BBTag/Neo Politan/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (1-7F Inv All)


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
5A 1500 CSTJP 100 80 B All 10 4 16 -3 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 CSTJP 100 80 B All 11 4 20 -7 3 16 17 17 22 31 11 +0 +2 - -
5AAA 1500 CS(J)P 100 80 B All 14 4 18 -5 3 16 17 17 22 31 11 +0 +2 - -
5AAAA 1500*3 P 100 80 B All 17 3,3(17)3 30 -16 3 16 30*2, Launch 60 + Down 23*2, 60 35*2, Launch 74 + Down 23*2, 74 3, 6, 16 -2*2, +0 +0*2, +2 - -
  • First hit has -2 hitstop for opponent on hit
  • Final hit has +3 hitstop for opponent on counterhit
2A 1000 CSTP 90 75 F Low 6 2 14 -2 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 CSJP 100 80 B All 12 5 21 -9 3 16 21 21 + Down 23 26 35 + Down 23 7 +0 +2 - -
5BB 1500 CSP 100 80 B All 11 5 26 -14 3 16 Launch 40 Launch 54 9 +0 +2 - -
  • Cannot chain into 5BBB until frame 24
5BBB 2000 SP 100 90 B All 19 6 28 5 5 30 Launch 28 + Slide 30 Launch 44 + Slide 30 8/+8 +4 +9 - -
  • +8/+4/+9 hitstop for opponent on block/hit/counterhit
2B 1500 S(J)P 90 80 B All 13 4 12+12L -11 3 16 17 30 22 44 11 +0 +2 7~16 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1500*2 SP, SJP 90 70 (Once) F Low, All 11 10(17)5 30 -14 e 16 Launch 30, 20 Launch 44, 34 4, 11 +0 +2 - -
j.A 1000 SJP 80 75 H High 8 4 14 - 2 13 14 21 18 33 10 +0 +1 - -
j.AA 1200 SJP 80 80 H High 8 4 15 - 3 16 17 21 22 35 11 +0 +2 - -
j.B 1500 SJP 80 80 H High 12 6 15 - 3 16 17 21 22 35 11 +0 +2 - -
j.BB 1500 SJP 80 80 H High 10 4 15 - 3 16 17 21 22 35 11 +0 +2 - -
j.C 1700 P 80 85 H High 16 8 Until L+14 - 4 18 Launch 60 + Down 25 Launch 75 + Down 25 12 +0 +5 - -

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*4, 2000 S 100 50 (Once) T Throw 7-30 3 25 - 0, 1, 0, 1, 3 - Launch 70 + Down 23 - - - 0 - - -
  • 100% minimum damage: 0, 2000 (2000)
Backlash
Reversal Action
2300 - 80 60 H Air Unblockable 14 6 33 -20 4 18 Launch 60 + Slide 1 + Down 33 Launch 75 + Slide 1 + Down 33 9 +0 +5 1-19 All -

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
Illusory Charge
236A
1700 - 80 85 B All 17~34 3 Total: 57 -4 4 18 Launch 40 Launch 55 0/+9 +9 +9 - -
Illusory Strike
236B
1700 - 100 68 B All 14~31 4 19 -4 4 18 Launch 40 Launch 55 9 +0 +0 - -
Rapid Swing
236B > A/B/C
1700 - 90 85 B All 7 4 32 -17 4 18 Launch 60 Launch 75 + WBounce 60 + WStick 30 12 +4 +9 - -
Stealth Blitz
214A
2000 - 80 75 H High 45 Until L 20L -10 3 16 Launch 60 + GBounce Launch 74 + GBounce 14 +2 +4 - -
Striking Stance
214B
- - - - - - - - 60 - - - - - - - - - - 10-38 Guard All -
  • On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F
Stealth Sweep
214C
2000 - 90 75 F Low 48 4 21 -10 3 20 Launch 60 + Down 23 Launch 74 + Down 23 14 +2 +4 - -
Swooping Illusion
j.236A
1700 - 90 80 H All 11 Until L 18L -2 3 16 23 26 28 40 11 +0 +2 [Until Reappear All] -
Plunging Illusion
j.236B
1700 - 90 70 H All 16 Until L 24L [15] - 3 16 22 26 27 40 11 +0 +2 [Until Reappear All] -
A Parasol Descent
j.214A
- - - - - - - - Until L+18 - - - - - - - - - - - -
B Parasol Descent
j.214B
- - - - - - - - Until L+15 - - - - - - - - - - 10-35 Guard All -
  • On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F
Pinwheel Flip
66
- - - - - - - - 33 - - - - - - - - - - 4-19 P -

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
EX Illusory Strike
236C
1700 - 80 85 B All 14~31 4 19 -4 4 18 Launch 40 Launch 55 9 +0 +0 - -
EX Rapid Swing
236C > A/B/C
1700 - 90 75 B All 7 4 32 -17 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 + WStick 40 12 +4 +9 - -
EX Swooping Illusion
j.236C
1700 - 90 70 H All 11 Until L 13 - 3 20 Launch 60 Launch 74 11 +0 +2 [Until Reappear All] -
EX Parasol Descent
j.214C
- - - - - - - - Until L+18 - - - - - - - - - - - -

Partner Skills[edit]

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F 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
Illusory Charge
1700 - 70 85 B All (18)+14~31 4 27 -12 4 18 Launch 40 - - 9 +0 - - -
6P
Illusory Strike
1700 - 70 85 B All (18)+17~34 3 Total: (18)+57 -13 4 18 Launch 40 - - 0/+9 +9 - - -
4P 1700 - 70 80 H All (18)+16 Until Hit Total: (18)+67 -20 3 20 GBounce 80 + GBounce - - 0/+11 +11 - - -

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
Overactive Devastation
236BC
2500, 3000*2
[2500, 3000*2, 2600]
- 80 60 (Once) B All 1+(30 Flash)+12 14 Total: 103 -65 4 18 60, Crumple 100, Launch
[60, Crumple 100, Launch*2]
Stand*2, 60 + GBounce + Down 40
[Stand*2, 60 + GBounce + Down 23, 60 + WBounce + Down 43]
- - 0/+7 0/+1, 1/+10, 17/+10
[0/+1, 1/+10, 17/-2, 20/+12]
- 1-28 All -
  • Values in [] are for Enhanced version
Suspension of Disbelief
214B+C
0*3, 4000 [0*3, 2000, 3000] - 80 100*3, 60 (Once) T Throw 15 15 74 - 0*3, 3 - 100*3, Launch [*2] 70 + Down 23 [, 80 + WBounce + Slide 30 + Down 23] - - - 0 [0*4, 20] - 1-29 All -
  • Values in [] are for Enhanced version
Overactive Devastation
Distortion Skill Duo
500*2, 1000 [200*2, 1000, 500] - - - B All 1+(67 Flash)+1 14 Total: 102 - 4 18 60, Crumple 100, Launch
[60, Crumple 100, Launch*2]
Stand*2, 60 + GBounce + Down 40
[Stand*2, 60 + GBounce + Down 23, 60 + WBounce + Down 43]
- - 0/+7 0/+1, 1/+10, 17/+10
[0/+1, 1/+10, 17/-2, 20/+12]
- 1-17 All -
  • Values in [] are for Enhanced version
  • 100% Minimum Damage

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
Shattering Skewer
222B+C
42000 - - - B All 1+(65 Flash)+11 19 27 -27 4 18 - - - - 0 - - 1-36 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[2] 5AA, 2A 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[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - - - Special, Super
2B - - - Jump[-], Special, Super
5C - - - -
2C - - - Jump (2nd hit), Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special
j.AA j.A j.B j.C Jump, Special
j.B j.A j.BB j.C Jump, Special
j.BB j.A j.B j.C Jump, Special
j.C - - - - Special[-]
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

Sources[edit]

Navigation[edit]


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