BBTag/Hilda/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 28F / 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
5A 550*4 - 80 80 (Once) B All 12 2,2,2,2 24 -9 3 16 17] 17 2*3, 12 - -
5AA 1500 - 100 80 B All 11 3 24 -17 3 16 17 17 11 - -
5AAA 1500 - 100 70 B All 16 1 20 -19 3 16 22 22 11 - -
5AAAA 0*2, 2500 - 100 85 B All 16 9 33 -20 4*2, 5 18 Launch - 0/+3 - -
2A 1000 - 100 75 F Low 11 3 22 -11 2 13 14 14 10 - -
5B 1700 - 100 75 P1 All 21 2 Total 52 -7 3, 4 18 Launch 30 0/+6 - -
5BB 1700 - 100 85 P1 All 21 3 23 -7 4 18 Launch 36 12 - -
5BBB 1500 - 100 80 P1 High 21 Until L Total 58 -15 3*2 16 Launch 60 + GBounce 0/+3/+5 - -
  • Startup to hit standing Ragna is 24
  • Startup to hit crouching Ragna is 26, frame adv listed is based on this.
2B 1500 - 90 80 B All 11 3 21 -17 3 16 17 22 11 9-13 H -
2BB 1500 - 100 80 B - 13 3 32 -18 3 16 Launch 32 11/+0/+3 - -
5C 1500 - 100 100 B High 26 3 5+13L -4 3 16 - - 11 - -
2C 1500 - 90 80 F Low 14 3 29 -15 3 16 17 22 11 - -
2CC 1500 - 90 80 F Low 13 3 32 -18 3 16 Launch 32 11/+0/+3 - -
j.A 1500 - 80 80 H High 16 3 20 - 3 16 17 22 11 - -
j.AA 1500 - 80 80 H High 10 3 24 - 3 16 17 22 11 - -
j.B 1700 - 80 75 H All 21 2 Total Until L+6L - 4 18 Launch 30 0/+6 - -
j.BB 450*4 - 80 80 (Once) P1 All 20 X{(3)X}*3 Total Until L+20L - 2 13 14 28 3 9-15 All -
j.C 1700 - 80 85 H All 15 Until L 22 - 4 24 Launch 60 + Down 24 12 - -

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, 5 - Launch 60 + WBounce 60 0, 10 - -
  • 100% minimum damage: 0, 2000 (2000)
Trifurcate
Reversal Action
1200 - 80 60 (Once) B Air Unblockable 23 5,4*3 34+12L -35 4 18 Launch 60 2 1-26 All -
Air Trifurcate
Air Reversal Action
1200*4 - 80 60 (Once) H All 23 5,4*3 Until L+12L - 4 18 Launch 60 2 1-26 All -
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
A Interference
236A
2000 - 100 90 P1 All 16 3 Total 55 -14 5 20 Launch 60 + WBounce 0/+5 - -
B Interference
236B
2000 - 80 90 P1 All 37 3 Total 55 +3 5 20 Launch 60 0/+1 - -
Condensity Gloom
214A
500*8 - 80 80 (Once) P1 All 65 X{(3)X}*7 Total 42+12L - 2 13 14 25 0/+3 - -
Air Condensity Gloom
j.214A
500*8 - 80 80 (Once) P1 All 65 X{(3)X}*7 Total Until L+12L - 2 13 14 25 0/+3 - -
Aspersivity
214B
800*6 - 80 90 P1 All 55 Until Hit Total 67 +9 3 16 Launch 43 0/+5 - -
Air Aspersivity
j.214B
800*6 - 80 90 P1 All 55 Until Hit Total Until L+6L - 3 16 Launch 43 0/+5 - -

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
Pillar of Revenance
236C
1700, 2000 - 70, 63 90, 100 P1 Low 21 3 Total 59 -10 4 18 Launch 30, 60 + Down 44 0/+10 - -
Fallen Pain
214C
1700, 0 - 80 75 P1 High 23 Until L+2 Total 60 -12 4 18 25, Croumple 60 + Down 28 Stand 0/+3/+9, 0 - -
  • Startup to hit standing Ragna is 27, frame adv listed is based on this.
  • Startup to hit crouching Ragna is 30
Air Fallen Pain
j.214C
1700, 0 - 80 75 P1 High 33 Until L+2, 3 Total 62 - 4 18 25, Stagger 60 Stand 0/+3/+9, 0 - -

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
5A
650*4 - 70 80 (Once) B All (18)+18 2*4 32 -17 3 16 Launch 60 2*4, 12 - -
6P
Aspersivity
800*6 - 70 90 P1 All (18)+54 Until Hit Total (18)+66 +9 3 16 Launch 43 0/+5 - -
4P
UNI 5[C]
800*4 - 70 85 (Once) B All (18)+30 3*4 38 -22 4 18 Launch 60 + WBounce 5 - -

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
Impalement
236BC
450, 262*11, 7685 [450, 185*33, 7139] - 80 60 (Once) P2 All 11+9 5 Total 78 -40 4 18 Launch 150, 300*11 [*33], 300 + Down 24 12, 0/+1*11 [*33], 0/+20 1-24 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 90, 20*11, 1383 (1693)
  • [Minimum Damage 90, 14*33, 1142 (1694)]
Nail Torrent
214B+C
460*28 [460*35] - 60 80 (Once) P2 All 9+1 X{(2)X}*28 [X{(2)X}*35] Total 45 - 4 20 23 23 0/+2 1-8 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 79*28 (2212) [79*35 (2765)]
Air Nail Torrent
j.214B+C
460*28 [460*35] - 60 80 (Once) P2 All 9+1 X{(2)X}*28 [X{(2)X}*35] Total 45 - 4 20 23 23 0/+2 1-8 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 79*28 (2212) [79*35 (2765)]
Impalement
Distortion Skill Duo
250, 50*11, 1700 [250, 50*33, 1100] - 100 100 B All 1+1 5 43 -28 4 18 Launch 150, 300*11 [*33], 300 + Down 24 12, 0/+1*11 [*33], 0/+20 - -
  • 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
In The Darkness
222B+C
- - - - B All 1+9 3*5 Total: 102 -55 5 20 - - 0/+5 1-28 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A - - - Reverse Beat, Throw, Jump, Special, Super
5B - 5BB - Jump[-], Special, Super
5BB - 5BBB 5C Special, Super
5BBB - - 5C Special, Super
2B - 2BB - Reverse Beat, Jump[-], Special, Super
2BB - 5B - Special, Super
5C - - - -
2C - - 5C, 2CC Reverse Beat, Jump[-], Special, Super
2CC - 5B - 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.BB j.C Jump, Special, Super
j.BB - - j.C Jump, Special, Super
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[edit]

Navigation[edit]


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