BBTag/Aegis/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 29F / Invul: 1-7F 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]

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
4A 1000 - 100 75 B All 6 3 16 -5 2 13 14 14 10 - -
4AA 1500 - 100 80 B All 10 6 3+13L -5 3 16 19 19 11 - -
4AAA 1500 - 100 70 H All 8 2 19+9L -4 3 16 17 40 11 - -
  • -4 in the air, -27 if waiting until the floor to perform an action (includes 9f landing recovery)
4AAAA 2000 - 100 90 H All 14 6 Until L+6 -18 5 20 21 21 13 - -
5A 1500 - 100 80 B All 10 3 23 -9 3 16 17 17 11 - -
5AA 1500 - 90 80 B All 14 2 24 -9 3 16 17 30 11 - -
5AAA 1700 - 90 75 - All 9 - - -26 - - - - - - -
5AAAA 2000 - 100 90 H All 24 6 Until L+6 - 5 20 21 21 13 - -
2A 1000 - 90 70 F Low 8 2 11 -1 1 11 12 12 9 - -
5B 1000, 750*5 - 100, 60*5 70, 100*5 B, P1*5 All 10 6,X[(2)X]*4 20 -6 ~ -23 3, 2*5 16, 13*5 Launch, 14*5 20 9, 0/+6*5 - -
  • -6 on standing Hakumen, -12 on standing Aigis, -23 on crouching Aigis
2B 1000, 750*5, 60*5 - 90, 60*5 70, 100*5 B, P*5 All 11 2,X[(2)X]*4 19 -6 ~ -14 3, 2*5 16, 13*5 Launch, 14*5 20 9, 0/+6*5 9-12 H -

*14 is first active of bullets. -6 on standing Hakumen, -10 on standing Aigis, -14 on crouching Aigis

5C 800 - 100 100 H High 26 3 10+8L -4 3 16 0 0 11 - -
2C 1500 - 90 80 F Low 12 5 16 -4 3 16 17 40 5 - -
j.A 1500 - 80 80 H High 9 8 10 - 3 16 17 17 11 - -
j.AA 1200 - 80 80 H High 7 6 14 - 3 16 17 17 11 - -
j.B 1500*2 - 80 80 (once) H All 8 4(8)6 Total: 35 - 3 16 Launch 20, 28 11 - -
j.C 1700 - 80 85 H All 15 Until L Total: 54+5L - 4 18 Launch 60 12 - -

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 - 100 50 (once) T Throw 7~30 3 23 - 0, 5 - Launch 60 0, 13 - -
  • Minimum Damage 100% (2000)
Heavenly Spear
Reversal Action
2400 - 80 60 B Air Unblockable 17 32 Total: 52+28L -30 5 20 Launch 40 0/+13 1-20 All -
  • Persona is fully invincible 1-18F
Cross Burst Attack 1000 - - - - 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
7th Gen Blast Gatling
236B
300*15 - 80 90 P1 All 24 {X(2)}*14,X Total: 87 -19 3 16 17 17 0 - -
Air 7th Gen Vulcan Cannon
j.236B
250*N - 80 80 (Once) P1 All 27 (X(2)}*N Until L+22 - 3 16 17 24 0 - -
B 7th Gen Blast Gatling (Charged)
236[B]
300*15~30 - 80 90 P1 All 24 {X(2)}*N,X Total: 87~123 -19~-25 3 16 17 17 0 - -
A 7th Gen Radical Cannon
214A
1500*2 - 80 70 (once) P All 25 Until Hit,15 Total: 60 -17 ~ +16 3 16 Launch 17, 60 0, 0/+1 - -
  • No longer has negative edge input for early detonation as of patch 2.0
B 7th Gen Radical Cannon
214B
1500*2 - 80 70 (once) - All 37 - - -2 ~ +67 - - - - - - -
  • No longer has negative edge input for early detonation as of patch 2.0
A Air 7th Gen Radical Cannon
j.214A
1500*2 - 80 70 (once) P All 21 Until Hit,15 Total: 52+5L - 3 16 Launch 17, 60 0, 0/+1 - -
  • No longer has negative edge input for early detonation as of patch 2.0
B Air 7th Gen Radical Cannon
j.214B
1500*2 - 80 70 (once) P All 21 Until Hit,15 Total: 52+5L - 3 16 Launch 17, 60 0, 0/+1 - -
  • No longer has negative edge input for early detonation as of patch 2.0
Megido Fire - Kai
236A
1000, 100*5, 1000 - 80 70 H All 13 9*4 12L -4 3 16 Launch 32 7 - -
Air Megido Fire - Kai
j.236A
1000, 100*8, 1000 - 80 70 H All 13 9*N 24L - 3 16 Launch 32 7 - -
Boost Dash - - - - - - 7* - - - - - - - - - -
  • Earliest frame a move can start is f8. eg: Orgia Dash > j.A is 7 + 9 = 16f startup.
  • Lasts for up to 60f.
*

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 Megido Fire - Kai
236C
1200, 200*8, 2000 - 80 75 (once) H All 13 9*4 12L -2 4 18 Launch 32, 56*9 7, 0*9 - -
EX Air Megido Fire - Kai
j.236C
1200, 200*8, 2000 - 80 75 (once) H All 13 9*N 12L - 4 18 Launch 32, 56*9 7, 0*9 - -
Pandora Missile Launcher
214C
900*12 - 80 85 P All 18 {X(4)}6,X Total: 94+0L -12 ~ +33 4 18 28 28 0/+3 - -
  • Getting 18f is rare, due to spacing and hitboxes
Air Pandora Missile Launcher
j.214C
900*12 - 80 85 P All 18 {X(4)}11,X Total: Until L - 4 18 28 28 0/+3 - -
  • Getting 18f is rare, due to spacing and hitboxes

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
4AA
1500*2 - 70 80 (once) B, H All (17)+13 8 [8(7)2] 2+34L
[34+9L]
-27 3 16 Launch 60 11 - -
  • Values in [] is on hit
6P
7th Gen Radical Cannon
1500*2 - 70 80 (once) P All (17)+31 X(3)X Total: (18)+51 - 3 16 Launch 17, 60 0, 0/+1 - -
4P
P4A 2C
2000 - 70 90 - All (17)+11 6 Total: (18)+51 -34 - 20 Launch 60 13 - -

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 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
Goddess Shield
236BC
5200 [4800, 3700] - 80 [80, 48] 60 (once) B All 4+8 21 35+18L -33 5 20 Launch 200 [200, 200 + Down 34] 17 [17, 0/+30] 1-11 All
12-32 Guard All
-
  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block (making it -33 at all ranges)
  • 59f superflash
Air Goddess Shield
j.236BC
5200 [4800, 3700] - 80 [80, 48] 60 (once) H All 4+8 21 Until L+18L - 5 20 Launch 200 [200, 200 + Down 34] 17 [17, 0/+30] 1-11 All
12-32 Guard All
-
  • Values in [] are for Enhanced version
  • Minimum damage: 1664 [1104, 740 (1844)]
  • Aegis immediately enters recovery on hit/block
  • 59f superflash
Multi Mounted Machine Gun Orion
214BC
0, 1000, 310*41
[0, 1000, 300*41, 1000, 1800]
- 80 60 (once) T Throw 15+0~11 3 26+28L - 0, 4*41 [0, 4*43] - - 120 0 [0*43, 40, 1] 1-17~28 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37*41 (2117)
  • [Minimum damage: 600, 30*41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 2 active frames before superflash ends
  • 66f superflash
Air Multi Mounted Machine Gun Orion
j.214BC
0, 1000, 310*41
[0, 1000, 300*41, 1000, 1800]
- 80 60 (once) T Throw 15+0~11 3 Until L+28L - 0, 4*41 [0, 4*43] - - 120 0 [0*43, 40, 1] 1-17~28 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 37*41 (2117)
  • [Minimum damage: 600, 30*41, 100, 378 (2308)]
  • Startup varies depending on distance to opponent, at further ranges, Aegis does not attack at all
  • At closest range, 1 active frame before superflash ends
  • 66f superflash
Goddess Shield
Distortion Skill Duo
2000 [2000, 500] - 100 100 B All 1+1 21 35+18L -33 5 20 Launch 200 [200, 200 + Down 34] 17 [17, 0/+30] 1-1 All
2-21 Guard 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 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
Heritage Liberator Palladion
222BC
- - - - P All 1+4 {X(2)}*16,X Total: 84+29L -57 3 16 - - 0*16, 0/+10 1-64 All -
Air Heritage Liberator Palladion
j.222BC
- - - - P All 1+4 {X(2)}*16,X Total: Until L+29L - 3 16 - - 0*16, 0/+10 1-64 All -

Revolver Action Table[edit]

Ground Revolver Action Table
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
Air Revolver Action Table
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):

framedata spreadsheet

Navigation[edit]


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