Difference between revisions of "BBTag/Naoto Shirogane/Frame Data"

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(System Data)
(Normal Moves)
(12 intermediate revisions by the same user not shown)
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==[[BBTag/Frame Data|System Data]]==
 
==[[BBTag/Frame Data|System Data]]==
 
{{#lsth:BBTag/Naoto Shirogane/Data|SystemData}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|SystemData}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
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{{AttackVersion|name=4AAA|subtitle=}}
 
{{AttackVersion|name=4AAA|subtitle=}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|4AAA Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|4AAA Full}}
|-
 
{{AttackVersion|name=4AAAA|subtitle=}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|4AAAA Full}}
 
 
|-
 
|-
 
{{AttackVersion|name=5A|subtitle=}}
 
{{AttackVersion|name=5A|subtitle=}}
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{{#lsth:BBTag/Naoto Shirogane/Data|5AAA Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|5AAA Full}}
 
|-
 
|-
{{AttackVersion|name=5AAAA|subtitle=}}
+
{{AttackVersion|name=5AAAA|subtitle=and 4AAAA}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|5AAAA Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|5AAAA Full}}
 
|-
 
|-
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{{AttackVersion|name=5BB|subtitle=}}
 
{{AttackVersion|name=5BB|subtitle=}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|5BB Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|5BB Full}}
 +
|-
 +
{{AttackVersion|name=5BBB|subtitle=}}
 +
{{#lsth:BBTag/Naoto Shirogane/Data|5BBB Full}}
 
|-
 
|-
 
{{AttackVersion|name=2B|subtitle=}}
 
{{AttackVersion|name=2B|subtitle=}}
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{{#lsth:BBTag/Naoto Shirogane/Data|AD Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|AD Full}}
 
|-
 
|-
{{AttackVersion|name=Shield of Justice (Attack)|subtitle=Reversal Action}}
+
{{AttackVersion|name=Shield of Justice (Near Attack)|subtitle=Reversal Action}}
{{#lsth:BBTag/Naoto Shirogane/Data|AD Attack Full}}
+
{{#lsth:BBTag/Naoto Shirogane/Data|AD Attack Near Full}}
 +
|-
 +
{{AttackVersion|name=Shield of Justice (Far Attack)|subtitle=Reversal Action}}
 +
{{#lsth:BBTag/Naoto Shirogane/Data|AD Attack Far Full}}
 
|-
 
|-
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
|-
{{AttackVersion|name=Snipe Aim|subtitle=236A}}
+
{{AttackVersion|name=Snipe Aim|subtitle=236A|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236A Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236A Full}}
 +
|-
 +
{{Description|18|text={{ColumnList|text=
 +
*Can cancel into followups on 14F
 +
*Hold 4 to end stance. Ending stance animation is 13F
 +
}}
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=Double Fangs|subtitle=236B|rowspan=2}}
 
{{AttackVersion|name=Double Fangs|subtitle=236B|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236B Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236B Full}}
 
|-
 
|-
{{Description|17|text=Advantage on earliest cancel with 4
+
{{Description|18|text={{ColumnList|text=
 +
*Places Naoto into Aim stance after
 +
*Frame adv listed is when immediately canceling Aim stance
 +
}}
 
  }}
 
  }}
|-
 
 
{{AttackVersion|name=Air A Double Fangs|subtitle=j.236A}}
 
{{AttackVersion|name=Air A Double Fangs|subtitle=j.236A}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.236A Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.236A Full}}
 
|-
 
|-
{{AttackVersion|name=Air B Double Fangs|subtitle=j.236B}}
+
{{AttackVersion|name=Air B Double Fangs|subtitle=j.236B|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.236B Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.236B Full}}
 
|-
 
|-
{{AttackVersion|name=Snipe Stance|subtitle=}}
+
{{Description|18|text={{ColumnList|text=
{{#lsth:BBTag/Naoto Shirogane/Data|Aim Full}}
+
*Places Naoto into Aim stance after
 +
}}
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=A Shoot|subtitle=Aim > A}}
 
{{AttackVersion|name=A Shoot|subtitle=Aim > A}}
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{{#lsth:BBTag/Naoto Shirogane/Data|Aim > B Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > B Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
*Highest damage
 
 
}}
 
}}
 
  }}
 
  }}
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{{#lsth:BBTag/Naoto Shirogane/Data|Aim > C Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > C Full}}
 
|-
 
|-
{{Description|17|text=Lowest damage
+
{{Description|18|text=
 
  }}
 
  }}
 
|-
 
|-
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{{#lsth:BBTag/Naoto Shirogane/Data|Aim > 66 Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|Aim > 66 Full}}
 
|-
 
|-
{{AttackVersion|name=A Hair Trigger Megido|subtitle=214A}}
+
{{AttackVersion|name=A Hair Trigger Megido|subtitle=214A|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214A Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214A Full}}
 
|-
 
|-
{{AttackVersion|name=B Hair Trigger Megido|subtitle=214B}}
+
{{Description|18|text={{ColumnList|text=
 +
*Trap appears on 13F, can start sensing opponents on 14F
 +
*Traps detonate 6F after opponent gets in range
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=B Hair Trigger Megido|subtitle=214B|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214B Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214B Full}}
 
|-
 
|-
{{AttackVersion|name=Air A Hair Trigger Megido|subtitle=j.214A}}
+
{{Description|18|text={{ColumnList|text=
 +
*Trap appears on 26F, can start sensing opponents on 27F
 +
*Traps detonate 4F after opponent gets in range
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Air A Hair Trigger Megido|subtitle=j.214A|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.214A Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.214A Full}}
 
|-
 
|-
{{AttackVersion|name=Air B Hair Trigger Megido|subtitle=j.214B}}
+
{{Description|18|text={{ColumnList|text=
 +
*Trap appears on 13F, can start sensing opponents on 14F
 +
*Traps detonate 6F after opponent gets in range
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Air B Hair Trigger Megido|subtitle=j.214B|rowspan=2}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.214B Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.214B Full}}
 +
|-
 +
{{Description|18|text={{ColumnList|text=
 +
*Trap appearance depends on Naoto's distance from the ground
 +
*Traps detonate 4F after opponent gets in range
 +
}}
 +
}}
 
|}
 
|}
  
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{{#lsth:BBTag/Naoto Shirogane/Data|236C Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236C Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
 
*13f earliest shot, 7f earliest kick
 
*13f earliest shot, 7f earliest kick
 
}}
 
}}
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{{#lsth:BBTag/Naoto Shirogane/Data|214C Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214C Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
 
*Grounded trap left by EX megido does more damage.
 
*Grounded trap left by EX megido does more damage.
 
}}
 
}}
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==Partner Skills==
 
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
+
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
+
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
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{{#lsth:BBTag/Naoto Shirogane/Data|236BC Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|236BC Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Minimum Damage: 119*12 (1428)
*[Inflicts Fate Counter]
 
 
}}
 
}}
 
  }}
 
  }}
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{{#lsth:BBTag/Naoto Shirogane/Data|j.236BC Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.236BC Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Inflicts Fate Counter
 +
*Minimum Damage: 1000
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Anti-S SP Pistol Alpha+Beta I|subtitle=Enhanced 236B+C (air OK)|rowspan=2}}
 +
{{#lsth:BBTag/Naoto Shirogane/Data|236BC Enhanced Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 
*Inflicts Fate Counter
 
*Inflicts Fate Counter
 +
*Minimum Damage: 119*12, 600 (2028)
 
}}
 
}}
 
  }}
 
  }}
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{{#lsth:BBTag/Naoto Shirogane/Data|214BC Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|214BC Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=*If opponent has a Fate Counter, then they are automatically KOed
+
{{Description|18|text={{ColumnList |text=*If opponent has a Fate Counter, then they are automatically KOed
 
}}
 
}}
 
  }}
 
  }}
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{{#lsth:BBTag/Naoto Shirogane/Data|j.214BC Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|j.214BC Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=*If opponent has a Fate Counter, then they are automatically KOed
+
{{Description|18|text={{ColumnList |text=*If opponent has a Fate Counter, then they are automatically KOed
 
}}
 
}}
 
  }}
 
  }}
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{{#lsth:BBTag/Naoto Shirogane/Data|Distortion Skill Duo Full}}
 
{{#lsth:BBTag/Naoto Shirogane/Data|Distortion Skill Duo Full}}
 
|-
 
|-
{{Description|17|text={{ColumnList |text=
+
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
+
*Minimum Damage: 2000 [2500]
 
}}
 
}}
 
  }}
 
  }}

Revision as of 22:13, 19 November 2019

System Data


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
4A
4AA
4AAA
5A
5AA
5AAA
5AAAA
and 4AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.C

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
Ground Throw
Shield of Justice (Catch)
Reversal Action
Shield of Justice (Near Attack)
Reversal Action
Shield of Justice (Far Attack)
Reversal Action
Cross Burst Attack

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
Snipe Aim
236A
  • Can cancel into followups on 14F
  • Hold 4 to end stance. Ending stance animation is 13F
Double Fangs
236B
  • Places Naoto into Aim stance after
  • Frame adv listed is when immediately canceling Aim stance
Air A Double Fangs
j.236A
Air B Double Fangs
j.236B
  • Places Naoto into Aim stance after
A Shoot
Aim > A
B Shoot
Snipe Stance > B
C Shoot
Snipe Stance > C
Roll
Snipe Stance > 66
A Hair Trigger Megido
214A
  • Trap appears on 13F, can start sensing opponents on 14F
  • Traps detonate 6F after opponent gets in range
B Hair Trigger Megido
214B
  • Trap appears on 26F, can start sensing opponents on 27F
  • Traps detonate 4F after opponent gets in range
Air A Hair Trigger Megido
j.214A
  • Trap appears on 13F, can start sensing opponents on 14F
  • Traps detonate 6F after opponent gets in range
Air B Hair Trigger Megido
j.214B
  • Trap appearance depends on Naoto's distance from the ground
  • Traps detonate 4F after opponent gets in range

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
Hold Up!
236C
  • 13f earliest shot, 7f earliest kick
Shot
Hold Up! > A/B
Critical Shot
Hold Up! > C
EX Double Fangs
j.236C
EX Hair Trigger Megido
214C
  • Grounded trap left by EX megido does more damage.
Air EX Hair Trigger Megido
j.214C

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 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
5P
5D+Roll
6P
Snipe
1500*4, 2000 - 70 90 P All (18)+42 {X(6)}*4,X Total: (18)+119 -25 3*4, 5 16*4, 20 17*4, Launch 17*4, 50 0/+5*4, 0/+8/+0 - -
4P
Blight

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
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
Anti-S SP Pistol Alpha I
236B+C
700*12 - 80 96 P2 All 11+2 X(7){X(6)}*10,X Total: 111+15L - 4 18 Launch 70 + WBounce + Down 24 0/+1/+11 1-13 All -
  • Minimum Damage: 119*12 (1428)
Anti-S SP Pistol Beta I
j.236B+C
  • Inflicts Fate Counter
  • Minimum Damage: 1000
Anti-S SP Pistol Alpha+Beta I
Enhanced 236B+C (air OK)
700*12, 4000 - 80 96*12, 60 P2 All 11+1 X(7){X(6)}*10,X(39+0)X Total: Until L+15L - 4 18 Launch 70 + WBounce + Down 24 0/+1/+11 1-13 All -
  • Inflicts Fate Counter
  • Minimum Damage: 119*12, 600 (2028)
Hamaon
214B+C
  • If opponent has a Fate Counter, then they are automatically KOed
Mudoon
j.214B+C
  • If opponent has a Fate Counter, then they are automatically KOed
Critical Shot
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

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
Judge of Hell
222B+C

Revolver Action Table

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, Jump, 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, Jump[+], 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[1] 5A 5B, 2B 5C, 2C Jump, Special, Super
5BB 5A 2B 5C, 2C Special, Super
2B[1] 5A 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.AA j.A j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - Jump, 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
  • All cancels for 5AAA are on the second hit

Sources

Navigation


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