BBTag/Waldstein/Frame Data

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System Data[edit]

Health: 20,000
Prejump: 6F
Backdash Time 29F / Invul: 1-7F 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 1500 CSTJP 100 80 B All 11 3 22 -8 3 16 17 17 11 - -
  • Cuts projectiles
5AA 1500 CST(J)P 100 80 B All 10 2 23 -8 3 16 17 21 11 - -
  • Cuts projectiles
5AAA 1000, 2500 CS [CSP] 100 70, 85 B All 11 11 8 -2 [+1] 3, 4 16 21 Restand [21] 7, 15 - -
  • Cuts projectiles
  • Second hit only occurs if first hit hits and is close enough.
  • Values in [] is if first hit doesn't catch
  • Waldstein is +7 on restand
5AAAA 2000 P 100 85 B All 19 4 24 -9 4 18 Launch 60 12 - -
  • Cuts projectiles
2A 1000 CSTJP 90 75 F Low 8 2 14 -2 2 13 14 14 10 - -
5B 1700 CS(J)P 100 85 B All 15 3 19 -3 4 18 19 24 12 - -
  • Cuts projectiles
5BB 1000, 2500 [2000] CS(J)P 100 80 B All 11 4(18)8 13 0 3, 5 16, 20 WBounce 44, [WBounce 40] WBounce 44 [30, WBounce 40] 0 [11, 13] - -
  • Cuts projectiles
  • Waldstein performs a punch instead of a hitgrab if first hit doesn't catch
  • Values in [] is if first hit doesn't catch
2B 1700 CS(J)P 90 75 B All 14 2 30 -13 4 18 Launch 24 12 6~15 H -
  • Cuts projectiles
2BB 0, 1000, 2000 CS(J)P 100 100*2, 75 B All 14 2 32 - 0, 4*2 0, 4*2 - 60 + Down 24 0, 0*, 12* - -
  • Whiffs against guard
  • Opponent experiences 11 hitstop on second hit and 1 hitstop on final hit
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - Down 11 - -
2C 1700 S(J)P 90 75 F Low 11 4 17 -2 4 18 Launch 40 12 - -
  • Cuts projectiles
j.A 1500 SJP 80 80 H High 14 3 14 - 3 16 17 17 11 - -
  • Cuts projectiles
j.AA 1500 SJP 80 80 H High 9 8 16 - 3 16 17 20 11 - -
  • Cuts projectiles
j.B 1700 SJP 80 85 H High 13 6 16 - 4 18 WBounce WBounce 40 12 - -
  • Cuts projectiles
j.C 2500 - 80 90 H High 20 Until L 24L - 5 20 Down 24 40 + Down 24 13 - -

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 S 100 50 (once) T Throw 7~30 3 23 - 5 - 60 + Down 29 - 0 - -
  • 100% minimum damage (2000)
Verderben
Reversal Action
1500, [1500, 2000] - 80 60 (once) B Air Unblockable 22 4 45 -30 4 18 Down 24 60, [Down 24] 12*2, 20 1~25 All -
  • Cuts projectiles
  • Only performs additional hits on catch
  • Only catches on ground or near ground hit
  • Values in [] refer to on catch
Cross Burst Attack 1000 - - - H 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
Eisen Nagel
236A
2200 P 80 85 B All 15 3 27 -11 4 18 Launch 50 + GBounce 12 - -
  • Cuts projectiles
Wirbelwind
236B
1200*3 P 80 85 (once) B All 30 3(9)4(10)5 27 -13 4 18 19*2, Launch 60 2*2, 12 - -
  • Cuts projectiles
A Drehen Durchbohren
214A
0, 500, 3000 - 100 100*2, 50 T Throw 8 2 33 - 4 - Down 54 - 12, 20 1-9 T -
B Drehen Durchbohren
214B
0, 500, 3500 - 100 100*2, 50 T Throw 13 2 36 - 4 - Down 54 - 12, 20 1-14 T -
Aerial A Verderben
j.214A
0, 2300 - 100 100, 85 T Airthrow 7 3 Until landing + 10L - 0, 4 - - Down 24 0, 20 - -
  • On catch, falls forward
Aerial B Verderben
j.214B
0, 2700 - 100 100, 85 T Airthrow 10 3 Until landing + 10L - 0, 4 - - Down 24 0, 20 - -
  • On catch, stops horizontal momentum

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 Wirbelwind
236C
1200*4 P 80 85 (once) B All 15 2(12)2(11)2(8)4 22 -7 4 18 19*2, Launch, Down 34 60*3, 60 + Down 34 2*3, 12 - -
  • Cuts projectiles
EX Drehen Durchbohren
214C
0, 500*3, 1000, 2500 - 100 100*5, 50 T Throw 13 2 36 - - - Down 54 - 0*2, 8, 12*2 1-14 T -
EX Aerial Verderben
j.214C
0, 500, 2700 - 100 100*2, 85 T Airthrow 7 3 Until landing + 10L - 0, 4*2 - - Down 24 0, 12, 20 - -
  • On catch, falls forward

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
Eisen Nagel
1700 - 70 85 B All (18+)15 3 27 -11 4 18 GBounce 60 GBounce 60 12 - -
  • Cuts projectiles
6P
Wirbelwind
1200*3 - 70 85 (once) B All (18+)65 3(9)4(10)5 28 -11 4 18 19*2, Launch 60 2*2, 12 - -
  • Cuts projectiles
4P
Felsen Vulf
1700*2 - 70 85 P All (18+)13 3(19)Until hit 66T -1 4 18 Launch, Down 24 60 Down + 24, 40 Down + 24 12, 0/+12 - -
  • Cuts projectiles

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
Strumangriff
236B+C
0, 2000, 5900
[0, 2000*2, 5500]
- 80 100*2, 60 [100*3, 60] T Throw 13(+60)+1 Until reaches wall 49 - 4 - 120 120 0 1~24 All, 25~Active P -
  • Values in [] are for Enhanced version
  • Minimum damage: 400, 1534 (1934)
  • [Minimum damage: 400*2, 1320 (2120)]
Werfen Erschlagen
214B+C
0, 2000*2, 5000 (5782)
[0, 500*3, 2000*2, 5000 (5782)]
- 80 100*3, 60 [100*6, 60] T Throw 13(+60)+0 5 44 - 4 - Down 44 120 + Down 44 0 1~17 All -
  • Values in [] are for Enhanced version
  • Value in () is for final hit if super is done with 720BC
  • Minimum damage: 2300 (2476)
  • [Minimum damage: 2600 (2776)]
Werfen Erschlagen
Distortion Skill Duo
0, 500*2, 1500 [0, 100, 200*2, 500, 1500] - 100 100 B All 1(+79)+1 5 34 -29 0 9 Down 44 120 + Down 44 8 1~6 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

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
Katastrophe
222B+C
0, 20000, 37000 - 100 100 T Throw 13(+72)+0 5 21 - - - - - - 1~17 All -
  • Minimum damage 100%: 57000

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 - - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - - 5C Reverse Beat, Jump[-], Special, Super
2B - 2BB[-] 5C Reverse Beat, Jump[-], Special, Super
2BB - - - 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 - - - -
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.
  • Jump cancels for 5AAA and 5BB are for when the non-throw animation triggers

Sources[edit]

Navigation[edit]


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