BBTag/Neo Politan/Frame Data

From Dustloop Wiki
 Neo Politan

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
Neo Politan 17,000 4F 22F (1~7F Inv All) Parasol Descent/Illusion
Pinwheel Flip

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 4 16 -3 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 11 4 20 -7 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AAA 1500 All 14 4 18 -5 B 100 80 CS(J)P 3 16 17 17 22 31 11 +0 +2
5AAAA 1500×3 All 17 3,3(17)3 30 -16 B 100 80×3 P 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
2A 1000 Low 6 2 14 -2 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 12 5 21 -9 B 100 80 CSJP 3 16 21 21 + Down 23 26 35 + Down 23 7 +0 +2
5BB 1500 All 11 5 26 -14 B 100 80 CSP 3 16 Launch 40 Launch 54 9 +0 +2
5BBB 2000 All 19 6 28 5 B 100 90 SP 5 30 Launch 28 + Slide Launch 44 + Slide 8/+8 +4 +9
2B 1500 All 13 4 12+12L -11 B 7-16 H 90 80 S(J)P 3 16 17 30 22 44 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 1500×2 Low, All 11 10(17)5 30 -14 F 90 70 SP, SJP e 16 Launch 30, 20 Launch 44, 34 4, 11 +0 +2
j.A 1000 High 8 4 14 H 80 75 SJP 2 13 14 21 18 33 10 +0 +1
j.AA 1200 High 8 4 15 H 80 80 SJP 3 16 17 21 22 35 11 +0 +2
j.B 1500 High 12 6 15 H 80 80 SJP 3 16 17 21 22 35 11 +0 +2
j.BB 1500 High 10 4 15 H 80 80 SJP 3 16 17 21 22 35 11 +0 +2
j.C 1700 High 16 8 Until L+14 -4 on TK, +1 at best H 80 85 P 4 18 Launch + Down 25 60 Launch + Down 25 75 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 0×4, 2000 Throw 7-30 3 25 T 100 50 S 0, 1, 0, 1, 3 Launch 70 + Down 23 0
AD Backlash 2300 Air Unblockable 14 6 33 -20 H 1-19 All 80 60 4 18 Launch 60 + Slide + Down 20 Launch 75 + Slide + Down 20 9 +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 Illusory Charge 1700 All 17~34 3 Total: 57 -4 P 80 85 4 18 Launch 40 Launch 55 0/+9 +9 +9
236B Illusory Strike 1700 All 14~31 4 19 -4 B 100 68 4 18 Launch 40 Launch 55 9 +0 +0
236B > X Rapid Swing 1700 All 7 4 32 -17 B 90 85 4 18 Launch 60 Launch 75 + WBounce 60 + WStick 30 12 +4 +9
j.236A Swooping Illusion 1700 All 11 Until L 18L -4 H [??~Until Reappear All] 90 80 3 16 23 26 28 40 11 +0 +2
j.236B Plunging Illusion 1700 All 16 Until L 24L [15] H [??~Until Reappear All] 90 70 3 16 22 26 27 40 11 +0 +2
214A Stealth Blitz 2000 High 45 Until L 20L -10 H 80 75 3 16 Launch 60 + GBounce Launch 74 + GBounce 14 +2 +4
214B Striking Stance 60 10~38 Guard All
214C Stealth Sweep 2000 Low 48 4 21 -4 F 90 75 3 20 Launch + Down 23 60 Launch + Down 23 74 14 +2 +4
j.214A A Parasol Descent Until L+18
j.214B B Parasol Descent Until L+15 10~35 Guard All
66 Pinwheel Flip 33 4~19 P

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

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 Illusory Charge 1700 All (18)+14~31 4 27 -12 B 70 85 4 18 Launch 40 9 +0
6P Illusory Strike 1700 All (18)+17~34 3 Total: (18)+57 -13 B 70 85 4 18 Launch 40 0/+9 +9
4P 1700 All (18)+16 Until Hit Total: (18)+67 -20 H 70 80 3 20 GBounce 80 + GBounce 0/+11 +11

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 Overactive Devastation 2500, 3000×2
[2500, 3000×2, 2600]
All 1+(30 Flash)+12 14 Total: 103 -65 B 1~28 All 80 60 4 18 60, Crumple, Launch
[60, Crumple, 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]
214BC Suspension of Disbelief 0×3, 4000 [0×3, 2000, 3000] Throw 15 15 74 T 1-29 All 80 60 0×3, 3 100×3, Launch [×2] 70 + Down 23 [, 80 + WBounce + Down 23] 0 [0×4, 20]
Distortion Skill Duo Overactive Devastation 500×2, 1000 [500×2, 1000, 500] All 1+(67 Flash)+1 14 Total: 102 B 1~17 All 100 100 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]

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

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Neo 5A.pngGuardAllStartup10Recovery16Advantage-3[2] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Neo 5AA.pngGuardAllStartup11Recovery20Advantage-7 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Neo 5AAA.pngGuardAllStartup14Recovery18Advantage-5 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAABBTag Neo 5AAAA.pngGuardAllStartup17Recovery30Advantage-16 - - - -
2ABBTag Neo 2A.pngGuardLowStartup6Recovery14Advantage-2[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Neo 5B.pngGuardAllStartup12Recovery21Advantage-9 - 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBTag Neo 5BB.pngGuardAllStartup11Recovery26Advantage-14 - 5BBB, 2B 5C, 2C Special, Super
5BBBBBTag Neo 5BBB.pngGuardAllStartup19Recovery28Advantage5 - - - Special, Super
2BBBTag Neo 2B.pngGuardAllStartup13Recovery12+12LAdvantage-11 - - - Jump[-], Special, Super
5CBBTag Neo 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Neo 2C.pngGuardLow, AllStartup11Recovery30Advantage-14 - - - Jump (2nd hit), Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Neo jA.pngGuardHighStartup8Recovery14Advantage- j.AA j.B j.C Jump, Special
j.AABBTag Neo jAA.pngGuardHighStartup8Recovery15Advantage- j.A j.B j.C Jump, Special
j.BBBTag Neo jB.pngGuardHighStartup12Recovery15Advantage- j.A j.BB j.C Jump, Special
j.BBBBTag Neo jBB.pngGuardHighStartup10Recovery15Advantage- j.A j.B j.C Jump, Special
j.CBBTag Neo jC.pngGuardHighStartup16RecoveryUntil L+14Advantage-4 on TK, +1 at best - - - Special[-]
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

Sources

Navigation

 Neo Politan
To edit frame data, edit values in BBTag/Neo Politan/Data.
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information