BBTag/Hyde/Frame Data

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< BBTag‎ | Hyde
 Hyde

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
Hyde 17,000 4F 22F (1~7F Inv All)

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
5A 1000 All 7 2 18 -6 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5AA 1000 All 9 4 18 -8 B 100 75 CST(J)P 2 13 14 14 18 26 10 +0 +1
5AAA 1500×2 All 8 2(10)2 24 -9 B 100 70 CS(J)P 3 16 Launch 22 Launch 36 11 +0 +2
5AAAA 2000 All 11+Until Landing 2 30 -11 H 100 90 P 5 20 Launch 32 + Down 23 Launch 48 + Down 23 13 +0 +8
2A 1000 Low 7 2 16 -4 F 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 13 5 19 -7 B 100 80 CS(J)P 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 15 2 35 -16 B 100 90 CS(J)P 5 20 21 30 27 46 13 +0 +8
5BBB 1500 All 18 9 Total 53 -15 P1 80 80 CSP 3 16 Launch 32 Launch 46 0/+4 +8 +10
2B 1700 All 11 2 23 -6 B 5~12 H 90 85 CS(J)P 4 18 19 24 24 39 12 +0 +5
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 12 5 17 -3 F 90 75 CS(J)P 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1500 High 11 3 19 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 12 3 19 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1100×2 High 14 2,2 23 H 80 80 SJP 3 16 17 17 22 31 7 +0 +2
j.C 1000, 1700 All 9 3(14)6 21 H, P1 80 85 SP 4 18 19, Launch 19 + Down 23, 24 24, Launch 34 + Down 23, 39 12, 0/+12 +0, +12 +5, +17

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 Ground Throw 0, 2000 Throw 7-30 3 23 T 100 50 S 0, 4 Launch 60 0, 12
AD Red Clad Craver 680×7 Air Unblockable 10 5, 2×6 (42+)22L -47 B 1~28 All 80 60 4 18 Launch 52 Launch 67 12, 10, 3×5 +0 +5
j.AD Air Red Clad Craver 680×7 All 7 2×7 Until L+17 H 1~22 All 80 60 4 18 Launch 52 Launch 67 12, 10, 3×5 +0 +5

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 Black Orbiter 1500 All 14 Until Hit Total 46 -5 P1 80 80 P 3 16 17 24 22 38 0/+11 +11 +13
236B B Black Orbiter 1500 All 12 Until Hit Total 48 -9 P1 80 80 P 3 16 17 24 22 38 0/+11 +11 +13
236X > 236A Dark Lotus 800×3 All 17 3×2,8 Total 63 -12 P1 80 80 P 3 16 Launch 40 Launch 54 0/+2 +2 +4
236X > 236B Bend Sinister 2000 All 20 2 31 -12 H 100 90 P 5 20 Launch 32 + Down 23 Launch 48 + Down 23 13 +0 +8
214A A Vacant Shift 1100 All 15 4 16+7L -8 B 80 85 P 4 18 Launch 24 Launch 39 12 +0 +5
214B B Vacant Shift 1300 All 18 4 26+9L -20 B 80 85 P 4 18 Launch 24 Launch 39 12 +0 +5
j.214A Air A Vacant Shift 1100 All 12 4 Until L+9L H 80 85 P 4 18 Launch 24 Launch 39 12 +0 +5
j.214B Air B Vacant Shift 1300 All 12 4 Until L+9L H 80 85 P 4 18 Launch 24 Launch 39 12 +0 +5
214A/B > X Second 1100 [1300] All 13 3 Until L+15L H 64 100 P 4 18 Launch 28 Launch 43 12 +0 +5
214A/B > X > X Third 1700 All 15 4 Until L+18L H 80 75 P 4 18 Launch 60 + Down 28 Launch 75 + Down 28 12 +0 +5

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 Black Orbiter 750×5 All 11 Until Hit×5 Total 51 -17 P 80 80 P 3 16 Launch 24 Launch 38 0/+3 +3 +5
236X > 236C EX Bend Sinister 2500 All 24 2 23L -4 H 1~25 P 80 80 P 5 20 Launch 50 + GBounce Launch 66 + GBounce 13 +0 +8
214C EX Vacant Shift 800×5, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] 28+18L [21+18L] -23 B 80 90×6 P 5 20 Launch 60×5, 40 + Down 28 Launch 76×5, 56 + Down 28 13, 8×4, 14 +0 +8, +0×5
j.214C Air EX Vacant Shift 800×4, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] Until L+18L -23 B 80 90×5 P 5 20 Launch 60×5, 40 + Down 28 Launch 76×5, 56 + Down 28 13, 8×4, 14 +0 +8, +0×5

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 Pale Bringer 1700×2 All (18)+13 6 [(14)4(2)2(2)2] 23+17L -33 B 70 85×2 4 18 19, Launch 40 12, 0 +0
6P Black Orbiter 1000×3 All (18)+16 Until Hit Total: (18)+53 +9 P 70 80 3 16 Launch 40 0/+3 +3
4P Dark Lotus 800×3 All (18)+17 3,3,8 Total: (18)+63 -18 P1 70 80 3 16 Launch 60 0/+2 +2

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 Gyre Vortex 2000, 790×10
[2000, 510×20]
All 1+(62 Flash)+10 5,3×4,5,3,2×4
[5,3×4,5,3,1×4,3,1×4,3,1×4]
70 [73] -52 [-51] B, P3×10 [×20] 1~24 All 80 90, 96×10
[90, 98×20]
5 20 Launch 40, 100×10 [×20] Launch 56, 116×10 [×20] 13, 0/+4×5, 0×2, 0/+2, 0, 0/+2
[13, 0/+4×5, 0, {0, 0/+2}×7]
+0, +4×5, +0×2, +2, +0, +2
[+0, +4×5, +0, {+0, +2}×7]
+8, +4×5, +0×2, +2, +0, +2
[+8, +4×5, +0, {+0, +2}×7]
214BC Pale Bringer Arose 1700, 50×N, 960×8
[1700, 50×N, 600×13, 2150]
All 6+(60 Flash)+3 15,5(2)2,2(2)2(2)2 31+26L -43 B 1~28 All 80 100, 100×N, 60 4 18 Crumple×(N+1), Launch×5 [×14] Stand×(N+1), 60×7 [×13], 60 + Down 23 Crumple×(N+1), Launch×5 [×14] Stand×(N+1), 75×7 [×13], 75 + Down 23 12, 8, 0×4 12, 0×N, 20, 0×7, 12
[12, 0×N, 20, 0×12, 20]
+5
Distortion Skill Duo Gyre Vortex 600, 140×10 [700, 90×20] All 1+(89 Flash)+1 5,3×4,5,3,2×4
[5,3×4,5,{3,1×4}×3]
58 [67] -38 [-53] B, P3×10 [×20] 1~20 All 100 100, 96×10 [×20] 5 20 Launch 40, 100×10 [×20] Launch 56, 116×10 [×20] 13, 0/+4×5, 0×2, 0/+2, 0, 0/+2
[13, 0/+4×5, 0, {0, 0/+2}×7]
+0, +4×5, +0×2, +2, +0, +2
[+0, +4×5, +0, {+0, +2}×7]
+8, +4×5, +0×2, +2, +0, +2
[+8, +4×5, +0, {+0, +2}×7]

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 Raging Roar All 1+(90 Flash)+19 6 39 -24 B 1~25 All 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Hyde 5A.pngGuardAllStartup7Recovery18Advantage-6 5AA - 5C Reverse Beat, Throw, Jump, Special
5AABBTag Hyde 5AA.pngGuardAllStartup9Recovery18Advantage-8 5AAA - 5C Reverse Beat, Throw, Jump[-], Special
5AAABBTag Hyde 5AAA.pngGuardAllStartup8Recovery24Advantage-9 5AAAA - 5C Reverse Beat, Jump[-], Special
5AAAABBTag Hyde 5AAAA.pngGuardAllStartup11+Until LandingRecovery30Advantage-11 - - - -
2ABBTag Hyde 2A.pngGuardLowStartup7Recovery16Advantage-4[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special
5BBBTag Hyde 5B.pngGuardAllStartup13Recovery19Advantage-7 - 5BB 5C Reverse Beat, Jump[-], Special
5BBBBTag Hyde 5BB.pngGuardAllStartup15Recovery35Advantage-16 - 5BBB 5C Reverse Beat, Jump[-], Special
5BBBBBTag Hyde 5BBB.pngGuardAllStartup18RecoveryTotal 53Advantage-15 - - 5C -
2BBBTag Hyde 2B.pngGuardAllStartup11Recovery23Advantage-6 - - 5C Reverse Beat, Jump[-], Special
5CBBTag Hyde 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Hyde 2C.pngGuardLowStartup12Recovery17Advantage-3 - - - Reverse Beat, Jump[-], Special
Air Revolver Action Table
A B C Cancel
j.ABBTag Hyde jA.pngGuardHighStartup11Recovery19Advantage- j.AA - - Reverse Beat, Jump, Special
j.AABBTag Hyde jAA.pngGuardHighStartup12Recovery19Advantage- - - - Reverse Beat, Jump, Special
j.BBBTag Hyde jB.pngGuardHighStartup14Recovery23Advantage- - - - Reverse Beat, Jump, Special
j.CBBTag Hyde jC.pngGuardAllStartup9Recovery21Advantage- - - - -
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation

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To edit frame data, edit values in BBTag/Hyde/Data.
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Under Night In-Birth

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