BBTag/Frame Data

From Dustloop Wiki

How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Characters

From BlazBlue

BBTag Ragna Icon.png BBTag Jin Icon.png BBTag Noel Icon.png BBTag Rachel Icon.png BBTag Tager Icon.png BBTag Hakumen Icon.png

BBTag Nu Icon.png BBTag Hazama Icon.png BBTag Makoto Icon.png BBTag Platinum Icon.png BBTag Izayoi Icon.png BBTag Azrael Icon.png BBTag Celica Icon.png

BBTag Nine Icon.png BBTag NaotoK Icon.png BBTag Susanoo Icon.png BBTag Es Icon.png BBTag Mai Icon.png BBTag Jubei Icon.png

From Persona 4 Arena

BBTag Yu Icon.png BBTag Yosuke Icon.png BBTag Chie Icon.png BBTag Yukiko Icon.png BBTag Kanji Icon.png BBTag Aegis Icon.png

BBTag Naoto Icon.png BBTag Mitsuru Icon.png BBTag Akihiko Icon.png BBTag Labrys Icon.png BBTag Teddie Icon.png BBTag Elizabeth Icon.png BBTag Adachi Icon.png

From Under Night In-Birth

BBTag Hyde Icon.png BBTag Linne Icon.png BBTag Waldstein Icon.png BBTag Gordeau Icon.png BBTag Orie Icon.png BBTag Carmine Icon.png

BBTag Vatista Icon.png BBTag Yuzuriha Icon.png BBTag Merkava Icon.png BBTag Mika Icon.png BBTag Seth Icon.png BBTag Hilda Icon.png

From RWBY

BBTag Ruby Icon.png BBTag Weiss Icon.png BBTag Blake Icon.png BBTag Yang Icon.png BBTag Neo Icon.png

Guest Characters

BBTag Heart Icon.png BBTag Yumi Icon.png BBTag Akatsuki Icon.png BBTag Blitztank Icon.png

Character Comparisons

Character Health Backdash Duration Backdash Inv Prejump 5C Startup 5C Advantage
Ragna 17,000 22 1-7 All 4 22 -10
Jin 17,000 22 1-7 All 4 22 -10
Noel 17,000 22 1-7 All 4 22 -10
Rachel 17,000 26* 1-7 All 4 22 -10
Tager 20,000 30* 1-20 All 6 22 -10
Nu 16,000 25 1-7 All 4 22 -10
Hazama 17,000 25 1-7 All 4 22 -10
Makoto 17,000 22 1-7 All 4 22 -10
Azrael 18,000 28 1-20 All 4 26 -4
Es 17,000 25 1-7 All 4 22 -10
Platinum 17,000 22 1-7 All 4 22 -10
Jubei 17,000 25 1-7 All 4 22 -10
Hakumen 18,000 15 1-7 All 4 22 -10
Izayoi 17,000 22 1-7 All 4 22 -10
Nine 17,000 42 1-4 P, 5-32 All 4 26 -4
Mai 17,000 25 1-7 All 4 26 -4
Naoto K. 17,000 25 1-7 All 4 22 -10
Celica 17,000 25 1-7 All 4 22 -10
Susano'o 18,000 22 1-7 All 4 22 -10
Yu 17,000 23 1-7 All 4 22 -10
Chie 17,000 24 1-7 All 4 22 -10
Yosuke 16,000 23 1-7 All 4 22 -10
Yukiko 16,000 29 1-7 All 4 26 -4
Aegis 17,000 29 1-7 All 4 26 -4
Naoto S. 16,000 23 1-7 All 4 22 -10
Kanji 18,000 24 1-7 All 4 22 -10
Mitsuru 17,000 23 1-7 All 4 26 -4
Akihiko 18,000 23 1-7 All 4 22 -10
Labrys 17,000 23 1-7 All 4 22 -10
Teddie 17,000 23 1-7 All 4 26 -4
Elizabeth 16,000 29 1-7 All 4 26 -4
Adachi 17,000 23 1-7 All 4 26 -4
Hyde 17,000 22 1-7 All 4 26 -4
Linne 17,000 22 1-7 All 4 26 -4
Waldstein 20,000 29 1-7 All 6 26 -4
Gordeau 18,000 22 1-7 All 4 26 -4
Orie 17,000 41 1-11 All 4 26 -4
Carmine 18,000 32* 1-7 All 4 26 -4
Vatista 17,000 27 1-7 All 4 26 -4
Merkava 17,000 37 1-7 All 6 26 -4
Yuzuriha 17,000 22 1-7 All 4 26 -4
Mika 18,000 22 1-7 All 4 26 -4
Seth 16,000 35 (Air)/ 41 (Ground) 1-7 All 4 26 -4
Hilda 17,000 28 1-7 All 4 26 -4
Ruby 17,000 22 1-7 All 4 26 -4
Weiss 17,000 23 1-7 All 4 26 -4
Blake 16,000 23 1-7 All 4 26 -4
Yang 18,000 24 1-7 All 4 26 -4
Neo Politan 17,000 22 1-7 All 4 26 -4
Heart 17,000 21 1-7 All 4 22 -10
Yumi 17,000 23 1-7 All 4 26 -4
Akatsuki 17,000 22 1-7 All 4 22 -10
Blitztank 20,000 23 1-7 All 6 26 -4
  • Rachel's backdash animation lasts for 46F, but can cancel into all actions except back walk on 27F
  • Tager's backdash animation lasts for 41F, but can cancel into all actions except back walk on 31F
  • Carmine's backdash animation lasts for 41F but can cancel into allactions on 33F
Character Forward Walk Speed Back Walk Speed Initial Run Speed Max Run Speed Acceleration Horizontal Jump Speed Vertical Jump Speed Horizontal Superjump Speed Vertical Superjump Speed Gravity Forward Airdash Duration Forward Airdash Speed Air Backdash Duration Air Backdash Speed
Ragna 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Jin 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Noel 8000 6000 20000 30000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Rachel 8000 6000 15000 28000 440 10000 25000 13230 32000 1400 18 31000 16 24000
Tager 8000 4500 - - - 6000 26000 8500 36000 1250 - - - -
Nu 8000 6000 20000 30000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Hazama 8000 6000 9000 - - 8400 34000 13230 43000 1800 18 31000 16 24000
Makoto 8000 6000 20000 30000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Azrael 8000 6000 - - - 8400 34000 13230 43000 1800 14 28000 14 24000
Es 8000 6000 18000 32000 1000 8400 30000 13230 37000 1500 18 23000 16 24000
Platinum 8000 6000 20000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Jubei 8000 6000 17500 30000 2500 10000 29000 13230 43000 1800 18 31000 16 24000
Hakumen 10000 8000 - - - 8400 34000 13230 43000 1800 18 31000 16 24000
Izayoi 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 12~36* 22560~53280* 16 24000
Nine 10000 8000 - - - 12500 28000 20000 30000 1200 - - - -
Mai 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Naoto K. 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Celica 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Susanoo 8250 6600 10000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Yu 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Chie 8000 6000 20000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Yosuke 8000 8500 23000 41000 440 10000 41000 13230 48000 2000 18 31000 13 24000
Yukiko 8000 6000 16000 28000 440 8400 34000 13230 38000 1650 18 31000 13 24000
Aegis 8000 6000 15000 24000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Naoto S. 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Kanji 8000 6000 10000 19000 70 8400 34000 13230 43000 1800 18 18000 13 18000
Mitsuru 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Akihiko 8000 6000 18000 28000 440 8400 30000 13230 43000 1800 18 31000 13 24000
Labrys 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Teddie 8000 6000 15000 22400 352 8400 34000 13230 43000 1500 18 27000 13 24000
Elizabeth 7200 5400 16000 20000 100 8400 28000 13230 43000 1650 18 31000 13 22000
Adachi 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 13 24000
Hyde 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Linne 8000 6000 18000 32000 1000 8400 31500 13230 38000 1800 33 23000 13 24000
Waldstein - - - - - 8400 34000 13230 43000 1800 33 23000 13 24000
Gordeau 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Orie 8000 6000 18000 28000 440 8400 36000 13230 43000 1800 33 23000 13 24000
Carmine 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Vatista 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Merkava 8000 6000 18000 28000 440 8400 29000 13230 36000 1500 33 23000 13 24000
Yuzuriha 8000 6000 15000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Yuzuriha (stance) 1200 1200 - - - 8400 34000 13230 43000 1800 33 23000 13 24000
Mika 8000 6000 18000 32000 1000 8400 34000 13230 43000 1800 33 23000 13 24000
Seth 3000 5200 23000 41000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Hilda 8000 6000 16000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Ruby 8000 6000 18000 32000 1000 8400 34000 13230 43000 1800 18 31000 16 24000
Weiss 8000 6000 20000 28000 300 8400 34000 13230 43000 1800 18 31000 16 24000
Blake 8000 6000 20000 35000 750 8400 34000 13230 43000 1800 15 35000 12 25000
Yang 8000 6000 20000 28000 360 8400 34000 13230 43000 1800 18 31000 16 24000
Neo Politan 8000 6000 20000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Heart 8000 6000 18000 28000 440 8400 34000 13230 43000 1800 18 31000 16 24000
Yumi 8000 6000 9000 35000 1200 8400 34000 13230 43000 1800 18 31000 13 24000
Akatsuki 8000 6000 16000 28000 440 8400 34000 13230 43000 1800 33 23000 13 24000
Blitztank 8000 6000 - - - 4000 19000 6600 24000 1200 - - - -
  • All characters walk forward for the first 6 frames
  • Frame 7 is (initial run speed + acceleration), then add acceleration each frame
  • You stop instantly from a walk
  • Deceleration from a run is a 10% decrease of current speed each frame, always rounded down
  • You can attack from an airdash or air backdash sooner than the duration would suggest, but not block
  • Initial rising frame from a jump or superjump is vertical velocity - gravity, then subtract gravity each frame
  • Horizontal speed values for jumping do not account for additional run momentum
  • Forward jump causes you to stop running, which puts normal deceleration on each jump startup frame
  • Your resultant horizontal velocity once you've left the ground is (horizontal jump velocity) + (forward velocity before leaving ground)
  • If you forward jump before running (like during a walk frame), the first frame of your jump startup will gain forward velocity (initial run velocity × 0.8 × 0.9)
  • Izayoi's forward airdash can be held for a longer duration and accelerates the longer it is held.

System Data

Movement Values

Ground Ukemi (all directions)
32F, completely invincible
Air Ukemi (all directions)
15F, completely invincible

Jump Landing

Upon Landing:

  • Back walk, Backdash, and all Jumps are disabled for 5F
  • All other actions are available immediately

Clash Assault Damage

Clash Assault Damage
Participants Initial Hit Follow-Up Sequence Good Excellent Marvelous Extra Assault
Solo 800 640, 640 960 (3040 total) 1200 (3280 total) 1440 (3520 total) -
Pair 800 640,320, 640, 320 960+800 (4480total) 1200+900 (4720 total) 1440+800 (4960 total) 1920+1920 (6560 total)

Cross Burst

  • Cross Burst has startup 0+(21 Flash)+8F, is active for 3F, and is invulnerable from 1~10F
  • Startup post super flash assumes opponent stays at approximately the same altitude
  • Cross Burst does 1000 damage and cannot KO a character

Duo Change

  • Duo Change animation is 33 frames total
  • The change occurs on 4F
  • Frames 4~7 are fully invincible

Resonance

Ground Resonance Blaze Activation
3+(?? Flash)+37, fully invincible
Air Resonance Blaze Activation
3+(?? Flash)+until landing in the air, fully invincible, suspended in the air until 36F

Resonance Level

Resonance Level Building
Action Clash Assault Clash Assault + Extra Assault Raw Partner Skill Active Partner Skill Cross Raid Cross Combo Cross Burst Distortion Skill Duo
Units Gained 60 100 45 30 30 30 30 60
  • Resonance Gauge is 300 units, each 100 units is 1 level.
  • Clash Assault only builds Resonance Level if partner participates during the follow-up sequence

Resonance Blaze

Resonance Benefits Based on Level
Level Skill Units Gained Per Frame Time to Gain 1 Skill Red Health Gained Per Frame Bonus Chip Damage (%) Chip for Normals Bonus Skill Gauge Gain (%)
Level 1 11 455F 1.5 +200% 10% +20%
Level 2 22 228F 3 +400% 20% +50%
Level 3 33 152F 4.5 +600% 30% +80%
Level 4 44 114F 6 +800% 40% +110%

Hitstun Decay

Hitstun/Untechable Decay vs. Time
Combo Duration 0~359F 360~599F 600F~
Decay None -10F Reduced to 1F

Attack Level

Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.

Skill Gain

Situation Formula
Opponent getting hit Scaled Damage × 0.72
Getting hit Scaled Damage × 0.4
Opponent blocking attack Base Damage × 0.18
Blocking attack Base Damage × 0.18 (× 0.36 during Guard Bonus)
  • Each Stock is 5,000 units
  • Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35
    • Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
  • Distortion Skills do not build any Skill Gauge for the attacker, however, Extra Skills do
  • Note: Formula for hitting opponent is suspected to be Scaled Damage × 1.2 × Character Combo Rate

Skill Cooldown

Skill Cooldown
Action Cooldown Time Notes
Extra Skills 180F
  • Skill is used on 4F
  • During Resonance Blaze, Jin's Hishousetsu has 0F cooldown time
Extra Assault 0
Distortion Skills 180F
  • Skill is used at start of super flash, super flash time counts towards cooldown time
  • During Resonance Blaze, passive Skill Gain is disabled until the Distortion Skill ends
Reject Guard 300F
  • Skill is used on 1F
  • Cooldown timer starts when Skill is used
  • Combos that are started during the cooldown period will suffer reduced Skill gain throughout the entire combo, even if it lasts beyond the cooldown period.
  • Starting a second cooldown will override the cooldown time with the second cooldown's value
    • EX: Reject Guard > Distortion Skill will only have the Distortion Skill's cooldown

Cross Gauge Cooldown

Cross Gauge Cooldown
Action Partner Skill Available Cooldown Until Cross Gauge Begins Recovering
Duo Change Available on 24F of Duo Change. Duo Change is 33F total. when Partner Skill is available
Partner Skill 110F after taunt animation begins when Partner Skill is available
Distortion Duo 106F after taunt animation begins when Partner Skill is available
Active Partner Skill 110F after taunt animation begins 30F after Partner Skill available
Active Change 110F after taunt animation begins Cooldown equal to whatever type of Partner Skill was used for Active Switch
Cross Combo 110F after taunt animation begins 150F after Partner Skill available
Cross Burst 132F after super flash ends (takes longer when done in the air) 300F after Partner Skill available. Point character must also return to neutral state after Cross Burst.
  • If you do any of the above actions during the Cooldown of another action, cooldown is not reset - it will use whichever cooldown value is bigger.
    • For example, if you do a Cross Burst (300F cooldown), then wait 50F and use a Partner Skill (0F cooldown), then the cooldown after the Partner Skill is 250F.

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