BBTag/Orie/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 41F / Invul: 1-11F All


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
5A 1000 - 100 75 B All 7 2 19 -7 2 13 14 14 10 - -
5AA 1500 - 100 80 B All 9 2 23 -8 3 16 17 17 11 - -
5AAA 170*12 - 100 80 (Once) B All 11 2*12 23 -9 3 16 19 22 1/-1 - -
5AAAA 1700 - 80 85 P All 16 10 Total: 54 -15 4 18 Launch 60 0/+5 - -
2A 1000 - 90 70 F Low 7 2 15 -5 1 11 12 12 9 - -
5B 1500 - 100 80 B All 12 4 21 -8 3 16 19 17 11 - -
5BB 1500 - 100 80 B All 15 5 16 -4 3 16 19 23 11 - -
5BBB 1700 - 100 85 B All 18 4 24 -9 4 18 19 30 12 - -
2B 1500 - 90 80 B All 9 3 24 -10 3 16 17 24 11 5-11 H -
5C 800+ - 100 100 H High 26 3 5+13L -4 3 16 - - 11 - -
2C 1700 - 90 75 F Low 11 5 21 -7 4 18 Launch 26 12 - -
j.A 1500 - 80 80 H High 10 6 12 - 3 16 17 17 11 - -
j.AA 1500 - 80 80 H High 7 2 17 - 3 16 17 17 11 - -
j.B 1700 - 80 80 H High 11 5 16 - 3 16 17 22 11 - -
j.C 2000 - 80 85 H High 12 7 16 - 4 18 19 45 12 - -

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, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4 - Launch 60 + WBounce 0, 12 - -
Sacred Arrow
Reversal Action
800*6 - 80 60 (Once) B Air Unblockable 10 2*6 36+15L -38 4 18 Launch 60 5 1-19 All -
Air Sacred Arrow
Air Reversal Action
800*6 - 80 60 (Once) H All 12 2*6 Until L+11L - 4 18 Launch 42 5 1-23 All -
Cross Burst Attack 1000 - - - - All - - - - - - - - - - -

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
A Divine Thrust
236A
2000 - 80 85 B All 12 4 21 -4 4 20 25 45 9 - -
B Divine Thrust
236B
2200 - 80 90 B All 21 6 16 -1 5 20 Launch 45 9 - -
  • 25f / +4 at max range
A Command Order
214A
1700 - 80 85 F Low 13 5 Total: 39 -8 4 18 19 19 12 - -
Air A Command Order
j.214A
1700 - 80 85 H High 16 4 Total: Until L+24L - 4 18 Launch 30 12 - -
Thick And Fast
214X > A
1200*2 - 80 85 (Once) B All 13 3(7)2 Total: 62 -21 4 18 Launch 45 3 - -
B Command Order
214B
2000 - 80 85 B All 22 3 Total: 44 -4 4 18 Launch 40 + GBounce 12/+0/-3 - -
Air B Command Order
j.214B
2000 - 80 85 H High 29 5 Total: Until L+17L - 4 18 19 75 12 - -
Succession
214X > B
2000 - 80 85 B All 15 4 Total: 45 -12 4 18 19 40 12 - -
Aerial Leap
214X > C
- - - - - - 23 - Until L - - - - - - - -
  • Can cancel into attacks on 23F

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
EX Divine Thrust
236C
2200, 220*5 - 80, 100*5 80, 100*5 B, P*5 All 11 8 [(16)4*5] 28 [40] +2 5*6 20, 25*5 21, Launch*5 21, 60*5 3/+20/+20, 0/+3*4, 0/+8 - -

18f to reach maximum range

Oblique Edge
214C
800*2, 2000 - 80 85 (Once) B All 16 6,5,9 Total: 61 -9 4 18 Launch 60 0/+1 - -
Air Oblique Edge
j.214C
800*2, 2000 - 80 85 (Once) H All 25 6,5,9 Total: Until L+15L - 4 18 Launch 60 3/-1 - -

+1 at tk height

Partner Skills[edit]

  • 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 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
Sacred Spire
700*3 - 70 85 (Once) B All (18)+12 5,4,4 [5,4,4(5)4] 23 [23+20L] -10 3 16 17*3, Launch 19*3, 150 3 - -
  • Values in [] are on hit
6P
Divine Thrust
2200 - 70 90 B All (18)+21 6 20 -5 5 20 Launch 60 9 - -
4P
Sealing Hoplon
450*2 - 70 80 (Once) P All (18)+55 3*8 Total: (18)+60 +48 3 16 Launch 45 0/+2/+4 - -

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
Sacred Spire Lucent
236B+C
850*6, 2200, 4900
[850*6, 2200, 500, 800*5, 3100]
- 80 60 (once) B All 1+14 4*6(5)4 33+27L -45 3*6, 4 16*6, 18 10*6, 19 17*6, 150 1, 12 1-20 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 85*6, 220, 931 (1611)
  • [Minimum Damage: 85*6, 220, 50, 80*5, 620 (1800)]
Luminous Embrace
214B+C
1700, 1350*6
[1700, 700*12, 2000]
- 80 60 (once) P2 All 2+13 Until Hit Total: 151 -60 5 20 Launch 30, 90*6
[30, 90*10, 180*2]
0/+2 1-15 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 225, 202*6 (1407)
  • [Minimum Damage: 225, 105*12, 120 (1605)]
Luminous Embrace
Distortion Skill Duo
500, 250*6
[500, 125*12, 500]
- 100 100 P2 All 1+1 Until Hit Total: 92 -64 5 20 Launch 30, 90*6
[30, 90*10, 180*2]
0/+2 1-5 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
Rest In Peace
222B+C
- - - - P2 All 5+11 4(20)4,4,4,4 Total: 102 -27 5 30, 20*4 - - - 1-75 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
j.C - - - Reverse Beat, Special, Super
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]

Proration Data from C0R
Link

Frame Data from Tari
Link

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Orie/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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