BBTag/Nine the Phantom/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 42F / Invul: 1-4 P, 5-32F All

Magic Gauge


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 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 1700 - 90 75 B All 11 4 23 -8 4 18 19 19 12 7-14 H -
4AA 1700 - 100 85 B All 13 4 25 -10 4 18 19 19 12 - -
4AAA 1600/
1800/
2000
- 80 80/85/90 P All 13 3 28 -14/-12/-10 3/4/5 16/18/20 Launch 22/24/26 11/12/13 - -
  • Damage increases when Magic Level is over 5 and increases again at Level 10.
5A 1200 - 100 75 B All 8 6 12 -4 2 13 14 14 10 - -
5AA 1500 - 100 80 B All 12 3 22 -8 3 16 21 21 11 - -
5AAA 1500 - 100 80 B All 9 3 23 -9 3 16 21 21 11 - -
5AAAA 2000/
2500/
3000
- 80 80/
85/
90
P All 10 3 Total: 44 -18/-16/-14 3/4/5 16/18/20 Freeze 35 Freeze 35 11 - -
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
5AAAAA 2000/
2200/
2400
- 80 85 P All 16 6 24 -11 4 18 Launch 60 12 - -
  • Damage increases when Magic Level is over 5 and increases again at Level 10
2A 1000 - 90 75 F Low 10 3 20 -9 2 13 14 14 10 - -
5B 1700 - 100 85 B All 12 6 21 -8 4 18 19 19 12 - -
5BB 1500/
800,1200/
300,600,1500
- 80 80/
85 (once)/
90 (once)
- All 13 - - -16 - - - - - - -
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
2B 1500 - 90 80 F Low 11 6 21 -10 3 16 17 17 11 - -
5C 800 - 100 100 P High 26 5 16 -4 3 16 - - 11 - -
2C 1700 - 90 85 F Low 13 5 25 -11 4 18 19 40 12 - -
j.A 1500 - 80 80 H High 8 5 30 - 3 16 17 24 11 - -
j.AA 1500 - 80 80 H High 11 3 25 -11 3 16 17 24 11 - -
j.B 1700 - 80 85 H High 13 3 35 - 4 18 19 24 12 - -
j.BB 1700 - 80 85 H All 10 6 27 - 4 18 19 24 12 - -
j.C 1700/1900/2100 - 80 90 P High 21 Until L Total: 57 -3 5 - Launch 60 0/+6 - -

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 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 0*2, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 2, 4 - Launch 30 + WBounce 45 0, 10, 13 - -
  • Minimum Damage 100% (2000)
Flax Nurture
Reversal Action
2000 - 100 80 B Air Unblockable 13 3 44 -30 3 16 17 60 11 1-15 All -
Air Flax Nurture
Air Reversal Action
2000 - 100 80 H All 13 3 Until L+15 - 3 16 17 60 11 1-15 All -
1st Dash
66/44
- - - - - - - - 40 - - - - - - 1-4 P
5-32 All
-
  • 2nd dash begins on 30F
1st Air Dash
j.66/44
- - - - - - - - 30 - - - - - - 1-4 P
5-25 All
-
  • 2nd dash begins on 23F
2nd Dash Forward/Back
66/44
- - - - - - - - 40 - - - - - - 1-25 All -
  • Nine is in CH state during recovery
2nd Dash Up/Down
88/22
- - - - - - - - 35 - - - - - - 1-20 All -
  • Nine is in CH state during recovery

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 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
Everlasting Schorl
236A/B/C (Lv 0)
1500 - 80 70 P All 9 5 Total: 35 -6 1 11 Launch 35 0/+9 - -
Air Everlasting Schorl
j.236A/B/C (Lv 0)
1500 - 80 70 P All 9 5 Total: 35 - 1 11 Launch 35 0/+9 - -
Amethyst of Annihilation
236A (Lv 1-4)
1800 - 80 75 P All 16 - Total: 43 -13 2 13 Launch 22 0/+10 - -
Air Amethyst of Annihilation
j.236A (Lv 1-4)
1800 - 80 75 P All 16 - Total: 43 -13 2 13 Launch 22 0/+10 - -
Andradite of Accord
236A (Lv 5-9)
400, 300x8, 400x8 - 80 80 - All 19,48-? - - +2 - - - - - - -
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
Air Andradite of Accord
j.236A (Lv 5-9)
400, 300x8, 400x8 - 80 80 P All - - - - - - - - - - -
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
Taaffeite of Temptation
236A (Lv 10)
1500*3 - 80 75 P All 90 X(58)X(58)X Total: 32 - 2 13 14 20 + GBounce 0/+10/+20 - -
Air Taaffeite of Temptation
j.236A (Lv 10)
1500*3 - 80 75 P All 90 X(58)X(58)X Total: 32 - 2 13 14 20 + GBounce 0/+10/+20 - -
Citrine of Change
236B (Lv 1-4)
1500 - 80 75 P All 17 - Total: 43 -12 2 13 Launch 22 0/+10 - -
Air Citrine of Change
j.236B (Lv 1-4)
1500 - 80 75 P All 17 - Total: 43 -12 2 13 Launch 22 0/+10 - -
Morganite of Malice
236B (Lv 5-9)
400, 1500*2 - 80 80, 90*2 P All, Low*2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 3, 5*2 16, 20*2 14, Stagger 30, Launch 30, 30 + Slide 38, 30 + Slide 33 0/+11, 0/+6*2 - -
  • If the second hit touches the opponent, then the third hit becomes a mid
Air Morganite of Malice
j.236B (Lv 5-9)
400, 1500*2 - 80 80, 90*2 P All, Low*2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 3, 5*2 16, 20*2 14, Stagger 30, Launch 30, 30 + Slide 38, 30 + Slide 33 0/+11, 0/+6*2 - -
  • If the second hit touches the opponent, then the third hit becomes a mid
Uvarovite of Undoing
236B (Lv 10)
350*20 - 80 80 P All 144 [X(3)]*20 Total: 32 - 3 16 17 25 0/+2 - -
Air Uvarovite of Undoing
j.236B (Lv 10)
350*20 - 80 80 P All 144 [X(3)]*20 Total: 32 - 3 16 17 25 0/+2 - -
Crimson Raider
214A
1000, 1500 - 90 80, 85 B All 13 15,1 23 -5 3,4 16, 18 Launch 40 + Down 24, 40 + GBounce 11, 12 - -
Air Crimson Raider
j.214A
950, 1250 - 90 80, 85 H All 13 15,1 Until L - 3, 4 16, 18 Launch 40 + Down 24, 40 + GBounce 11, 12 - -
Mauvette Roar
214B
2000 - 90 85 P All 13 19 Total: 53 -10 4 18 Launch 35 0/+12 4-18 H -
Air Mauvette Roar
j.214B
1800 - 90 85 P All 13 19 Total: Until L - 4 - Launch 60 0/+12 - -

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 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
Nephrite of Nullification
236C (Lv 1-10)
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 623+1 1,1,1,1,1 Total: 58 - 3/4/5 16/18/20 Launch 60 0/+2 - -
  • Values in [] when done at Magic Level 10.
Air Nephrite of Nullification
j.236C (Lv 1-10)
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 623+1 1,1,1,1,1 Total: 58 - 3/4/5 16/18/20 Launch 60 0/+2 - -
  • Values in [] when done at Magic Level 10.
Nephrite of Nullification - Dual
236C during Nephrite
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 3/4/5 16/18/20 Launch 60 0/+2 - -
Air Nephrite of Nullification - Dual
j.236C during Nephrite
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 3/4/5 16/18/20 Launch 60 0/+2 - -
Scarlet Vein
214C
2000, 1500 - 80 90 P All 24 6 Total: 68 -11 5 20 Launch 60, 60 + WBounce 60 0/+13 4-?? P -
Air Scarlet Vein
j.214C
2500 - 80 90 P All 24 6 Total: 68 - 5 20 Launch 60 0/+13 4-?? P -

Partner 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 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
Crimson Raider
1500*2 - 70 80, 85 B All (18)+13 15, 1 30 -12 3, 4 16, 18 Launch 30, 60 11, 12 - -
6P
Scarlet Vein
2300 - 70 90 P All (18)+41 6 Total: (18)+82 -8 5 20 Launch 60 0/+13 - -
4P
Mauvette Roar
1800 - 70 85 B All (18+) 15 4 28 -13 4 18 Launch 60 12 - -

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 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
Flame Punisher
236B+C
600*5, 900*8 [600*5, 900*8, 200*12] - 80 60 P2 All 1+19 8*5(19)7*8 Total: 1+178 -31 3 16 Launch 30 + Down 24*5, 30 + WBounce 60*8 0/+3
[0/+3, 0/+4*12]
1-21 All -
  • Values in [] are for Enhanced version
  • Minimum damage 60*5, 90*8 (1020) [60*5, 90*8, 20*12 (1260)]
Azurite Inferno
214B+C
100, 0, 250, 0, 250*3, 2050*6/
100, 0, 250, 0, 250*5, 1050*12/
100, 0, 250, 0, 250*7, 720*18
- 80 60 (once) F All 1+13 5 38 -29 2 13 - - 10 1-18 All -
  • Damage depends on Magic Level. Values are shown as Lv0-4/Lv5-9/Lv10
  • Minimum damage 100%, 10%*N
  • Level 1 Minimum Damage: 100, 25*4, 205*6 (1430)
  • Level 2 Minimum Damage: 100, 25*6, 105*12 (1510)
  • Level 3 Minimum Damage: 100, 25*8, 72*18 (1596)
Azurite Inferno Enhanced Followup
Enhanced 214B+C
270*10 - 80 60 (once) - - - - - - - - - - - - -
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum damage 24*10 (240)
Cardinal Nova
Distortion Skill Duo
2000 [2000, 100, 150, 250] - 100 100 P2 All 1+1 10 Total: 1+66 -32 5 20 Launch 60 0/+13 1-3 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

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 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
Colorless Void
222B+C
- - - - P2 All 7+14 8 Total: 7+82 -41 3 16 - - 0/+11 1-47 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AA 4AAA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AAA - - - Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAA 5AAAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA 5AAAAA - - Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB - - - Special, Super
2B[1] - 5B 5C, 2C 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.A[-] j.BB[-] j.C[-] Jump[-], Special[-], Super[-]
j.BB j.A j.B j.C Jump, Special, Super
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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