BBTag/Azrael/Frame Data

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< BBTag‎ | Azrael
 Azrael

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.
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.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Azrael 18,000 4F 28F (1~20F Inv All) 25F (7~15F Inv All) Teleport Step Dash

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
4A 1000 All 6 6 9 -1 B 100 75 CSTJP 2 13 17 17 21 29 10 +0 +1
5A 1500 All 7 7 10 +1 B 100 80 CSTJP 3 17 22 19 27 33 11 +0 +2
5AA 1500 All 11 3 15 0 B 100 80 CSTP 3 17 23 22 + GBounce 28 36 + GBounce 11 +0 +2
5AAA 1700 All 15 9 14 -4 B 100 85 CSP 4 18 23 23 28 38 12 +0 +5
5AAAA 1700 [2000] High 21 3 20 -4 [-2] H 80 85 [90] P 4 [5] 18 [20] Launch 19 + Down 23 [60 + GBounce] Launch 34 + Down 23 [76 + GBounce] 12 [15] +0 +5
2A 1500 [2000] Low 15 3 15 -1 [+3] F 90 80 [90] CSTP 3 [5] 16 [20] 17 [25] 25 [40 + Down 23] 22 [31] 39 [56 + Down 23] 11 [15] +0 +2 [+8]
5B 1700 All 13 6 16 -3 B 100 85 CSP 4 18 22 22 27 37 12 +0 +5
5BB 1700 [2000] Low 15 10 23L -14 F 11~24 F 90 85 [90] CSP 4 [5] 18 Launch 42 + Down 23 [Down 43] Launch 57 + Down 23 [Down 43] 12 [13] +0 +5 [+8]
5BB Followup 1500 All 3 20 +7 P 100 80 CSP 3 16 Launch 40 Launch 54 0/+11 +11 +11
2B 1500 All 13 6 30 -19 P 7~16 H 90 70 CSJP 3 16 Launch 30 Launch 44 11 +0 +2
5C 800+ High 26 3 18 -4 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 [2000] Low 24 6 15 -2 [0] F 90 85 [90] P 4 [5] [20] Launch 40 + Slide + Down 10 [60 + GBounce] Launch 55 + Slide + Down 10 [76 + GBounce] 12 [15] +0 +5 [+8]
j.A 1500 High 9 6 14 H 80 80 JP 3 16 17 50 22 64 11 +0 +2
j.AA 1500 High 10 6 15 H 80 80 JP 3 16 17 50 22 64 11 +0 +2
j.B 1500 [2000] High 19 5 16 H 80 80 [90] P 3 [5] 16 17 [21] 30 [60 + GBounce] 22 [27] 44 [76 + GBounce] 11 [15] +0 +2 [+8]
j.C 1800 All 22 Until L 10L +1 H 80 80 P 3 16 17 50 22 64 11 +0 +2

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 Forward Throw 0, 2000 Throw 7~30 3 23 T 100 50 SP 0, 4 Launch 60 0, 12 +0
4BC Back Throw 0, 2000 Throw 7~30 3 23 T 100 50 SP 0, 4 Launch 40 + GBounce + Down 23 0, 12 +0
AD Panzer Strike 1800×2 Air Unblockable, All 18 12(16)Until L+4 34L -19 B, H 1~29 All 80 60 4 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14 +0 +5

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 Gustav Buster 1800 All 12~31 6 26 -1 B 80 80 P 3 30 33 24 38 38 11 +0 +2
236B Tiger Magnum 1800 All 15 3 18 -4 B 80 80 P 3 16 17 17 22 31 11 +0 +2
236B > X Cobra Strike 1800 All 10 5 18 -6 B 80 80 P 3 16 23 36 28 50 11 +0 +2
236B > X > X Leopard Launcher 2100 All 16 3 30 -14 B 80 85 P 4 18 Launch 60 Launch 75 20 +0 +5
214A Growler Field 1800 All 7 5 36 -24 B 1~28 Guard P 90 80 P 3 16 Launch 45 Launch 59 11 +0 +2
214A > A Phalanx Cannon 1800 All 5 Until Hit Total 26 +26 P2 1~26 All 80 80 P 3 16 Launch 40 + WBounce Launch 56 + WBounce 0/+3 +3 +5
214B Sentinel Dump 1800 All 39 3 50 +8 P 100 80 P 3 16 Launch 40 Launch 54 0/+3 +0 +2

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 Valiant Crash 1900 [2090] High 24 9 38 -28 B 11~(3 before active) HBFP Guard 80 85 [90] P 4 [5] 18 [20] 60 + WBounce [Launch] 60 + WBounce [75 + Valiant] Launch 75 + WBounce [75 + Valiant] 12 [20] +0 +5 [+8]
236C > 6 Valiant Charger 1 CSTJP WStick 30
214C Hornet Bunker 1900 [2090] Low 24 8 24 -13 F 9~(8 before active) HBFP GP 90 85 [90] P 4 [5] 18 [20] Launch 60 [65 + Hornet] Launch 75 [81 + Hornet] 12 [20] +0 +5 [+8]
214C > 8 Hornet Chaser 8 CSTJP 50

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 BBCF 6C 2400 All (18)+15 8 2+21L -12 H 70 85 4 18 Launch 60 + GBounce 12 +0
6P Leopard Launcher 2500 All (18+)22 6 49 -19 B 70 90 5 35 Launch 60 20 +0
4P Growler 1800 All (18)+28 5 79 -68 B 1~40 P
41~121 Guard P
70 80 3 16 Launch 45 11 +0
Absorb Projectile Phalanx Cannon 1800 All 25 Until Hit Total: 46 -2 P2 1~End All 80 80 3 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +5

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 Black Hawk Stinger 5500 [6500] All 7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 B 1~13 Guard All 80 60 4 26 Launch 60 Launch 75 20 +0 +5
214BC Full Spartan 1500, 1800×2, 4000
[1500, 1800×2, 5800]
All 7+(77 Flash)+1 5 44 -22 B 1~12 All 80 95×3, 70 4 26 Launch 360 + WBounce + Down 23 20 20, 13×2, 30 +5
Distortion Skill Duo Black Hawk Stinger 2000 [2500] All 1+(157 Flash)+1 3 54 -38 B 1~4 All 100 100 4 18 Launch 60 Launch 75 20 +0 +5

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 Patriot Apocalypse All 7+(55 Flash)+9 15 128 -122 B 1~30 All 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA[+], 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A - 5C, 2C Special, Super
5AAA 5AAAA, 2A - 5C, 2C Special, Super
5AAAA - - - -
2A - - 5C, 2C Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - - - -
5BB Followup - - - Special[-], Super[-]
2B - - - Jump, Special, Super
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - j.C Jump
j.C - - - Special (on landing), Super (on landing)
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

Sources

Early Proration Data from Hima based on the Beta
Link

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To edit frame data, edit values in BBTag/Azrael/Data.
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