BBTag/Labrys/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

23F (1-7F Inv All)

  • Attacks that use her axe gain extra damage depending on her Axe Gauge (except 2A, 5C, 2C, and Throw).
Axe Gauge
Level All Other Axe Attacks Weaver's Art: Beast (236BC) Brutal Impact (214BC)
Level 1 (Gray) -10% -10% -10%
Level 2 (Blue) -5% -5% -5%
Level 3 (Green) +0% +0% +0%
Level 4 (Yellow) +20% +44% +30%
Level 5 (Red) +50% +125% +100%


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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1200 - 100 75 B All 7 6 16 -8 2 13 14 14 18 26 10 +0 +1 - -
4AA 1500 - 100 80 B All 11 3 22 -8 3 16 17 17 22 31 11 +0 +2 - -
4AAA 1700 - 100 75 B All 12 4 25 -10 4 18 Launch 30 Launch 45 12 +0 +5 - -
5A 1500 - 100 80 B All 9 2 23 -8 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 - 100 80 B All 10 6 16 -5 3 16 17 17 22 31 11 +0 +2 - -
5AAA 1700 - 100 85 B All 16 4 23 -8 4 18 19 30 24 45 12 +0 +5 - -
5AAAA
4AAAA
1000*3 - 100 85 H All 12 3(6)3(10)6 24 -11 4 18 19*2, Launch 19 + Down 23 24*2, Launch 34 + Down 23 7*2, 12 +0 +5 - -
2A 1000 - 90 75 F Low 8 2 14 -2 2 13 14 14 18 26 10 +0 +1 - -
5B 750*4 - 100 70 (Once) P1 All 27 4,4,6,6 Total: 66 -5 3 16 20 20 25 34 0/+2 +2 +4 - -
5BB 1000*3 - 100 85 (Once) P1 All 21 X(12)X(12)X Total: 71 0 4 18 25 25 30 45 0/+5 +5 +10 - -
  • Each hit is active for 40F
2B 800*3 - 100 70 (Once) P1 All 16 3*3 35 -7 3 16 Launch 24 - - 0/+11/+11 - - 8-31 H -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 - 90 85 F Low 15 3 24 -8 4 18 Launch 30 Launch 45 12 +0 +5 - -
j.A 1200 - 80 75 H High 9 6 16 - 2 13 14 17 18 29 10 +0 +1 - -
j.B 1500 - 80 80 H High 16 4 14 - 3 16 17 19 22 33 11 +0 +2 - -
j.AA
and j.BB
1500 - 80 80 H High 9 5 22 - 3 16 17 19 22 33 11 +0 +2 - -
j.C 800*3 - 80 80 (Once) P1 All 13 6*3 33 - 3 16 17 21 22 35 0/+6 +6 +8 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0*2, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0, 1, 4 - Launch 50 + Down 43 - - - 0, 9, 12 - - -
5th Gen Axe Slash
Reversal Action
2500 - 80 60 B Air Unblockable 24 4 48 -33 4 18 Launch 60 Launch 75 12 +0 +5 1-27 Guard All -
  • On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Chain Knuckle A
236A
1500 - 80 80 B All 17 5 21~25 -5~-10 3 16 Launch 30 Launch 44 11 +0 +0 - -
Chain Knuckle B
236B
1500 - 80 80 B All 25 7 21~27 -5~-11 3 16 Launch 30 Launch 44 11 +0 +0 - -
Winch Dash
Chain Knuckle B > 6
- - - - - - - - 21~27 - - - - - - - - - - 1-5~11 P -
Brake
Winch Dash > 4
- - - - - - - - 16 - - - - - - - - - - 1-2 P -
Follow Up A
Winch Dash > A
1700 - 80 85 H High 20 6 34 -21 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 - -
Follow Up B
Winch Dash > B
1700 - 90 85 F Low 12 3 20 -4 4 18 Launch 40 Launch 55 12 +0 +5 - -
Guillotine Axe A
214A
2000 - 80 80 B High 23 5 26 -10 5 20 Launch 60 + Down 23 Launch 76 + Down 23 15 +0 +8 - -
Guillotine Axe B
214B
2400 - 80 80 B High 36 5 26 -6 5 24 Launch 60 + GBounce + Down 23 Launch 76 + GBounce + Down 23 15 +0 +8 - -
Aerial Guillotine A
j.214A
1000*3 - 80 80 (Once) H*2, P1 All 12 2(4)Until L,6 28 -6 3 16 17*2, Launch 40 + Down 23*2, 40 22*2, Launch 54 + Down 23*2, 54 6, 11, 0/+11 +0*2, +11 +2*2, +13 - -
Aerial Guillotine B
j.214B
1100*3 - 80 85 (Once) H*2, P All 23 3(6)Until L,6 28 -3 4 18 19*2, Launch 40 + Down 23*2, 40 24*2, Launch 55 + Down 23*2, 40 6 +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Chain Knuckle EX
236C
1500 - 80 80 B All 17 7 21~27 -5~-11 3 16 Launch 30 Launch 44 11 +0 +0 4-8F before End P -
Followup Attack EX
Winch Dash > C
2000 - 80 80 B All 11 4 21 -4 5 20 Launch 60 Launch 76 13 +0 +8 - -
Guillotine Axe EX
214C
500, 3000 - 100, 80 90 B All, High 11 4(8)5 21 -1 5 24 21, Launch 60, 60 + Down 23 27, Launch 76, 76 + Down 23 7, 15 +0 +8 - -
Aerial Guillotine EX
j.214C
1200*3 - 80 90 (Once) H*2, P1 All 12 2(4)Until L, 6 24 +4 5 20 21 40 + Down 23 27 56 + Down 23 6*2, 0/+13 +0*2, +13 +8*2, +21 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Followup Attack EX
1700 - 70 85 B All (18)+13~21 2 33 -16 4 18 Launch 60 Launch 75 12 +0 +5 - -
6P
Weaver's Art: Orb
1500 - 70 80 P All (18)+67 - Total: (18)+113 -30 3 16 Launch 40 Launch 54 0 +26 +26 - -
4P
4AAA
1700 - 70 85 B All (18)+11 3 33 -17 4 18 Launch 60 Launch 75 12 +0 +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Weaver's Art: Beast
236B+C
1000, 4700*2
[1000, 1550*9]
- 80 60 (Once) P2, B*2 [*9] All 4+(55 Flash)+16 12 <(8)6,24>
<[(8)6,3*8]>
29+30L -68 5 20 Launch 100, 100 + Down 53*2 [*9] Launch 116, 116 + Down 53*2 [*9] 0/+20, 20*2
[0/+45, 6, 3*8]
+0 +0, 1-End of Active All -
  • Values in [] are for Enhanced version
  • If only airborne hits hit, then base damage is 2500*2 [1150*9]
  • On hit, consumes all Axe Gauge (not on block)
  • Minimum Damage: 200, 470*2 (1140) [200, 155*9 (1595)]
Brutal Impact
214B+C
6000 [7000] - 100 90 B All 22+(58 Flash)+3~119 6 76 -61 5 20 Launch 100 + Down 23 Launch 116 + Down 23 30 +0 +8 1-End of Active Guard HBFP -
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged
  • Charged version increases damage to 10000 [15000]
  • Minimum Damage: 1200 [1400]
  • When charged Minimum Damage: 2000 [3000]
Brutal Impact
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+(90 Flash)+1 6 58 -43 5 20 Launch 100 Launch 116 30 +0 +8 1-7 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Weaver's Art: Inquisition
222B+C
- - - - P All 7+(68 Flash)+14 15 Total: 112 -66 5 20 - - - - 0/+5 - - 1-40 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Special, Super
4AAA 4AAAA 5B, 2B 5C, 2C Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B - 5B 5C, 2C Jump[-], 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.B j.AA j.BB j.C Jump, Special, Super
j.AA and j.BB - - j.C Jump, Special, Super
j.C - - - Special, Super
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
  • 4A and 2A can be used a combined total of 3 times per string
  • Cancels for 5B and 5BB are on the final hit of each attack

Sources[edit]

Navigation[edit]


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