BBTag/Heart Aino/Frame Data

From Dustloop Wiki
 Heart Aino

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
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.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Heart Aino 17,000 4F 21F (1~7F Inv All) Arcana Homing
Homing Cancel

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 12 -3 B 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5A 1500 All 8 5 15 -3 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 7 3 18 -4 B 100 80 CSTJP 3 16 17 21 22 35 11 +0 +2
5AAA 1500 All 10 3 28 -14 B 100 80 CS(J)P 3 16 17 21 22 35 11 +0 +2
5AAAA 2500 All 10 5 34 -20 B 100 85 P 4 18 Launch 60 Launch 75 12 -4 +1
2A 1000 Low 7 3 15 -4 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1700 [2200] All 11 [41] 3 27 -11 [-9] B 10~13 HBP Clash [10~43 HBP Clash] 90 85 [90] CSP 4 [5] 18 [20] 19 [21] 24 [29] 24 [27] 39 [43] 12 +0 [+5] +5 [+10]
5BB 1700 All 15 3 ??+12L H 100 85 CSP 4 18 Launch 24 + GBounce Launch 39 + GBounce 12 +0 +5
5BBB 2000 Low 12 3 20 -4 F 90 85 P 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
2B 1700 [2300] All 12 [33] 3 27 -11 B [7~Active HBP Clash] 90 75 [95] CS(J)P [CSP] 4 18 Launch 26 [55] Launch 41 [70] 12 [20] +0 [+5] +5 [+10]
5C 800+ High 22 3 24 -10 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3 24 -8 F 90 85 SP 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1000 High 8 6 15 H 80 75 SJP 2 13 14 14 18 26 10 +0 +1
j.AA 1500 High 10 3 18 H 80 80 SJP 3 16 17 29 22 43 11 +0 +2
j.B 1500 High 9 10 16 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.BB 1700 High 12 3 24 H 80 85 SP 4 18 19 40 24 55 12 +0 +5
j.C CSP

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 1000×2 Throw 7-30 3 23 T 100 50 S 0, 3, 4 30, Launch 60 0, 11, 12 +0
4BC Back Throw 0, 2000 Throw 7-30 3 23 T 100 50 S 0, 4 Launch 60 + Down 23 0 +0
AD Heartful Punch 1200, 1500×2 Air Unblockable×2, All 10 2(4)12(7)5 26+8L -39 B 1~27 All 80×2, 48 60, 100 4 18 Launch×2, 19 60×2, 30 Launch×2, 24 75×2, 30 12×2, 0/+12 +0×2, +12 +5×2, +17
j.AD Air Heartful Punch 1100, 1400, 1500 All 7 3(6)12(7)5 Until L+8L H 1~31 All 80 60, 100 4 18 Launch×2, 19 60×2, 30 Launch×2, 24 75×2, 30 12×2, 0/+12 +0×2, +12 +5×2, +17
AD > X Followup Attack 1600 All 10 3 Until L+14L H 48 100 3 16 Launch 42 + Down 33 Launch 56 + Down 33 11 +0 +2

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Iron Fist Punch 2000 All 13 4 20 -4 B 80 80 P 3 16 28 30 33 44 11 +0 +2
236B B Iron Fist Punch 2300 All 25 6 20 -2 B 7~18 HBP Clash 80 85 P 4 18 Launch 30 Launch 45 18 +0 +5
214A Roz Sfaira 1500 All 51 300 Total: 51 +25 P 80 80 3 16 17 27 22 41 0/+9 +9 +11
j.214A Air Roz Sfaira 1500 All 51 300 Total: Until L+0L P 80 80 3 16 17 27 22 41 0/+9 +9 +11
214B Tria Sfaira 1500×3 All 61 P(3)P(3)P Total: 70 +22 P 80 80×3 3 16 17 27 22 41 0/+9 +9 +11
j.214B Air Tria Sfaira 1500×3 All 61 P(3)P(3)P Total: Until L+0L P 80 80×3 3 16 17 27 22 41 0/+9 +9 +11
j.236A A Special Kick 2200 High 14 Until L 18L H 80 80 3 16 Launch 30 Launch 44 11 +0 +2
j.236B B Special Kick 2200 High 23 Until L 21L H 80 80 4 18 Launch 30 + Down 26 Launch 45 + Down 26 12 +0 +5
Projectile Clash Roz Sfaira (from clash) 1200 All 300 P1 80 80 3 16 17 27 22 41 0/+9 +9 +11

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)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Iron Fist Punch 2600 All 13 8 20 -2 B 80 85 4 18 Launch 29 + WBounce 40 Launch 44 + WBounce 40 20 +5 +10
214C Roz Toxo 2400 All 19 6 Total: 46 0 P1 100 85 4 18 Launch 60 Launch 75 0/+9 +9 +14
j.214C Air Roz Toxo 2400 All 19 6 Total: Until L P1 100 85 4 18 Launch 60 Launch 75 0/+9 +9 +14
j.236C EX Special Kick 2800 High 14 Until L 18L H 80 85 4 18 Launch 45 + Down 26 Launch 60 + Down 26 12 +0 +5
Homing Cancel Homing Cancel CSP

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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Iron Fist Punch 2000 All (18)+13 4 30 -15 B 70 85 4 18 Launch 70 20 +0
6P Roz Toxo 2400 All (18)+28 6 Total: 70 -15 P 70 85 4 18 Launch 60 0/+9 +9
4P 2B 1500 All (18)+10 6 28 -17 B 70 80 3 16 Launch 70 11 +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Iron Fist Punch of Love 5200 [6200] All 7+(72 Flash)+8 12 39 -19 B 1~16 All 80 60 5 20 Launch 120 [+ Down 39] Launch 136 [+ Down 39] 20 -2 +3
214BC Amazing Heartful Punch 1500, 3500 <1500, 800×14> [1500, 600×22] All 4+(44 Flash)4 3(7)9 <3(6)3×14> [<3(6)3×14,2×4,1×4>] 45+8L [<??+51L>] -41 B 1~17 All 80 60 5 20 Launch 90, 90 + Down 23×14 [×22] Launch 106, 106 + Down 23×14 [×22] 13, 1×13 [×22] +0 +8
j.236BC Amazing Special Kick 5800, 3000 [6800, 3000] High, All 4+(43 Flash)2 Until L(3)3 15 +1 H, P 1~4 All 80 60 5, 4 20 Launch 60 + GBounce, 60 Launch 76 + GBounce, 75 13, 0 +0 +8, +5
Distortion Skill Duo Iron Fist Punch of Love 2000 [2500] All 1+(93 Flash)+1 12 39 <84> -30 B 1~13 All 100 100 5 20 Launch 120 [+ Down 39] Launch 136 [+ Down 39] 20 -2 +3

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Super Amazing Iron Fist Punch of Love All 1+(80 Flash)+3 12 30+8L -29 B 5 20 30

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Heart 4A.pngGuardAllStartup6Recovery12Advantage-3[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBTag Heart 5A.pngGuardAllStartup8Recovery15Advantage-3[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AABBTag Heart 5AA.pngGuardAllStartup7Recovery18Advantage-4 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Heart 5AAA.pngGuardAllStartup10Recovery28Advantage-14 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAABBTag Heart 5AAAA.pngGuardAllStartup10Recovery34Advantage-20 - - - -
2ABBTag Heart 2A.pngGuardLowStartup7Recovery15Advantage-4[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Heart 5B.pngGuardAllStartup11 [41]Recovery27Advantage-11 [-9][1] - 5BB, 2B 5C, 2C Special, Super
5BBBBTag Heart 5BB.pngGuardAllStartup15Recovery??+12LAdvantage- - 5BBB - Special, Super
5BBBBBTag Heart 5BBB.pngGuardLowStartup12Recovery20Advantage-4 - - - Special, Super
2BBBTag Heart 2B.pngGuardAllStartup12 [33]Recovery27Advantage-11[1] - 5B 5C, 2C Special, Super
5CBBTag Heart 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Heart 2C.pngGuardLowStartup13Recovery24Advantage-8 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Heart jA.pngGuardHighStartup8Recovery15Advantage- j.AA j.B - Jump, Special, Super
j.AABBTag Heart jAA.pngGuardHighStartup10Recovery18Advantage- - j.B - Jump, Special, Super
j.BBBTag Heart jB.pngGuardHighStartup9Recovery16Advantage- - j.BB - Jump, Special, Super
j.BBBBTag Heart jBB.pngGuardHighStartup12Recovery24Advantage- - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

Navigation

 Heart Aino
To edit frame data, edit values in BBTag/Heart Aino/Data.
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information