BBTag/Nu-13/Frame Data

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< BBTag‎ | Nu-13
 Nu-13

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
Nu-13 16,000 4F 25F (1~7F Inv All) Act Parcer

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
4A 1500 All 11 6 17 -6 B 5~11 H 90 80 3 16 17 26 22 40 11 +0 +2
5A 1500 All 9 5 15 -3 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 280×8 All 14 4(2)4×7 Total: 71 -8 P1 100 80 3 16 17 23 22 31 0/+3 +3 +5
5AAA 300×8 All 17 1×8 24 -6 B 100 85 4 18 24 36 29 51 2 +0 +5
5AAAA 1700 All 16 Total: 51 P1 80 85 4 18 Launch 40 + Slide Launch 55 + Slide 0/+5 +5 +10
2A 1000 Low 9 4 12 -2 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1000 All 13 13 Total: 41 -5 P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
4B 1000 All 13 9 20 -5 P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
2B 1000 All 9 15 Total: 38 -6 P1 50 90 4 18 Launch 19 Launch 34 4/+5 +5 +10
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 280×8 Low 11 1×8 22 -6 F 90 80 3 16 Launch 36 Launch 50 3 +0 +2
xBB 1000 All 11 6 Total: 46 -12 P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
xBBB 1000 All 11 6 Total: 46 -12 P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
xBBBB 1000 All 11 6 Total: 48 -14 P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1 80 85 4 18 Launch 33 Launch 48 0/+5 +0 +10
j.A 380×8 High 11 1×2,2×6 25 H 80 80 3 16 17 20 22 34 2 +0 +2
j.AA 300×8 High 9 1×8 10 H 80 80 3 16 17 24 22 38 3 +0 +2
j.B 1000 All 11 13 Total: 59+5L P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
j.2B 1000 All 11 13 Total: 59+5L P1 50 90 4 18 16 19 21 34 4/+5 +5 +10
j.xBB 1000 All 11 13 Total: 38 P1 50 90 4 18 16 23 21 38 4/+5 +5 +10
j.xBBB 1000 All 11 13 Total: 43+5L P1 50 90 4 18 16 23 21 38 4/+5 +5 +10
j.xBBBB 1000 All 11 13 Total: 31 P1 50 90 4 18 16 23 21 38 4/+5 +5 +10
j.xBBBBB 1700 All 15 Total: 50+5L P1 80 85 4 18 Launch 33 Launch 48 0/+5 +0 +10
j.C 2000 High 16 6 Total: 57+14L -15 at best P1 80 90 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8

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, 2000 Throw 7~30 3 23 T 100 50 0, 4 18 Launch 40 0, 12 +0
AD Supra Rage 550×8 Air Unblockable 20 1×8 8+40L -31 B 1~27 All 80 60 3 16 Launch 49 Launch 63 2 +0 +2
j.AD Air Supra Rage 550×8 All 9 1×8 Until L+40 H 1~27 All 80 60 3 16 Launch 49 Launch 63 2 +0 +2

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 A Sickle Storm 1700 Low 13 Until Hit Total: 54 -11 P1 80 75 4 18 Launch 40 Launch 55 0/+12 +12 +17
236B B Sickle Storm 1700 Low 19 Until Hit Total: 54 -5 P1 80 75 4 18 Launch 40 Launch 55 0/+12 +12 +17
214A A Spike Chaser 2300 All 32 Total: 79 -12 P1 80 90 5 20 Launch 48 Launch 64 0/+15 +15 +15
214B B Spike Chaser 2300 All 67 Until Hit Total: 99 3 P1 80 90 5 20 Launch 48 Launch 64 0/+15 +15 +15
66 Forward Act Parcer 41
j.66 Air Forward Act Parcer 37
44 Back Act Parcer 30
j.44 Air Back Act Parcer 33

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 Sickle Storm 1250 Low 13 Until Hit Total: 54 +3 P1 80 75 4 18 Launch 45 + WBounce + Slide Launch 60 + WBounce + Slide 0/+8 +8 +13
214C EX Spike Chaser 2600 All 32 Until Hit Total: 64 +3 P1 80 90 5 20 Launch 48 Launch 64 0/+15 +15 +15

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 True Impreza 1700 All (18)+16 12 Total: (18)+45 -9 P 70 85 4 18 Launch 60 12 +0
6P Spike Chaser 2300 All (18)+67 Total: (18)+99 +3 P 70 90 5 20 Launch 48 0/+15 +15
4P Gravity Seed 1700 All (18)+13 3 39 -23 B 70 85 4 18 Launch 75 12 +0

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 Legacy Edge 360×24 [330×32] All 16+(41 Flash)+10 P{(4)P}×23,P
[P{(4)P}×31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All 80 60 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4
214BC Calamity Sword 5500 [2850×3, 4000] All 10+(52 Flash)+1 9
[P(15)P(15)P(15)P]
Total: 84
[Total: 116]
-43 [-41] P2 1~11 All 80 60 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]
j.214BC Air Calamity Sword 5500 [2850×3, 4000] All 8+(42 Flash)+5 9
[P(15)P(15)P(15)P]
Total: Until L+5 P2 1~7 All 80 60 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]
Distortion Skill Duo Calamity Sword 2000 [500, 1000×2] All 1+(92 Flash)+1 9
[P(15)P(15)P]
Total: 69
[Total: 106]
-38 [-41] P2 1~8 All
[1~1 All]
100 100 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]

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 Sword of Destruction All 13+(101 Flash)+7 9 25 B 13~28 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Nu 4A.pngGuardAllStartup11Recovery17Advantage-6 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5ABBTag Nu 5A.pngGuardAllStartup9Recovery15Advantage-3[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AABBTag Nu 5AA.pngGuardAllStartup14RecoveryTotal: 71Advantage-8 5AAA (last hit), 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Nu 5AAA.pngGuardAllStartup17Recovery24Advantage-6 5AAAA (last hit) 5B, 2B, 4B 5C, 2C Special, Super
5AAAABBTag Nu 5AAAA.pngGuardAllStartup16RecoveryTotal: 51Advantage- - - - -
2ABBCP Nu 2B.pngGuardLowStartup9Recovery12Advantage-2[3*] 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5BBBTag Nu 5B.pngGuardAllStartup13RecoveryTotal: 41Advantage-5 - 5BB 5C, 2C Jump[-], Special, Super
5BB - xBBB, 4B 5C, 2C Jump[-], Special, Super
2BBBTag Nu 2B.pngGuardAllStartup9RecoveryTotal: 38Advantage-6 - xBB 2C Jump[-], Special, Super
4BBBTag Nu 4B.pngGuardAllStartup13Recovery20Advantage-5 - xBB 5C, 2C Jump[-], Special, Super
xBBBBTag Nu 5BB.pngGuardAllStartup11RecoveryTotal: 46Advantage-12 - xBBB 5C, 2C Jump[-], Special, Super
xBBBBBTag Nu 5BB.pngGuardAllStartup11RecoveryTotal: 46Advantage-12 - xBBBB 5C, 2C Jump[-], Special, Super
xBBBBBBTag Nu 5BB.pngGuardAllStartup11RecoveryTotal: 48Advantage-14 - xBBBBB 5C, 2C Jump[-], Special, Super
xBBBBBBBTag Nu 5AAAA.pngGuardAllStartup16RecoveryTotal: 51Advantage-12 - - - -
5CBBTag Nu 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Nu 2C.pngGuardLowStartup11Recovery22Advantage-6 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Nu jA.pngGuardHighStartup11Recovery25Advantage- j.AA j.B, j.2B j.C Jump, Special, Super
j.AABBTag Nu jAA.pngGuardHighStartup9Recovery10Advantage- - j.B, j.2B j.C Jump, Special, Super
j.BBBTag Nu jB.pngGuardAllStartup11RecoveryTotal: 59+5LAdvantage- - j.BB j.C Jump[-], Special, Super
j.2BBBTag Nu j2B.pngGuardAllStartup11RecoveryTotal: 59+5LAdvantage- - j.2BB j.C Jump[-], Special, Super
j.xBB[[File:|130x200px]]GuardAllStartup11RecoveryTotal: 38Advantage- - j.xBBB j.C Jump[-], Special, Super
j.xBBB[[File:|130x200px]]GuardAllStartup11RecoveryTotal: 43+5LAdvantage- - j.xBBBB j.C Jump[-], Special, Super
j.xBBBB[[File:|130x200px]]GuardAllStartup11RecoveryTotal: 31Advantage- - j.xBBBBB j.C Jump[-], Special, Super
j.xBBBBB[[File:|130x200px]]GuardAllStartup15RecoveryTotal: 50+5LAdvantage- - - - -
j.CBBTag Nu jC.pngGuardHighStartup16RecoveryTotal: 57+14LAdvantage-15 at best - - - Special, Super
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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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To edit frame data, edit values in BBTag/Nu-13/Data.
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