BBTag/Aegis/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
System Data[edit]
Health |
17,000 |
---|---|
Prejump |
4F |
Backdash |
29F (1-7F Inv All) |
- Origa Gauge
- Aigis can cancel her normals into Boost Dashes at the cost of Orgia Gauge. Costs 1 Orgia stock.
- Aigis can also do Boost Dash while standing. Costs 1 Origa stock. Can be used even when Orgia Gauge has less than 1 stock left, but will empty the gauge.
- If you empty the Origa Gauge, then Boost Dash is disabled until the Gague refills to full.
Normal Moves[edit]
Universal Mechanics[edit]
Skills[edit]
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)
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.
Distortion Skills[edit]
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge
- Skill Gauge Cooldown 180F (starts at beginning of superflash)
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 |
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Goddess Shield 236BC |
5200 [4800, 3700] | - | 80 [80, 48] | 60 (Once) | B | All | 4+(58 Flash)+8 | 21 | 35+18L | -33 | 5 | 20 | Launch | 200 [200, 200 + Down 33] | Launch | 216 [216, 216 + Down 33] | 17 | 17 [17, 0/+30] | +8 | 1-11 All 12-32 Guard All |
- |
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Air Goddess Shield j.236BC |
5200 [4800, 3700] | - | 80 [80, 48] | 60 (Once) | H | All | 4+(58 Flash)+8 | 21 | Until L+18L | - | 5 | 20 | Launch | 200 [200, 200 + Down 33] | Launch | 216 [216, 216 + Down 33] | 17 | 17 [17, 0/+30] | +8 | 1-11 All 12-32 Guard All |
- |
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Multi Mounted Machine Gun Orion 214BC |
0, 1000, 310*41 [0, 1000, 300*41, 1000, 1800] |
- | 80 | 60 (once) | T | Throw | 15+(65 Flash)+0~11 | 3 | 26+28L | - | 0, 4*41 [0, 4*43] | - | - | 120, 120 + WStick 120, 120 + WBounce*41 [120, 120 + WStick 120, 120 + WBounce*41, 120, 120 + Down 23] |
- | - | - | 0 [0*43, 40, 1] | +0 | 1-17~28 All | - |
| |||||||||||||||||||||
Air Multi Mounted Machine Gun Orion j.214BC |
0, 1000, 310*41 [0, 1000, 300*41, 1000, 1800] |
- | 80 | 60 (once) | T | Throw | 15+(65 Flash)+0~11 | 3 | Until L+28L | - | 0, 4*41 [0, 4*43] | - | - | 120, 120 + WStick 120, 120 + WBounce*41 [120, 120 + WStick 120, 120 + WBounce*41, 120, 120 + Down 23] |
- | - | - | 0 [0*43, 40, 1] | +0 | 1-17~28 All | - |
| |||||||||||||||||||||
Goddess Shield Distortion Skill Duo |
2000 [2000, 500] | - | 100 | 100 | B | All | 1+(91 Flash)+1 | 21 | 35+18L | -33 | 5 | 20 | Launch | 200 [200, 200 + Down 33] | Launch | 216 [216, 216 + Down 33] | 17 | 17 [17, 0/+30] | +8 | 1-1 All 2-21 Guard All |
- |
|
Astral Heat[edit]
Revolver Action Table[edit]
A | B | C | Cancel | |
---|---|---|---|---|
4A | 4AA, 5A, 2A | 5B, 2B | 5C, 2C | Throw, Jump, Special, Super |
4AA | 4AAA, 5A, 2A | 5B, 2B | 5C, 2C | Throw, Jump[+], Special, Super |
4AAA | 4AAAA, 2A | 5B, 2B | 5C, 2C | Throw, Jump[+], Special, Super |
4AAAA | - | - | - | - |
5A | 5AA, 2A | 5B, 2B | 5C, 2C | Throw, Jump[+], Special, Super |
5AA | 5AAA | 5B, 2B | 5C, 2C | Throw, Jump[+], Special, Super |
5AAA | 5AAAA | 5B, 2B | 5C, 2C | Special, Super |
5AAAA | - | - | - | - |
2A[2] | 4A, 5A, 2A | 5B, 2B | 5C, 2C | Throw, Special, Super |
5B[1] | 5A | - | 5C, 2C | Jump[+], Special, Super |
2B[1] | 5A | - | 5C, 2C | Jump[+], Special, Super |
5C | - | - | - | - |
2C | - | - | - | Special, Super |
A | B | C | Cancel | |
---|---|---|---|---|
j.A | j.AA | j.B | j.C | Jump, Special, Super |
j.AA | - | j.B | j.C | Jump, Special, Super |
j.B | - | - | j.C | Jump, Special, Super |
j.C | - | - | - | Special, Super |
- 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
Sources[edit]
Frame data from Tari (also lists total durations):
[edit]
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To edit frame data, edit values in BBTag/Aegis/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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Click [★] for character's full frame data
System Explanations
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Skill/Cross/Resonance Gauge •
Misc •