Difference between revisions of "BBTag/Kanji Tatsumi/Frame Data"

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(Universal Mechanics)
(Skills)
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  |version=A Cruel Attack |subtitle=236A
 
  |version=A Cruel Attack |subtitle=236A
 
  |damage=1300*2  |level= |attribute=H |guard=All
 
  |damage=1300*2  |level= |attribute=H |guard=All
  |P1=80 |P2=85 (once) |cancel=P
+
  |p1=80 |p2=85 (once) |cancel=P
 
  |startup=17 |active= |recovery= |frameAdv=-1
 
  |startup=17 |active= |recovery= |frameAdv=-1
 
  |blockstun= |groundHit= |aiHit=
 
  |blockstun= |groundHit= |aiHit=
Line 225: Line 225:
 
  |version=B Cruel Attack |subtitle=236B
 
  |version=B Cruel Attack |subtitle=236B
 
  |damage=1500*2 |level= |attribute=H |guard=All
 
  |damage=1500*2 |level= |attribute=H |guard=All
  |P1=80 |P2=85 (once) |cancel=P
+
  |p1=80 |p2=85 (once) |cancel=P
 
  |startup=30 |active= |recovery= |frameAdv=+6
 
  |startup=30 |active= |recovery= |frameAdv=+6
 
  |blockstun= |groundHit= |aiHit=
 
  |blockstun= |groundHit= |aiHit=
Line 234: Line 234:
 
  |version=This'll Hurt! |subtitle=214A
 
  |version=This'll Hurt! |subtitle=214A
 
  |damage=0, 500, 2000, 100*6 |level= |attribute=T |guard=Throw
 
  |damage=0, 500, 2000, 100*6 |level= |attribute=T |guard=Throw
  |P1=100 |P2=50 (once) |cancel=(S)*
+
  |p1=100 |p2=50 (once) |cancel=(S)*
 
  |startup=7 |active= |recovery= |frameAdv=  
 
  |startup=7 |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 243: Line 243:
 
  |version=Gotcha! |subtitle=214B
 
  |version=Gotcha! |subtitle=214B
 
  |damage=0*2, 550*9 |level= |attribute=B |guard=Air Unblockable*
 
  |damage=0*2, 550*9 |level= |attribute=B |guard=Air Unblockable*
  |P1=80 |P2=100*2, 60 (once) |cancel=(S)*
+
  |p1=80 |p2=100*2, 60 (once) |cancel=(S)*
 
  |startup=13 |active= |recovery= |frameAdv=  
 
  |startup=13 |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
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  |version=A Bet Ya Can't Take This!|subtitle=j.214A
 
  |version=A Bet Ya Can't Take This!|subtitle=j.214A
 
  |damage=0, 400*2, 1600 |level= |attribute=T |guard=Throw*
 
  |damage=0, 400*2, 1600 |level= |attribute=T |guard=Throw*
  |P1=100 |P2=100*3, 50 |cancel=(S)*
+
  |p1=100 |p2=100*3, 50 |cancel=(S)*
 
  |startup=26 |active= |recovery= |frameAdv=  
 
  |startup=26 |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |aiHit=
 
  |blockstun= |groundHit= |aiHit=
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  |version=B Bet Ya Can't Take This!|subtitle=j.214B
 
  |version=B Bet Ya Can't Take This!|subtitle=j.214B
 
  |damage=0, 400*4, 1600 |level= |attribute=T |guard=Throw*
 
  |damage=0, 400*4, 1600 |level= |attribute=T |guard=Throw*
  |P1=100 |P2=100*5, 50 |cancel=(S)
+
  |p1=100 |p2=100*5, 50 |cancel=(S)
 
  |startup=28 |active= |recovery= |frameAdv=  
 
  |startup=28 |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |aiHit=
 
  |blockstun= |groundHit= |aiHit=
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  |version=Additional Cruel Attack |subtitle=A/B/C after certain moves
 
  |version=Additional Cruel Attack |subtitle=A/B/C after certain moves
 
  |damage=1200 |level= |attribute=B |guard=
 
  |damage=1200 |level= |attribute=B |guard=
  |P1=- |P2=80 |cancel=(P)*
+
  |p1=- |p2=80 |cancel=(P)*
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |aiHit=
 
  |blockstun= |groundHit= |aiHit=

Revision as of 08:06, 8 November 2018

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

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
1000 CSTJP 100 75 B All 6 - - -6 - - - - - - - 1500 CSTJP 100 80 B All - - - -3 - - - - - - - 0, 1500, 0, 1500 S(P)* 100 100, 85, 100, 85 B All - - - -9 - - - - - - - 2400 P 100 90 B All - - - -6 - - - - - - - 1500 CSTP 100 80 B All 11 - - +1 - - - - - - - 1500 CSTJP 100 80 B All - - - 0 - - - - - - - 2000 CSP 100 90 B All - - - -11 - - - - - - - 2400 P 100 90 B All - - - -6 - - - - - - - 1500 CSTP 90 80 F Low 8 - - 0 - - - - - - - 2000 CSP 90 80 B All 20 - - -12 - - - - - - - 2000 CSP 90 80 B All - - - -1 - - - - - - - 1700 CSP 90 85 B All 18 - - -15 - - - - - - - 800+ - - - B High 22 - - -10 - - - - - - - 1700 (S)*P 90 85 F Low 13 - - -20 - - - - - - - 1500 JSP 80 80 H High 10 - - - - - - - - - - 1700 JSP 80 85 H High - - - - - - - - - - - 1700 JSP 80 85 H High 16 - - - - - - - - - - 2000 P 80 90 H All 22 - - - - - - - - - -

Universal Mechanics

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
0, 2000 S 100 50 (once) T Throw 20 - - - - - - - - - - 2200 - 80 60 B Air Unblockable 13 - - -34 - - - - - - - 1000 - - - H All - - - - - - - - - - -

Skills

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
1300*2 P 80 85 (once) H All 17 - - -1 - - - - - - - 1500*2 P 80 85 (once) H All 30 - - +6 - - - - - - - 0, 500, 2000, 100*6 (S)* 100 50 (once) T Throw 7 - - - - - - - - - - 0*2, 550*9 (S)* 80 100*2, 60 (once) B Air Unblockable* 13 - - - - - - - - - - 0, 400*2, 1600 (S)* 100 100*3, 50 T Throw* 26 - - - - - - - - - - 0, 400*4, 1600 (S) 100 100*5, 50 T Throw* 28 - - - - - - - - - - 1200 (P)* - 80 B - - - - - - - - - - - -

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)
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
- - - - - - 28 - - +3 - - - - - - - - - - - - - 12 - - - - - - - - - - - - - - - - 19 - - - - - - - - - -

Partner Skills

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
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Distortion Skills

  • 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
- - - - - - 4+6 - - -31 - - - - - - - - - - - - - 6+0 - - - - - - - - - -

Astral Heat

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
- - - - - - - - - - - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA[-] - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA - 5C, 2C Special, Super
5AAAA - - - -
2A 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B - 5B 5C, 2C 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 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
  • When canceling for 4AAA on hit, all cancels are only on last hit

Sources


Template:CharLinks-BBTag

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