BBTag/Ruby Rose/Frame Data

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 Ruby Rose

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
Ruby Rose 17,000 4F 22F (1~7F Inv All) Gun Blast

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
5A 1200 All 6 3 14 -3 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5AA 1500 All 11 3 18 -4 B 100 80 CST(J)P 2 16 17 17 22 31 11 +0 +2
5AAA 1700 All 15 12 24 -17 B 100 85 CSP 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
5AAAA 1700 All 13 18 28 -27 B 100 85 P 4 18 Launch 40 Launch 55 0 +0 +5
2A 1000 Low 7 2 12 -2 F 90 70 CSTP 1 11 12 12 16 23 9 +0 +0
5B 1500 All 10 6 18 -7 B 100 80 CSJP 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 13 4 24 -9 B 100 85 CSJP 4 18 19 19 24 34 12 +0 +5
5BBB 1700 All 15 3 39 -23 B 100 75 SJP 4 18 Launch 24 Launch 39 12 +0 +5
2B 1500 All 11 4 25 -12 B 8~14 H 90 80 CSJP 3 16 17 17 22 31 11 +0 +2
5C 800+ High 26 3 7+11L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3 18 -2 F 90 85 SP 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1500 High 9 3 15 H 80 80 JSP 3 16 17 19 22 33 11 +0 +2
j.AA 1500 High 11 5 18 H 80 80 JSP 3 16 17 19 22 33 11 +0 +2
j.B 1500 High 11 5 18 H 80 80 JSP 3 16 17 19 22 33 11 +0 +2
j.BB 1500 High 9 3 15 H 80 80 JSP 3 16 17 19 22 33 11 +0 +2
j.C 1700 High 18 3 34L -15 at best H 80 85 SP 4 18 Launch + Down 23 60 Launch + Down 23 75 12 +0 +5

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 SP 0, 4 Launch 60 0, 12
AD Corkscrew Slice 1250×3 Air Unblockable 13 2,2,2 47 -30 B 1~18 All 80 60 4 18 Launch 60 Launch 75 4 +0 +5

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 Rifle Shot 1500 All 11 Until Hit Total: 54 -16 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
236B Sy-pod Shot 1000, 1500×2 All 13 6(18)P(21)P 42 -11 B, P1×2 80 85×3 4 18 Launch 30 Launch 45 12, 0/+12×2 +0, +12×2 +5, +17×2
214A A Gun Blast 1200 All 9 3 23 -7 B 80 75 S*P 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5
214B B Gun Blast 1200 All 9 3 23 -7 B 80 75 S*P 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5
214C C Gun Blast 1200 All 8 3 20 B 80 75 S*P 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5
j.214A Air A Gun Blast 1200 All 9 3 20 H 80 75 S*P 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5
j.214B Air B Gun Blast 1200 All 7 3 26 H 80 75 S*P 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5
j.214C Air C Gun Blast 1200 All 10 3 12L H 80 75 S*P 4 18 Launch 50 Launch 65 12 +0 +5
j.236A A Buzzsaw Blast 200×N, 1300, 1000 All 16 4×N,4(12)4 22+6L -11 H×N, H, P1 80 80, 85 P 3×(N+1), 4 16×(N+1), 18 17×N, Launch×2 30 + Down 23×(N+1), 30 22×N, Launch×2 44 + Down 23×(N+1) 30 2×N, 12, 0/+2 +0×N, +0, +2 +2×(N+1), +4
j.236B B Buzzsaw Blast 220×N, 1300, 1000 All 16 4×N,4(12)4 22+6L -11 H×N, H, P1 80 80, 85 P 3×(N+1), 4 16×(N+1), 18 17×N, Launch×2 30 + Down 23×(N+1), 30 22×N, Launch×2 44 + Down 23×(N+1) 30 2×N, 12, 0/+2 +0×N, +0, +2 +2×(N+1), +4

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 Guillotine 800×2, 1500, 400×4 All 7 4(8)3(15)P(3)2,2,2,2 18+12L -8 B×2, P1, B×4 80 85 P 4 18 19×2, Launch×4 40 24×2, Launch×4 55 7/+5×2, 3/+5×4 +5 +10
j.236C EX Buzzsaw Blast 280×N, 1300, 1000 All 16 4×N,4(12)P 17+6L +8 H×N+1, P1 80 80, 85 3×N+1, 4 16×(N+1), 18 17×N, Launch×2 30 + Down 23×(N+1), 30 22×N, Launch×2 44 + Down 23×(N+1) 30 2×N, 12, 0/+12 +0×N, +0, +2 +2×(N+1), +4

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 5AAAA 1700 All (18)+13 12 28 -21 B 70 85 4 18 Launch 60 Launch 75 0 +0 +5
6P Rifle Shot 1500 All (18)+11 Until Hit Total: 54 -16 P1 70 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
4P 5BBB 1700 All (18)+10 3 39 -23 B 70 85 4 18 Launch 50 Launch 65 12 +0 +5

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 Petal Burst 2000, 720×7
[2000, 600×11]
All 5+(72 Flash)+12 12 46 -39 B 1~28 All 80 100×7 [×11], 60 4 18 19, Launch×7 [×11] Stand, 120×6 [×10], 120 + Slide + Down 10 12 12/+40, 0×7 [×11] +40, +0×7 [×11]
214BC Petal Dance 1200×6, 4700
[1200×2, 1000×8, 4700]
All 13+(60 Flash)+2 8(4)4(6)2{(5)2}×3(20)5
[8(4)4(6)2{(5)2}×7(20)5]
30 -16 B 1~22 All 80 60 4 18 19×5 [×9], Launch×2 90 24×5 [×9], Launch×2 105 6×2, 2×4, 12
[6×2, 2×2, 1×2, 0×4, 12]
+0 +5
Distortion Skill Duo Petal Burst 250, 300×6, 450
[300, 240×10, 300]
All 1+(109 Flash)+1 12 36 -29 B 1~13 All 100 100 4 18 19, Launch×7 [×11] Stand, 120×6 [×10], 120 + Slide + Down 10 12 12/+40, 0×7 [×11] +40, +0×7 [×11]

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 Red Reaper All 1+(60 Flash)+15 4 72 -55 B 1~19 All 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Ruby 5A.pngGuardAllStartup6Recovery14Advantage-3[2] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Ruby 5AA.pngGuardAllStartup11Recovery18Advantage-4 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAABBTag Ruby 5AAA.pngGuardAllStartup15Recovery24Advantage-17 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Ruby 5AAAA.pngGuardAllStartup13Recovery28Advantage-27 - - - -
2ABBTag Ruby 2A.pngGuardLowStartup7Recovery12Advantage-2[2] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Ruby 5B.pngGuardAllStartup10Recovery18Advantage-7 - 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBTag Ruby 5BB.pngGuardAllStartup13Recovery24Advantage-9 - 5BBB, 2B 5C, 2C Jump, Special, Super
5BBBBBTag Ruby 5BBB.pngGuardAllStartup15Recovery39Advantage-23 - - - Jump, Special, Super
2BBBTag Ruby 2B.pngGuardAllStartup11Recovery25Advantage-12 - 5B 5C, 2C Jump, Special, Super
5CBBTag Ruby 5C.pngGuardHighStartup26Recovery7+11LAdvantage-4 - - - -
2CBBTag Ruby 2C.pngGuardLowStartup13Recovery18Advantage-2 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Ruby jA.pngGuardHighStartup9Recovery15Advantage-
and j.BB
j.AA j.B j.C Jump, Special, Super
j.BBBTag Ruby jB.pngGuardHighStartup11Recovery18Advantage-
and j.AA
j.A j.BB j.C Jump, Special, Super
j.CBBTag Ruby jC.pngGuardHighStartup18Recovery34LAdvantage-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

Sources

Navigation

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To edit frame data, edit values in BBTag/Ruby Rose/Data.
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