BBTag/Nu-13/Frame Data: Difference between revisions

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{{#lsth:BBTag/Nu-13/Data|Nav}}
{{NavTabs|game=BBTag|chara=Nu-13|active=frame_data}}
 
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Nu-13/Data|SystemData}}
{{#lst:BBTag/Nu-13/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|4A Full}}
{{#lst:BBTag/Nu-13/Data|4A Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|5A Full}}
{{#lst:BBTag/Nu-13/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|5AA Full}}
{{#lst:BBTag/Nu-13/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|5AAA Full}}
{{#lst:BBTag/Nu-13/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|2A Full}}
{{#lst:BBTag/Nu-13/Data|2A Full}}
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lst:BBTag/Nu-13/Data|5B Full}}
|-
{{Description|18|text=
*Projectile Level 2 during first 4 active frames
}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=4B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|5B Full}}
{{#lst: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=}}
{{#lsth:BBTag/Nu-13/Data|xBB Full}}
{{#lst:BBTag/Nu-13/Data|xBB Full}}
|-
|-
{{AttackVersion|name=xBBB|subtitle=}}
{{AttackVersion|name=xBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|xBBB Full}}
{{#lst:BBTag/Nu-13/Data|xBBB Full}}
|-
|-
{{AttackVersion|name=xBBBB|subtitle=}}
{{AttackVersion|name=xBBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|xBBBB Full}}
{{#lst:BBTag/Nu-13/Data|xBBBB Full}}
|-
|-
{{AttackVersion|name=xBBBBB|subtitle=}}
{{AttackVersion|name=xBBBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|xBBBBB Full}}
{{#lst:BBTag/Nu-13/Data|xBBBBB Full}}
|-
|-
{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data| 2B Full}}
{{#lst: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=}}
{{#lsth:BBTag/Nu-13/Data|5C Full}}
{{#lst:BBTag/Nu-13/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|2C Full}}
{{#lst:BBTag/Nu-13/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.A Full}}
{{#lst:BBTag/Nu-13/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.AA Full}}
{{#lst:BBTag/Nu-13/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|j.B Full}}
{{#lst: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=}}
{{#lsth:BBTag/Nu-13/Data|j.xBB Full}}
{{#lst:BBTag/Nu-13/Data|j.xBB Full}}
|-
|-
{{AttackVersion|name=j.xBBB|subtitle=}}
{{AttackVersion|name=j.xBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.xBBB Full}}
{{#lst:BBTag/Nu-13/Data|j.xBBB Full}}
|-
|-
{{AttackVersion|name=j.xBBBB|subtitle=}}
{{AttackVersion|name=j.xBBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.xBBBB Full}}
{{#lst:BBTag/Nu-13/Data|j.xBBBB Full}}
|-
|-
{{AttackVersion|name=j.xBBBBB|subtitle=}}
{{AttackVersion|name=j.xBBBBB|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.xBBBBB Full}}
{{#lst:BBTag/Nu-13/Data|j.xBBBBB Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.C Full}}
{{#lst:BBTag/Nu-13/Data|j.C Full}}
|-
{{AttackVersion|name=j.2B|subtitle=|rowspan=2}}
{{#lst:BBTag/Nu-13/Data|j.2B Full}}
|-
{{Description|18|text=
*Projectile Level 2 during first 4 active frames
}}
|-
|-
{{AttackVersion|name=j.2B|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|j.2B Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|BC Full}}
{{#lst:BBTag/Nu-13/Data|BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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{{AttackVersion|name=Supra Rage
{{AttackVersion|name=Supra Rage
  |subtitle=Reversal Action}}
  |subtitle=Reversal Action}}
{{#lsth:BBTag/Nu-13/Data|AD Full}}
{{#lst:BBTag/Nu-13/Data|AD Full}}
|-
|-
{{AttackVersion|name=Air Supra Rage
{{AttackVersion|name=Air Supra Rage
  |subtitle=Air Reversal Action}}
  |subtitle=Air Reversal Action}}
{{#lsth:BBTag/Nu-13/Data|j.AD Full}}
{{#lst:BBTag/Nu-13/Data|j.AD Full}}
|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Nu-13/Data|DP Full}}
{{#lst:BBTag/Nu-13/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=A Sickle Storm |subtitle=236A}}
{{AttackVersion|name=A Sickle Storm |subtitle=236A}}
{{#lsth:BBTag/Nu-13/Data|236A Full}}
{{#lst:BBTag/Nu-13/Data|236A Full}}
|-
|-
{{AttackVersion|name=B Sickle Storm |subtitle=236B}}
{{AttackVersion|name=B Sickle Storm |subtitle=236B}}
{{#lsth:BBTag/Nu-13/Data|236B Full}}
{{#lst:BBTag/Nu-13/Data|236B Full}}
|-
|-
{{AttackVersion|name=A Spike Chase |subtitle=214A}}
{{AttackVersion|name=A Spike Chase |subtitle=214A}}
{{#lsth:BBTag/Nu-13/Data|214A Full}}
{{#lst:BBTag/Nu-13/Data|214A Full}}
|-
|-
{{AttackVersion|name=B Spike Chase |subtitle=214B}}
{{AttackVersion|name=B Spike Chase |subtitle=214B}}
{{#lsth:BBTag/Nu-13/Data|214B Full}}
{{#lst:BBTag/Nu-13/Data|214B Full}}
|-
|-
{{AttackVersion|name=Forward Act Parser |subtitle=66}}
{{AttackVersion|name=Forward Act Parser |subtitle=66}}
{{#lsth:BBTag/Nu-13/Data|66 Full}}
{{#lst:BBTag/Nu-13/Data|66 Full}}
|-
|-
{{AttackVersion|name=Back Act Parser |subtitle=44}}
{{AttackVersion|name=Back Act Parser |subtitle=44}}
{{#lsth:BBTag/Nu-13/Data|44 Full}}
{{#lst:BBTag/Nu-13/Data|44 Full}}
|-
|-
{{AttackVersion|name=Air Forward Act Parser |subtitle=j.66}}
{{AttackVersion|name=Air Forward Act Parser |subtitle=j.66}}
{{#lsth:BBTag/Nu-13/Data|j.66 Full}}
{{#lst:BBTag/Nu-13/Data|j.66 Full}}
|-
|-
{{AttackVersion|name=Air Back Act Parser |subtitle=j.44}}
{{AttackVersion|name=Air Back Act Parser |subtitle=j.44}}
{{#lsth:BBTag/Nu-13/Data|j.44 Full}}
{{#lst:BBTag/Nu-13/Data|j.44 Full}}
|}
|}


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|-
|-
{{AttackVersion|name=EX Sickle Storm |subtitle=236C}}
{{AttackVersion|name=EX Sickle Storm |subtitle=236C}}
{{#lsth:BBTag/Nu-13/Data|236C Full}}
{{#lst:BBTag/Nu-13/Data|236C Full}}
|-
|-
{{AttackVersion|name=EX Spike Chaser |subtitle=214C}}
{{AttackVersion|name=EX Spike Chaser |subtitle=214C}}
{{#lsth:BBTag/Nu-13/Data|214C Full}}
{{#lst:BBTag/Nu-13/Data|214C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=5P |subtitle=True Impreza}}
{{AttackVersion|name=5P |subtitle=True Impreza}}
{{#lsth:BBTag/Nu-13/Data|5P Full}}
{{#lst:BBTag/Nu-13/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P |subtitle=Spike Chaser}}
{{AttackVersion|name=6P |subtitle=Spike Chaser}}
{{#lsth:BBTag/Nu-13/Data|6P Full}}
{{#lst:BBTag/Nu-13/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P |subtitle=Gravity Seed}}
{{AttackVersion|name=4P |subtitle=Gravity Seed}}
{{#lsth:BBTag/Nu-13/Data|4P Full}}
{{#lst:BBTag/Nu-13/Data|4P Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Legacy Edge |subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Legacy Edge |subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|236BC Full}}
{{#lst:BBTag/Nu-13/Data|236BC Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
{{ColumnList |text=
{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage 5% [10%] (432 [1056])
*Minimum damage: 18*24 (432) [33*32 (1056)]
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Calamity Sword |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Calamity Sword |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|214BC Full}}
{{#lst:BBTag/Nu-13/Data|214BC Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
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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% [427*3, 800] (1815 [2081])
*Minimum damage: 1815 [427*3, 800 (2081)]
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Air Calamity Sword |subtitle=j.214B+C|rowspan=2}}
{{AttackVersion|name=Air Calamity Sword |subtitle=j.214B+C|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|j.214BC Full}}
{{#lst:BBTag/Nu-13/Data|j.214BC Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
Line 204: Line 229:
*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% [427*3, 800] (1815 [2081])
*Minimum damage: 1815 [427*3, 800 (2081)]
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Calamity Sword |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Calamity Sword |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Nu-13/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Nu-13/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*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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|-
|-
{{AttackVersion|name=Sword of Destruction |subtitle=222B+C}}
{{AttackVersion|name=Sword of Destruction |subtitle=222B+C}}
{{#lsth:BBTag/Nu-13/Data|222BC Full}}
{{#lst:BBTag/Nu-13/Data|222BC Full}}
|}
|}


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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
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==Navigation==
==Navigation==
{{#lsth:BBTag/Nu-13/Data|Links}}
{{#lst:BBTag/Nu-13/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Nu-13/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Nu-13/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Nu-13]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 22:16, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100%
Supra Rage
Reversal Action
Air Supra Rage
Air Reversal Action
Cross Burst Attack

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

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.