BBTag/Ruby Rose/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

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

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 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 0, 2000 SP 100 50 T Throw 7-30 3 23 - 0, 4 - Launch 60 - - - 0, 12 - - -
Corkscrew Slice
Reversal Action
1250*3 - 80 60 (Once) B Air Unblockable 13 2,2,2 47 -30 4 18 Launch 60 Launch 75 4 +0 +5 1~18 All -
Cross Burst Attack

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 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
Rifle Shot
236A
1500 - 80 80 P1 All 11 Until Hit Total: 54 -16 3 16 Launch 30 Launch 44 0/+11 +11 +13 - -
Sy-pod Shot
236B
1000, 1500*2 - 80 85 B, P1*2 All 13 6(18)X(21)X 42 -11 4 18 Launch 30 Launch 45 12, 0/+12*2 +0, +12*2 +5, +17*2 - -
A Gun Blast
214A
1200 S*P 80 75 B All 9 3 23 -7 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5 - -
  • Can pass through on frames 9~15
  • Can cancel into another Gunblast on frames 18~25
B Gun Blast
214B
1200 S*P 80 75 B All 9 3 23 -7 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5 - -
  • Can pass through on frames 9~17
  • Can cancel into another Gunblast on frames 23~26
C Gun Blast
214C
1200 S*P 80 75 B All 8 3 20 - 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5 - -
  • Can pass through on frames 8~15
  • Can cancel into another Gunblast on frames 19~24
Air A Gun Blast
j.214A
1200 S*P 80 75 H All 9 3 20 - 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5 - -
  • Can pass through on frames 9~15
  • Can cancel into another Gunblast on frames 21~23
Air B Gun Blast
j.214B
1200 S*P 80 75 H All 7 3 26 - 4 18 Launch 50 + WBounce Launch 65 + WBounce 12 +0 +5 - -
  • Can pass through on frames 7~15
  • Can cancel into another Gunblast on frames 16~26
Air C Gun Blast
j.214C
1200 S*P 80 75 H All 10 3 12L - 4 18 Launch 50 Launch 65 12 +0 +5 - -
  • Can pass through on frames 10~15
  • Can cancel into another Gunblast on landing for 6 frames
A Buzzsaw Blast
j.236A
200*N, 1300, 1000 P 80 80 (Once)*(N+1), 85 H*N, H, P1 All 16 4*N,4(12)4 22+6L -11 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 - -
  • Can special cancel landing hit and final shot into Gunblast on hit
B Buzzsaw Blast
j.236B
220*N, 1300, 1000 P 80 80 (Once)*(N+1), 85 H*N, H, P1 All 16 4*N,4(12)4 22+6L -11 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 - -
  • Can special cancel landing hit and final shot into Gunblast on hit

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 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
Guillotine
236C
800*2, 1500, 400*4 P 80 85 (Once) B*2, P, B*4 All 7 4(8)3(15)X(3)2,2,2,2 18+12L -8 - 18 19*2, Launch*5 40*2, 36, 40*4 - - 7/+5*2, 0/+2, 3/+5 - - - -
  • Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit
EX Buzzsaw Blast
j.236C
280*N, 1300, 1000 - 80 80 (Once)*N+1, 85 H*N+1, P All 16 4*N,4(12)X 17+6L +8 - 16*N+1, 18 17*N, Launch*2 30 + Down 30*N+1, 30 - - 2*N, 12, 0/+12 - - - -
  • Can special cancel landing hit and final shot into Gunblast on hit

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

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 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
Petal Burst
236B+C
2000, 720*7
[2000, 600*11]
- 80 100*7 [*11], 60 B All 5+(72 Flash)+12 12 46 -39 4 18 19, Launch*7 [*11] Stand, 120*6 [*10], 120 + Slide 20 - - 12 12/+40, 0*7 [*11] +40, +0*7 [*11] 1-28 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 400, 216*7 (1912) [400, 130*11 (2182)]
Petal Dance
214B+C
1200*6, 4700
[1200*2, 1000*8, 4700]
- 80 60 (Once) B 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 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]
- +5 1-22 All -
  • Values in [] are for Enhanced version
  • If all other hits are blocked, last hit has base damage 2000 instead
  • Minimum Damage: 168*6, 658 (1666) [156*2, 130*8, 611 (1963)]
Petal Burst
Distortion Skill Duo
250, 300*6, 450
[300, 240*10, 300]
- 100 100 B All 1+(109 Flash)+1 12 36 -29 4 18 19, Launch*7 [*11] Stand, 120*6 [*10], 120 + Slide 20 - - 12 12/+40, 0*7 [*11] +40, +0*7 [*11] 1-13 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 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
Red Reaper
222B+C
- - - - B All 1+(60 Flash)+15 4 72 -55 5 20 - - - - 13 - - 1-19 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[2] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Jump, Special, Super
5BBB - - - Jump, Special, Super
2B - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA j.A j.BB j.C Jump, Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources[edit]

Navigation[edit]


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