BBTag/Waldstein/Frame Data

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Waldstein


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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Waldstein 20,000 6F 29F (1~7F Inv All) 32F No Run
  • Forward dash can be canceled into attacks, guard, jump at any point

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 1500 All 11 3 25 -11 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 10 2 23 -8 B 100 80 CST(J)P 3 16 17 21 22 35 11 +0 +2
5AAA 1000, 2500 All 11 11 8 -2 [+1] B 100 70, 85 CS [CSP] 3, 4 16 Launch Restand [21 + Down 23] 7 +0 +2
5AAAA 2000 All 19 4 24 -9 B 100 85 P 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 8 2 14 -2 F 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1700 All 15 3 19 -3 B 100 85 CS(J)P 4 18 19 24 24 39 12 +0 +5
5BB 1000, 0, 2500 [1000, 2000] All 11 4(18)8 13 0 B 100 80 CS(J)P 3, 5 16, 20 Launch 30, 44 + WBounce 20 [30, 40 + WBounce] Launch 44, 60 + WBounce 20 [44, 56 + WBounce] 11, 13 0×2, 13/-11 [0, 13/] +0, -11 [+8]
2B 1700 All 14 2 30 -13 B 6~15 H 90 75 CS(J)P 4 18 Launch 24 Launch 39 12 +0 +5
2BB 0, 1000, 0, 2000 All 14 2 32 B 100 100×3, 75 CS(J)P 0, 4, 0, 4 60 + Down 23 0, 12, 0, 12
5C 800+ High 26 3 18 -4 H 100 100 - 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 11 4 17 -2 F 90 75 S(J)P 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1500 High 14 3 14 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 9 8 16 H 80 80 SJP 3 16 17 20 22 34 11 +0 +2
j.B 1700 High 13 6 16 H 80 85 SJP 4 18 Launch 40 + WBounce Launch 55 + WBounce 12 +0 +5
j.C 2500 High 20 Until L 24L -10 H 80 90 5 20 Launch 40 + Down 23 Launch 56 + Down 23 13 +0 +8


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 S 5 Launch 60 + Down 29 0
AD Verderben 1500, [1500, 0, 1500, 0, 2000] Air Unblockable 22 4 45 -30 B 1~25 All 80 60 4, 0, 4, 0, 4 18 Launch 60 [23 + Down 23] Launch 75 [48 + Down 23] 12 12, 0, 12, 0, 20


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 Eisen Nagel 2200 All 15 3 27 -11 B 80 85 P 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5
236B Wirbelwind 1200×3 All 30 3(9)4(10)5 27 -13 B 80 85 P 4 18 19×2, Launch 60 24×2, Launch 75 2×2, 12 +0 +5
214A A Drehen Durchbohren 0, 500, 3000 Throw 8 2 33 T 1~9 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20
214B B Drehen Durchbohren 0, 500, 3500 Throw 13 2 36 T 1~14 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20
j.214A Aerial A Verderben 0, 2300 Throw 7 3 Until L + 10L T 100 100, 85 0, 4 19, Down 23 0, 20
j.214B Aerial B Verderben 0, 2700 Throw 10 3 Until L + 10L T 100 100, 85 0, 4 19, Down 23 0, 20


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 EX Wirbelwind 1200×4 All 15 2(12)2(11)2(8)4 22 -7 B 80 85 P 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
214C EX Drehen Durchbohren (0, 500)×3, 0, 1000, 0, 2500 Throw 13 2 36 T 1~14 T 100 100×9, 50 (0, 4)×5 Launch 19 + Down 53 0×2, 8, 12×2
j.214C EX Aerial Verderben 0, 500, 0, 2700 Throw 7 3 Until L + 10L T 100 100×3, 85 (0, 4)×2 19 + Down 33 0, 12, 0, 20


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 Eisen Nagel 1700 All (18)+15 3 27 -11 B 70 85 4 18 Launch 60 + GBounce 12 +0
6P Wirbelwind 1200×3 All (18)+65 3(9)4(10)5 28 -11 B 70 85 4 18 19×2, Launch 60 2×2, 12 +0
4P Felsen Vulf 1700×2 All (18)+13 3(19)X Total (18)+66 -1 P 70 85 4 18 Launch 60 + Down 23, 40 + Down 23 12, 0/+12 +0, +12


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 Strumangriff 0, 2000, 0, 5900
[(0, 2000)×2, 0, 5500]
Throw 13+(60 Flash)+1 Until Wall 49 T 1~24 All
25~Until Wall P
80 100×3, 60 [100×5, 60] 4 Launch 120 + WBounce 0, 12, 0, 30
[(0, 12)×2, 0, 30]
214BC Werfen Erschlagen (0, 2000)×2, 5000
[(0, 500)×3, (0, 2000)×2, 5000]
Throw 13+(60 Flash)+0 5 44 T 1~17 All 80 100×4, 60 [100×10, 60] 4 Launch 120 + Down 43 0
Distortion Skill Duo Werfen Erschlagen (0, 500)×2, 1500 [0, 100, (0, 200)×2, (0, 500)×2, 1500] All 1+(79 Flash)+1 5 34 -29 B 1~6 All 100 100 4 Launch 120 + Down 43 0 +0 +0


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 Katastrophe 0, 20000, 37000 Throw 13+(72 Flash)+0 5 21 T 1~17 All 100 100 0 0


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Waldstein 5A.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-11
5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Waldstein 5AA.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-8
5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Waldstein 5AAA.pngGuard:
All
Startup:
11
Recovery:
8
Advantage:
-2 [+1]
5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAABBTag Waldstein Verderben.pngGuard:
All
Startup:
19
Recovery:
24
Advantage:
-9
- - - -
2ABBTag Waldstein 2A.pngGuard:
Low
Startup:
8
Recovery:
14
Advantage:
-2
- - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Waldstein 5B.pngGuard:
All
Startup:
15
Recovery:
19
Advantage:
-3
- 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Waldstein 5BB.pngGuard:
All
Startup:
11
Recovery:
13
Advantage:
0
- - 5C Reverse Beat, Jump[-], Special, Super
2BBBTag Waldstein 2B.pngGuard:
All
Startup:
14
Recovery:
30
Advantage:
-13
- 2BB[-] 5C Reverse Beat, Jump[-], Special, Super
2BBBBTag Waldstein 2BB.pngGuard:
All
Startup:
14
Recovery:
32
Advantage:
-
- - - Reverse Beat[-], Jump[-], Special[-], Super[-]
5CBBTag Waldstein 5C.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2CBBTag Waldstein 2C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-2
- - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Waldstein jA.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:
-
j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Waldstein jAA.pngGuard:
High
Startup:
9
Recovery:
16
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.BBBTag Waldstein jB.pngGuard:
High
Startup:
13
Recovery:
16
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.CBBTag Waldstein jC.pngGuard:
High
Startup:
20
Recovery:
24L
Advantage:
-10
- - - -
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
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

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