BBTag/Es/Frame Data

From Dustloop Wiki
< BBTag‎ | Es
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 25F / 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 70 B All 6 3 10 -1 1 11 12 12 9 - -
5A 1500 - 100 80 B All 9 5 25 -13 3 16 17 17 11 - -
5AA 1500 - 100 80 B All 12 3 21 -7 3 16 17 17 11 - -
5AAA 1500 - 100 80 B All 13 3 18 -4 3 16 17 24 11 - -
5AAAA 1700 - 100 85 B All 17 1 25 -7 4 18 17 60 12 - -
2A 1250 - 90 75 F Low 10 3 15 -4 2 13 14 14 10 - -
5B 1700, 1000 - 100, 70 85, 90 B, P1 All 18 5 27 -2 4,1 18,11 19,12 19,21 12, 0/+6 - -
  • Frame advantage listed assumes crest hits opponent
  • Crest has startup 25F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes
5BB 1700, 1000 - 100, 70 85, 90 B, P1 All 27 6 30 -12 4,1 18,11 22,12 40,21 12,0/+0,+6 - -
  • Frame advantage listed assumes crest hits opponent
  • Crest has startup 19F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes
2B 1500 - 90 80 B All 10 3 32 -18 3 16 17 22 11 10-13 H -
5C 800 - - - B High 22 3 24 -10 3 16 - - 11 - -
2C 1500 - 90 80 F Low 13 3 24 -10 3 16 - 40 11 - -
j.A 1000 - 80 85 H High 9 3 18 - 2 13 14 17 10 - -
j.AA 1000 - 80 85 H High 7 3 18 - 2 13 14 17 10 - -
j.B 1500 - 80 80 H High 12 4 26 - 3 16 17 30 11 - -
j.C 1700, 1000 - 80, 70 85, 90 H, P1 High, All 23 5 23+8L - 4,1 18, 11 Untech, 12 25,21 12,0/+0,+6 - -
  • Crest has startup 24F after j.C becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes

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 - - 100 50 (once) T Throw 7-30 3 23 - - - - - - - -
Type: Slasher "Griflet"
Reversal Action
1400*2 - 80 60 (once) B Air Unblockable 13 3(12)1 Until L+19 -41 4 18 - 55 12 1-15 All -
Air Type: Slasher "Griflet"
Air Reversal Action
1400*2 - 80 60 (once) H All 10 3(12)1 Until L+19 - 4 18 - 55 12 1-15 All -
Crest Followup
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack - - 80 60 - All - - - - - - - - - - -

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
A Type: Shooter "Breunor"
236A
1500 - 80 80 P1 All 15 Until Hit Total 42 -8 2 13 17 22 0/+8 - -
B Type: Shooter "Breunor"
236B
1500 - 80 80 P1 All 27 Until Hit Total 48 0 2 13 17 22 0/+8 - -
Followup Breunor
Breunor > A/B
1500 - 80 80 P1 All 13 Until Hit Total 42 -8 2 13 17 22 0/+8 - -
Powered Up Shot 2500 - 80 80 P2 All - Until Hit - - 3 16 - 38 0/+11 - -
Air A Type: Shooter "Breunor"
j.236A
1500 - 80 80 P1 All 17 Until Hit Total 47+9L - 2 13 17 22 0/+8 - -
Air B Type: Shooter "Breunor"
j.236B
1500 - 80 80 P1 All 17 Until Hit Total 47+9L - 2 13 17 22 0/+8 - -
Followup Air Breunor
Air Breunor > A/B
1500 - 80 80 P1 All 10 Until Hit Total 39+9L - 2 13 17 22 0/+8 - -
Type: Assaulter "Erec"
214A
0, 2500 - 100 100, 75 H Throw 26 9 Until L+24 - 3 - - 100 0 - -
  • Can only hit standing opponents not in blockstun (hitstun is ok)
Type: Slasher "Gawain"
214B
1700 [2200] - 80 85 [75] H High 27 [36] 4 [3] 5+13L [13] -3 [+3] 4 18 22 40 12 9-30 FT
[9-38 FT]
-
  • Values in [] are for charged version
Type: Slasher "Mordred"
214C
2000 - 80 85 B All 17-22 2 24 -7 - 18 24 40 12 - -
Mordred Followup
Mordred > A/B/C
2000 - 100 85 B All 11 4 24+13L -22 4 18 - 55 12 - -

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
EX Type: Shooter "Breunor"
236C
2500 - 80 70 P2 All 20 - Total 50 -3 3 16 - 38 0/+11 - -
EX Air Type: Shooter "Breunor"
j.236C
1500*2 - 80 80 P1 All 12 X(11)X Total 38 - 2 13 Launch 30 0/+6 - -

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
Type: Slasher "Mordred"
1700*2 - 70 85 B All (18)+17~22 2 [(13)4] 24 [25+16L] -7 4 18 24, Launch 40, 55 12 - -
  • Values in [] are for followup
  • Only performs followup on hit
6P
Type: Shooter "Breunor"
1500, 2000 - 70 80 P1, P2 All (18)+27 X(13)X Total: (18)+69 -2 2, 3 13, 16 17 [Launch] 22, 60 + WBounce + Slide 20 0/+8, 0/+11 - -
4P
BBCF 6D
1700, 1000 - 70 85, 90 B, P1 All (18)+17 4(11)3 3+10L 0 4, 1 18, 11 Launch, 17 46, 60 12, 0/+4 - -
  • Crest has startup 16F after 4P becomes active (unaffected by Es's hitstop). Active 3F

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
Type: Shooter "Palamedes"
236B+C
4200 [5200] - 80 60 P2 All 3+6 Until Offscreen Total: 32+12L -11 4 18 Launch 40 0/+6 1-12 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]
Air Type: Shooter "Palamedes"
j.236B+C
4200 [5200] - 80 60 P2 All 3+6 Until Offscreen Until L+15L - 4 18 Launch 40 0/+6 1-12 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]
Type: Slasher "Galahad"
214B+C
2500, 4300
[2500, 250*6, 4300]
- 80 100 - All 4+9 9 24 -14 4 18 60 - 12 1-21 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 500, 1419 (1919) [500, 62*6, 1290 (2162)]
Type: Slasher "Galahad"
Distortion Skill Duo
700, 1800
[700, 80*6, 1820]
- 100 100 B All 0+1 9 24 -14 4 18 60 - 12 1-9 All -
  • 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
Type: Exterminator "Artorius"
222B+C
- - - - B All 4+12 3 68 -30 5 20 1200 1200 0/+20/+10 1-18 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA - 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Jump[-], 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.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, 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/Es/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