB Persona 5C, Persona 2C Special, Super
5BBB - - - -
2B j.A j.B j.C Jump, Special
5C - - - -
2C - - - Special, Super
Persona 5C - - - Special[-], Super[-]
Persona 2C - - - Special
Air Revolver Action Table
A B C Cancel
j.A[1] j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - - 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
  • 4A and 2A can be used a combined total of 3 times per string
  • All cancels from 4AA are on the last hit
  • All cancels except Special from 5AA are on the last hit

Sources[edit]

Navigation[edit]


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