BBTag/Waldstein/Frame Data

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System Data[edit]

Health

20,000

Prejump

6F

Backdash

29F (1-7F Inv All)

Forward Dash

32F


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 1500 CSTJP 100 80 B All 11 3 25 -11 3 16 17 17 22 31 11 +0 +2 - -
  • Cuts projectiles
5AA 1500 CST(J)P 100 80 B All 10 2 23 -8 3 16 17 21 22 35 11 +0 +2 - -
  • Cuts projectiles
5AAA 1000, 2500 CS [CSP] 100 70, 85 B All 11 11 8 -2 [+1] 3, 4 16 Launch Restand [21 + Down 23] - - 7 +0 +2 - -
  • 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 Launch 75 12 +0 +5 - -
  • Cuts projectiles
2A 1000 CSTJP 90 75 F Low 8 2 14 -2 2 13 14 14 18 26 10 +0 +1 - -
5B 1700 CS(J)P 100 85 B All 15 3 19 -3 4 18 19 24 24 39 12 +0 +5 - -
  • 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 [WBounce 40] - - 11, 13 0, 21 [13] +0 [+8] - -
  • 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 Launch 39 12 +0 +5 6~15 H -
  • Cuts projectiles
2BB 0, 1000, 0, 2000 CS(J)P 100 100*3, 75 B All 14 2 32 - 0, 4, 0, 4 - - 60 + Down 23 - - - 0, 12, 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 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 S(J)P 90 75 F Low 11 4 17 -2 4 18 Launch 40 Launch 55 12 +0 +5 - -
  • Cuts projectiles
j.A 1500 SJP 80 80 H High 14 3 14 - 3 16 17 17 22 31 11 +0 +2 - -
  • Cuts projectiles
j.AA 1500 SJP 80 80 H High 9 8 16 - 3 16 17 20 22 34 11 +0 +2 - -
  • Cuts projectiles
j.B 1700 SJP 80 85 H High 13 6 16 - 4 18 Launch 40 + WBounce Launch 55 + WBounce 12 +0 +5 - -
  • Cuts projectiles
j.C 2500 - 80 90 H High 20 Until L 24L - 5 20 Launch 40 + Down 23 Launch 56 + Down 23 13 +0 +8 - -

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 S 100 50 (Once) T Throw 7~30 3 23 - 5 - Launch 60 + Down 29 - - - 0 - - -
  • 100% minimum damage (2000)
Verderben
Reversal Action
1500, [1500, 0, 1500, 0, 2000] - 80 60 (Once) B Air Unblockable 22 4 45 -30 4, 0, 4, 0, 4 18 Launch 60 [23 + Down 23] Launch 75 [48 + Down 23] 12 12, 0, 12, 0, 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

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
Eisen Nagel
236A
2200 P 80 85 B All 15 3 27 -11 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5 - -
  • 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 24*2, Launch 75 2*2, 12 +0 +5 - -
  • Cuts projectiles
A Drehen Durchbohren
214A
0, 500, 3000 - 100 100*2, 50 T Throw 8 2 33 - 4 - Launch 19 + Down 53 - - - 0, 12, 20 - 1-9 T -
B Drehen Durchbohren
214B
0, 500, 3500 - 100 100*2, 50 T Throw 13 2 36 - 4 - Launch 19 + Down 53 - - - 0, 12, 20 - 1-14 T -
Aerial A Verderben
j.214A
0, 2300 - 100 100, 85 T Throw 7 3 Until L + 10L - 0, 4 - - 19, Down 23 - - - 0, 20 - - -
  • On catch, falls forward
Aerial B Verderben
j.214B
0, 2700 - 100 100, 85 T Throw 10 3 Until landing + 10L - 0, 4 - - 19, Down 23 - - - - - - -
  • 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 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
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*2 60*3, 60 + Down 33 24*2, Launch*2 75*3, 75 + Down 33 2*2, 12*2 +0 +5 - -
  • Cuts projectiles
EX Drehen Durchbohren
214C
(0, 500)*3, 0, 1000, 0, 2500 - 100 100*9, 50 T Throw 13 2 36 - (0, 4)*5 - Launch 19 + Down 53 - - - 0*2, 8, 12*2 - 1-14 T -
EX Aerial Verderben
j.214C
0, 500, 0, 2700 - 100 100*3, 85 T Throw 7 3 Until L + 10L - (0, 4)*2 - - 19 + Down 33 - - - 0, 12, 0, 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 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
Eisen Nagel
1700 - 70 85 B All (18)+15 3 27 -11 4 18 Launch 60 + GBounce - - 12 +0 - - -
  • 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 +0 - - -
  • Cuts projectiles
4P
Felsen Vulf
1700*2 - 70 85 P All (18)+13 3(19)X Total (18)+66 -1 4 18 Launch 60 + Down 23, 40 + Down 23 - - 12, 0/+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 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
Strumangriff
236B+C
0, 2000, 0, 5900
[(0, 2000)*2, 0, 5500]
- 80 100*3, 60 [100*5, 60] T Throw 13+(60 Flash)+1 Until Wall 49 - 4 - Launch 120 + WBounce - - - 0, 12, 0, 30
[(0, 12)*2, 0, 30]
- 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
[(0, 500)*3, (0, 2000)*2, 5000]
- 80 100*4, 60 [100*10, 60] T Throw 13+(60 Flash)+0 5 44 - 4 - Launch 120 + Down 43 - - - 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, (0, 200)*2, 500, 1500] - 100 100 B All 1+(79 Flash)+1 5 34 -29 4 - Launch 120 + Down 43 - - 0 +0 +0 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 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
Katastrophe
222B+C
0, 20000, 37000 - 100 100 T Throw 13+(72 Flash)+0 5 21 - 0 - - - - - - 0 - 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]


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