BBTag/Labrys/Frame Data

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< BBTag‎ | Labrys
 Labrys

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
Labrys 17,000 4F 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

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 1200 All 7 6 16 -8 B 100 75 2 13 14 14 18 26 10 +0 +1
4AA 1500 All 11 3 22 -8 B 100 80 3 16 17 17 22 31 11 +0 +2
4AAA 1700 All 12 4 25 -10 B 100 75 4 18 Launch 30 Launch 45 12 +0 +5
4AAAA 1000×3 All 12 3(6)3(10)6 24 -11 H 100 85×3 4 18 19×2, Launch 19 + Down 23 24×2, Launch 34 + Down 23 7×2, 12 +0 +5
5A 1500 All 9 2 23 -8 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 10 6 16 -5 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 16 4 23 -8 B 100 85 4 18 19 30 24 45 12 +0 +5
5AAAA 1000×3 All 12 3(6)3(10)6 24 -11 H 100 85×3 4 18 19×2, Launch 19 + Down 23 24×2, Launch 34 + Down 23 7×2, 12 +0 +5
2A 1000 Low 8 2 14 -2 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 750×4 All 27 4,4,6,6 Total: 66 -5 P1 100 70 3 16 20 20 25 34 0/+2 +2 +4
5BB 1000×3 All 21 P(12)P(12)P Total: 71 0 P1 100 85 4 18 25 25 30 45 0/+5 +5 +10
2B 800×3 All 16 3×3 35 -7 P1 8~31 H 100 70 3 16 Launch 24 Launch 38 0/+11 +11 +13
5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 15 3 24 -8 F 90 85 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1200 High 9 6 16 H 80 75 2 13 14 17 18 29 10 +0 +1
j.AA 1500 High 9 5 22 H 80 80 3 16 17 19 22 33 11 +0 +2
j.B 1500 High 16 4 14 H 80 80 3 16 17 19 22 33 11 +0 +2
j.BB 1500 High 9 5 22 H 80 80 3 16 17 19 22 33 11 +0 +2
j.C 800×3 All 13 6×3 33 P1 80 80 3 16 17 21 22 35 0/+6 +6 +8

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 0×2, 2000 Throw 7~30 3 23 T 100 50 0, 1, 4 Launch 50 + Down 43 0, 9, 12
AD 5th Gen Axe Slash 2500 Air Unblockable 24 4 48 -33 B 1~27 Guard All 80 60 4 18 Launch 60 Launch 75 12 +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 Chain Knuckle 1500 All 17 5 21~25 -5~-10 B 80 80 3 16 Launch 30 Launch 44 11 +0 +0
236B B Chain Knuckle 1500 All 25 7 21~27 -5~-11 B 80 80 3 16 Launch 30 Launch 44 11 +0 +0
236B > 6 Winch Dash 21~27
236B > 6 > 4 Brake 16
236B > 6 > A A Followup Attack 1700 High 20 6 34 -21 H 80 85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
236B > 6 > B B Followup Attack 1700 Low 12 3 20 -4 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
214A A Guillotine Axe 2000 High 23 5 26 -10 B 80 80 5 20 Launch 60 + Down 23 Launch 76 + Down 23 15 +0 +8
214B B Guillotine Axe 2400 High 36 5 26 -6 B 80 80 5 24 Launch 60 + GBounce + Down 23 Launch 76 + GBounce + Down 23 15 +0 +8
j.214A A Aerial Guillotine 1000×3 All 12 2(4)Until L,6 28 -6 H*2, P1 80 80 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
j.214B B Aerial Guillotine 1100×3 All 23 3(6)Until L,6 28 -3 H*2, P 80 85 4 18 19×2, Launch 40 + Down 23×2, 40 24×2, Launch 55 + Down 23×2, 40 6 +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 Chain Knuckle 1500 All 17 7 21~27 -5~-11 B 4~(8F Before End) P 80 80 3 16 Launch 30 Launch 44 11 +0 +0
236B > 6 > C EX Followup Attack 2000 All 11 4 21 -4 B 80 80 5 20 Launch 60 Launch 76 13 +0 +8
214C EX Guillotine Axe 500, 4500 All, High 11 4(8)5 21 -1 B 100, 80 90 5 24 21, Launch 60, 60 + Down 23 27, Launch 76, 76 + Down 23 7, 15 +0 +8
j.214C EX Aerial Guillotine 1200×3 All 12 2(4)Until L, 6 24 +4 H*2, P1 80 90 5 20 21 40 + Down 23 27 56 + Down 23 6×2, 0/+13 +0×2, +13 +8×2, +21

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 EX Followup Attack 1700 All (18)+13~21 2 33 -16 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5
6P Weaver's Art: Orb 1500 All (18)+67 Total: (18)+113 -30 P1 70 80 3 16 Launch 40 Launch 54 0 +26 +26
4P 4AAA 1700 All (18)+11 3 33 -17 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5

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 Weaver's Art: Beast 1000, 4700×2
[1000, 1550×9]
All 4+(55 Flash)+16 12 <(8)6,24>
<[(8)6,3×8]>
29+30L -68 P2, B*2 [×9] 1~31 All 80 60 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,
214BC Brutal Impact 6000 [7000] All 22+(58 Flash)+3~119 6 76 -61 B 1~(30~146) Guard HBFP 100 90 5 20 Launch 100 + Down 23 Launch 116 + Down 23 30 +0 +8
Distortion Skill Duo Brutal Impact 2000 [2500] All 1+(90 Flash)+1 6 58 -43 B 1~7 All 100 100 5 20 Launch 100 Launch 116 30 +0 +8

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 Weaver's Art: Inquisition All 7+(68 Flash)+14 15 Total: 112 -66 P 1~40 All 5 20 0/+5

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Labrys 4A.pngGuardAllStartup7Recovery16Advantage-8[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Labrys 4AA.pngGuardAllStartup11Recovery22Advantage-8 4AAA, 5A 5B, 2B 5C, 2C Throw, Special, Super
4AAABBTag Labrys 4AAA.pngGuardAllStartup12Recovery25Advantage-10 4AAAA 5B, 2B 5C, 2C Special, Super
4AAAABBTag Labrys 4AAAA.pngGuardAllStartup12Recovery24Advantage-11 - - - -
5ABBTag Labrys 5A.pngGuardAllStartup9Recovery23Advantage-8 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AABBTag Labrys 5AA.pngGuardAllStartup10Recovery16Advantage-5 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAABBTag Labrys 5AAA.pngGuardAllStartup16Recovery23Advantage-8 5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAABBTag Labrys 4AAAA.pngGuardAllStartup12Recovery24Advantage-11 - - - -
2ABBTag Labrys 2A.pngGuardLowStartup8Recovery14Advantage-2[3*] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Labrys 5B.pngGuardAllStartup27RecoveryTotal: 66Advantage-5 - 5BB, 2B 5C, 2C Special, Super
5BBBBTag Labrys 5BB.pngGuardAllStartup21RecoveryTotal: 71Advantage0 - 2B 5C, 2C Special, Super
2BBBTag Labrys 2B.pngGuardAllStartup16Recovery35Advantage-7 - 5B 5C, 2C Jump[-], Special, Super
5CBBTag Labrys 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Labrys 2C.pngGuardLowStartup15Recovery24Advantage-8 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Labrys jA.pngGuardHighStartup9Recovery16Advantage- j.AA j.B j.C Jump, Special, Super
j.BBBTag Labrys jB.pngGuardHighStartup16Recovery14Advantage- j.AA j.BB j.C Jump, Special, Super
j.AA and j.BBBBTag Labrys jAA.pngGuardHighStartup9Recovery22Advantage- - - j.C Jump, Special, Super
j.CBBTag Labrys jC.pngGuardAllStartup13Recovery33Advantage- - - - 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
  • 4A and 2A are tied together - they 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

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To edit frame data, edit values in BBTag/Labrys/Data.
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