BBTag/Merkava/Frame Data

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< BBTag‎ | Merkava
 Merkava

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
Merkava 17,000 6F 37F (1~7F Inv All) Flight
Glide

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 1500 All 10 5 24 -12 B 7~11 H 90 80 CSTJP 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
5AA 1500 All 8 4 20 -7 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5AAA 1500, 500×4 All 8 3 29 -15 B 100 70 S(J)P 3 16 Launch 60 11 11, 1×4 +2
5AAAA 2400 All 18 6 29 -14 B 100 90 P 5 20 Launch 60 Launch 76 13 +0 +8
2A 1000 All 7 3(6)2 14 -2 F 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 13 2 22 -7 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5BB 1500 All 15 5 23 -11 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5BBB 1700 All 17 2 29 -12 B 100 85 CST(J)P 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
2B 1500×2 Low 13 2(6)4 16 -3 F 90 80×2 CST(J)P 3 16 17 17 22 31 11 +0 +2
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1300×2 Low, All 12 7(14)3 24 -8 F 90 75 CS(J)P 4 18 Launch 22 Launch 37 12 +0 +5
j.A 1500 High 10 2, 1 27 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 9 2 17 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1700 High 15 4 Until L+7L H 80 85 SJP 4 18 19 22 24 37 12 +0 +5
j.C 1700 High 14 Until landing 22L -3~-7 H 80 85 SP 4 18 Down 23 40 Down 23 55 12 +0 +5

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, 500×4 Throw 7-30 3 23 T 100 50 S 0, 4×4 Launch 60 + Down 33 0, 1×4
AD I, Penetrate the Clear Skies 500×10 Air Unblockable 11 2×10 26L -19 B 1~20 All 80 60 4 18 Launch 40 Launch 55 4 +0 +5
j.AD Air I, Penetrate the Clear Skies 800×5 All 12 2×5 30L H 1~21 All 80 60 4 18 Launch 40 Launch 55 4 +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 I, Drill Through 400×8 All 13 2×8 19 -4 B 80 80 P 3 16 Launch 60 Launch 74 2 +0 +2
236B B I, Drill Through 450×8 All 17 2×8 31 -16 B 80 80 P 3 16 Launch 60 Launch 74 2 +0 +2
214A A I, Capture and Devour 1000, 0, 500×3 All 15 2-16* 26-31/54* -8 ~ -13 B 80 85 P 4 18 Launch 60 12 12, 0, 2×2, 12
214B B I, Capture and Devour 1000, 0, 500×3 All 15 2-16* 20-25/43* -2 ~ -7 B 80 85 P 4 18 Launch 60 12 12, 0, 2×2, 12
j.214A A I, Breath Out 1500 All 19 Until Hit Total: 49+8L -8 P1 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13
j.214B B I, Breath Out 1500 All 23 Until Hit Total: 53+4L -5 P1 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13
j.66 I, Soar the Sky (Forward) 1500 All 20 24 11 H 80 80 SP 4 18 19 30 24 45 12 +0 +5
j.44 I, Soar the Sky (Backward) 1500 All 25 16 11 H 80 80 SP 4 18 19 30 24 45 12 +0 +5
j.8 I, Spring to the Sky

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 I, Drill Through 350×16 All 13 2×16 25 -10 B 80 80 P 3 16 Launch 60 Launch 74 2 +0 +2
214C EX I, Capture and Devour 1000, 0, 500×5 All 15 1-8* 26-31/54* -8 ~ -13 B 80 85 P 4 18 Launch 60 12 12, 0, 2×4, 12
j.214C EX I, Breath Out 1500×3 All 22 Until Hit Total: 42+4L +20 P1 80 80×3 P 3 16 Launch 40 Launch 54 0/+11 +11 +13

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 I, Drill Through 550×6 All (18)+13 1×6 31 -15 B 70 80 P 3 16 Launch 80 4/-1 -1
6P I, Breath Out 1500×3 All (18)+36 Until hit Total: (18)+75+16L P 70 80×3 P 3 16 Launch 40 0/+11 +11
4P 5A 1500 All (18)+12 5 24 -12 B 70 80 P 3 16 Launch 17 + Down 37 11 +0

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 I, Resentfully Rage 670×20
[640×25]
All 1+(60 Flash)+11 4×20 [4×25] 54 -37 B 1~22 All 80 60 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +0 +8
214BC I, Frolic 1000, 0, 400×5, 1500, 3100
[1000, 0, 400×5, 1000×3, 3200]
All 1+(24 Flash)+10 12 39L -32 H 1~12 All 80 100×8 [×10], 60 4 18 Launch 100 4 4, 0, 1×5, 16, 21
[4, 0, 1×5, 16×3, 21]
j.214BC Air I, Frolic 1000, 0, 400×5, 1500, 3100
[1000, 0, 400×5, 1000×3, 3200]
All 1+(24 Flash)+10 Until L 25L H 1~12 All 80 100×8 [×10], 60 4 18 Launch 100 4 4, 0, 1×5, 16, 21
[4, 0, 1×5, 16×3, 21]
Distortion Skill Duo I, Resentfully Rage 100×20
[100×25]
All 1+(96 Flash)+1 4×20 [4×25] 54 -37 B 1~13 All 100 100 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +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 I, Overrun 6666, 0×6, 42334 All 1+(76 Flash)+10 4 34 -17 B 1~14 All 100 90 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Merkava 5A.pngGuardAllStartup10Recovery24Advantage-12 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Merkava 5AA.pngGuardAllStartup8Recovery20Advantage-7 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Merkava 5AAA.pngGuardAllStartup8Recovery29Advantage-15 5AAAA[-] - - Special, Super
5AAAABBTag Merkava 5AAAA.pngGuardAllStartup18Recovery29Advantage-14 - - - -
2ABBTag Merkava 2A.pngGuardAllStartup7Recovery14Advantage-2[2] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Merkava 5B.pngGuardAllStartup13Recovery22Advantage-7 - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Merkava 5BB.pngGuardAllStartup15Recovery23Advantage-11 - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Merkava 5BBB.pngGuardAllStartup17Recovery29Advantage-12 - - 5C Reverse Beat, Jump[-], Special, Super
2BBBTag Merkava 2B.pngGuardLowStartup13Recovery16Advantage-3 - - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Merkava 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Merkava 2C.pngGuardLow, AllStartup12Recovery24Advantage-8 - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Merkava jA.pngGuardHighStartup10Recovery27Advantage- j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Merkava jAA.pngGuardHighStartup9Recovery17Advantage- - - - Reverse Beat, Jump, Special, Super
j.BBBTag Merkava jB.pngGuardHighStartup15RecoveryUntil L+7LAdvantage- - - - Reverse Beat, Jump, Special, Super
j.CBBTag Merkava jC.pngGuardHighStartup14Recovery22LAdvantage-3~-7 - - - 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

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