Difference between revisions of "BBTag/Nu-13/Frame Data"

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(Normal Moves)
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{{#lsth:BBTag/Nu-13/Data|2A Full}}
 
{{#lsth:BBTag/Nu-13/Data|2A Full}}
 
|-
 
|-
{{AttackVersion|name=5B|subtitle=}}
+
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
 
{{#lsth:BBTag/Nu-13/Data|5B Full}}
 
{{#lsth:BBTag/Nu-13/Data|5B Full}}
 +
|-
 +
{{Description|18|text=
 +
*Projectile Level 2 during first 4 active frames
 +
}}
 +
|-
 +
{{AttackVersion|name=4B|subtitle=|rowspan=2}}
 +
{{#lsth:BBTag/Nu-13/Data|4B Full}}
 +
|-
 +
{{Description|18|text=
 +
*Projectile Level 2 during first 4 active frames
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=xBB|subtitle=}}
 
{{AttackVersion|name=xBB|subtitle=}}
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{{#lsth:BBTag/Nu-13/Data|xBBBBB Full}}
 
{{#lsth:BBTag/Nu-13/Data|xBBBBB Full}}
 
|-
 
|-
{{AttackVersion|name= 2B|subtitle=}}
+
{{AttackVersion|name=2B|subtitle=|rowspan=2}}
 
{{#lsth:BBTag/Nu-13/Data| 2B Full}}
 
{{#lsth:BBTag/Nu-13/Data| 2B Full}}
 +
|-
 +
{{Description|18|text=
 +
*Projectile Level 2 during first 4 active frames
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=5C|subtitle=}}
 
{{AttackVersion|name=5C|subtitle=}}
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{{#lsth:BBTag/Nu-13/Data|j.AA Full}}
 
{{#lsth:BBTag/Nu-13/Data|j.AA Full}}
 
|-
 
|-
{{AttackVersion|name=j.B|subtitle=}}
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{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
 
{{#lsth:BBTag/Nu-13/Data|j.B Full}}
 
{{#lsth:BBTag/Nu-13/Data|j.B Full}}
 +
|-
 +
{{Description|18|text=
 +
*Projectile Level 2 during first 4 active frames
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=j.xBB|subtitle=}}
 
{{AttackVersion|name=j.xBB|subtitle=}}
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{{#lsth:BBTag/Nu-13/Data|j.C Full}}
 
{{#lsth:BBTag/Nu-13/Data|j.C Full}}
 
|-
 
|-
{{AttackVersion|name=j.2B|subtitle=}}
+
{{AttackVersion|name=j.2B|subtitle=|rowspan=2}}
 
{{#lsth:BBTag/Nu-13/Data|j.2B Full}}
 
{{#lsth:BBTag/Nu-13/Data|j.2B Full}}
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|-
 +
{{Description|18|text=
 +
*Projectile Level 2 during first 4 active frames
 +
}}
 +
|-
 
|}
 
|}
  
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{{ColumnList |text=
 
{{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Minimum damage 5% [10%]: 18*24 (432) [33*32 (1056)]
+
*Minimum damage: 18*24 (432) [33*32 (1056)]
 
}}
 
}}
 
  }}
 
  }}
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*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
 
*Enhanced Swords each have 9 active frames
 
*Enhanced Swords each have 9 active frames
*Minimum damage 33%: 1815 [427*3, 800 (2081)]
+
*Minimum damage: 1815 [427*3, 800 (2081)]
 
}}
 
}}
 
  }}
 
  }}
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*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
 
*Enhanced Swords each have 9 active frames
 
*Enhanced Swords each have 9 active frames
*Minimum damage 33%: 1815 [427*3, 800 (2081)]
+
*Minimum damage: 1815 [427*3, 800 (2081)]
 
}}
 
}}
 
  }}
 
  }}
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*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
 
*Enhanced Swords each have 9 active frames
 
*Enhanced Swords each have 9 active frames
*Minimum Damage 100%: 2000 [2500]
+
*Minimum Damage: 2000 [2500]
 
}}
 
}}
 
  }}
 
  }}
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|-
 
|-
 
! 4A  
 
! 4A  
| 5AA, 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
+
| 5AA, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
 
! <span style="color:blue">5A<sup>[3*]</sup></span>
 
! <span style="color:blue">5A<sup>[3*]</sup></span>
| 5AA, 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
+
| 5AA, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
 
! 5AA  
 
! 5AA  
| 5AAA (last hit), 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
+
| 5AAA (last hit), 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
 
! 5AAA  
 
! 5AAA  
| 5AAAA (last hit) || 5B, 2B || 5C, 2C || Special, Super
+
| 5AAAA (last hit) || 5B, 2B, 4B || 5C, 2C || Special, Super
 
|-
 
|-
 
! 5AAAA  
 
! 5AAAA  
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|-
 
|-
 
! <span style="color:blue">2A<sup>[3*]</sup></span>
 
! <span style="color:blue">2A<sup>[3*]</sup></span>
| 5A || 5B, 2B || 5C, 2C || Throw, Special, Super
+
| 5A || 5B, 2B, 4B || 5C, 2C || Throw, Special, Super
 
|-
 
|-
 
! 5B  
 
! 5B  
 
| - || 5BB || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 
| - || 5BB || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 +
|-
 +
! 5BB
 +
| - || xBBB, 4B || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 
|-
 
|-
 
! 2B  
 
! 2B  
| - || 2BB || 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
+
| - || xBB || 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 +
|-
 +
! 4B
 +
| - || xBB || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 
|-
 
|-
 
! xBB
 
! xBB

Revision as of 02:15, 4 December 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 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
4A
5A
5AA
5AAA
2A
5B
  • Projectile Level 2 during first 4 active frames
4B
  • Projectile Level 2 during first 4 active frames
xBB
xBBB
xBBBB
xBBBBB
2B
  • Projectile Level 2 during first 4 active frames
5C
2C
j.A
j.AA
j.B
  • Projectile Level 2 during first 4 active frames
j.xBB
j.xBBB
j.xBBBB
j.xBBBBB
j.C
j.2B
  • Projectile Level 2 during first 4 active frames

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 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
  • Minimum Damage 100%
Supra Rage
Reversal Action
Air Supra Rage
Air 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 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
A Sickle Storm
236A
B Sickle Storm
236B
A Spike Chase
214A
B Spike Chase
214B
Forward Act Parser
66
Back Act Parser
44
Air Forward Act Parser
j.66
Air Back Act Parser
j.44

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 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 Sickle Storm
236C
EX Spike Chaser
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 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
True Impreza
6P
Spike Chaser
4P
Gravity Seed

Distortion Skills

  • 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
Legacy Edge
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 18*24 (432) [33*32 (1056)]
Calamity Sword
214B+C
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427*3, 800 (2081)]
Air Calamity Sword
j.214B+C
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427*3, 800 (2081)]
Calamity Sword
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • 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 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
Sword of Destruction
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (last hit), 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA (last hit) 5B, 2B, 4B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5B - 5BB 5C, 2C Jump[-], Special, Super
5BB - xBBB, 4B 5C, 2C Jump[-], Special, Super
2B - xBB 2C Jump[-], Special, Super
4B - xBB 5C, 2C Jump[-], Special, Super
xBB - xBBB 5C, 2C Jump[-], Special, Super
xBBB - xBBBB 5C, 2C Jump[-], Special, Super
xBBBB - xBBBBB 5C, 2C Jump[-], Special, Super
xBBBBB - - - -
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B, j.2B j.C Jump, Special, Super
j.AA - j.B, j.2B j.C Jump, Special, Super
j.B - j.BB j.C Jump[-], Special, Super
j.2B - j.2BB j.C Jump[-], Special, Super
j.xBB - .xBBB j.C Jump[-], Special, Super
j.xBBB - j.xBBBB j.C Jump[-], Special, Super
j.xBBBB - j.xBBBBB j.C Jump[-], Special, Super
j.xBBBBB - - - -
j.C - - - -
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources

Navigation


Ambox notice.png To edit frame data, edit values in BBTag/Nu-13/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


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