BBTag/Merkava/Frame Data

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System Data


Normal Moves

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.C
  • Advantage based on immediate j.C; Lowest possible j.C hit is -3

Universal Mechanics

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
Ground Throw
  • Minimum Damage 100% (2000)
I, Penetrate the Clear Skies
Reversal Action
  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
Air I, Penetrate the Clear Skies
Air Reversal Action
Cross Burst Attack

Skills

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
I, Drill Through A
236A
I, Drill Through B
236B
I, Capture and Devour A
214A
  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff
I, Capture and Devour B
214B
  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 18 frames recovery on whiff
I, Breath Out A
j.214A
  • 8f forced landing recovery; Advantage based on lowest possible use
I, Breath Out B
j.214B
  • 4f forced landing recovery; Advantage based on lowest possible use
I, Soar the Sky
j.66

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 Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
I, Drill Through EX
236C
I, Capture and Devour EX
214C
  • Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff
I, Breath Out EX
j.214C
  • 4f forced landing recovery; Advantage based on lowest possible use

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.
Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
5P
I, Drill Through
6P
I, Breath Out
4P
5A

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 Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
I, Resentfully Rage
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 93*20 (1860) [83*25 (2075)]
I, Frolic
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
Air I, Frolic
j.214B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
I, Resentfully Rage
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

Astral Heat

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Hitstop Invul Hitbox
I, Overrun
222B+C
  • Minimum damage 100% (49000)

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA[-] - - Special, Super
5AAAA - - - -
2A[2] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation


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System Explanations

HUDControlsFrame Data & System DataPatch Notes


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