BBTag/Azrael/Frame Data

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System Data[edit]

Health: 18,000
Prejump: 4F
Backdash Time 28F / Invul: 1-20F All
Forward Dash Time 25F / Invul: 7-15F All

Weakpoints
  • Timing a button press right when certain attacks hit the opponent give additional benifits.


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 CSTJP 100 75 B All 6 6 9 -1 2 13 17 17 10 - -
5A 1500 CSTJP 100 80 B All 7 7 10 1 3 17 22 19 11 - -
5AA 1500 CSTP 100 80 B All 11 3 15 0 3 17 23 22 11 - -
5AAA 1700 CSP 100 85 B All 15 9 14 -4 4 18 23 23 12 - -
5AAAA 1700 [2000] P 80 85 [90] H High 21 3 20 -4 [-2] 4 [5] 18 [20] 23 [Crumple] 19 [GBounce] 12 [15] - -
  • Values in [] are for Weakpoint version
2A 1500 [2000] CSTP 90 80 [90] F Low 15 3 15 -1 [+3] 3 [5] 16 [20] 17 [25] 25 [40] 11 [15] - -
  • Values in [] are for Weakpoint version
5B 1700 CSP 100 85 B All 13 6 16 -3 4 18 22 22 12 - -
5BB 1700 [2000] CSP 90 85 [90] F Low 15 10 23L -14 4 [5] 18 Launch 42 + Down 24 [Down 44] 12 [13] 11~24 F -
  • Values in [] are for Weakpoint version
5BB Followup 1500 CSP 100 80 P All - 3 - - 3 16 Launch 40 11 - -
  • Only available after Weakpoint version of 5BB
2B 1500 CSJP 90 70 P All 13 6 30 -19 3 16 Launch 30 11 7~16 H -
5C 800+ - 100 100 B High 26 3 18 -4 3 16 - Down 11 - -
2C 1700 [2000] P 90 85 [90] F Low 24 6 15 -2 [0] 4 [5] 18 [20] 40 [GBounce] 40 [GBounce 60] 12 [15] - -
  • Values in [] are for Weakpoint version
j.A 1500 JP 80 80 H High 9 6 14 - 3 16 17 19 11 - -
j.AA 1500 JP 80 80 H High 10 6 15 - 3 16 17 25 11 - -
j.B 1500 [2000] P 80 80 [90] H High 19 5 16 - 3 [5] 16 [20] 17 [21] 30 [GBounce 60] 12 [15] - -
  • Values in [] are for Weakpoint version
j.C 1800 P 80 80 H All 22 Until landing 10L +1 3 16 17 17 11 - -

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 2000 SP 100 50 T Throw 7-30 3 23 - 4 - Launch 60 12 - -
  • Minimum Damage 100%
Back Throw 2000 SP 100 50 T Throw 7-30 3 23 - 4 - GBounce GBounce 40 12 - -
  • Minimum Damage 100%
Panzer Striker
Reversal Action
1800*2 - 80 60 B, H Air Unblockable, All 18 12(16)Until landing+4 34L -19 4 18 Launch, GBounce 60, GBounce 60 14 1~29 All -
Cross Burst Attack

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
Gustav Buster
236A
1800 P 80 80 B All 12~31 6 26 -1 3 30 33 24 11 - -
Tiger Magnum
236B
1800 P 80 80 B All 15 3 18 -4 3 16 17 17 11 - -
Cobra Spike
Tiger > A/B/C
1800 P 80 80 B All 10 5 18 -6 3 16 23 36 11 - -
Leopard Launcher
Cobra > A/B/C
2100 P 80 85 B All 16 3 30 -14 4 18 Launch 60 20 - -
Growler Field
214A
1800 P 90 80 B All 7 5 36 -24 3 16 Launch 45 11 1~28 Projectile GP -
Phalanx Cannon
Growler > A
1800 P 80 80 B All 5 Until hit 26T +26 3 16 WBounce WBounce 40 3 1~26 All -
Sentinel Dump
214B
1800 - 100 80 P All 39 3 50T +8 3 16 Launch 40 3 - -

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
Valiant Crash
236C
1900 [2090] P 80 85 [90] B High 24 9 38 -28 4 [5] 18 [20] WBounce [Valiant] WBounce 60 [Valiant 60] 12 [20] 11~(3 before active) HBFP GP -
  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
Valiant Chaser
Valiant Crash > 6
- CSTJP - - - - 1 - - 1 - - - - - - -
Hornet Bunker
214C
1900 [2090] P 90 85 [90] F Low 24 8 24 -13 4 [5] 18 [20] Launch [Hornet] 60 [Hornet 65] 12 [20] 9~(8 before active) HBFP GP -
  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
Hornet Chaser
Hornet Bunker > 8
- CSTJP - - - - 8 - - 1 - - - - - - -

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

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 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
Black Hawk Stinger
236B+C
5500 [6500] - 80 60 B All 7(+122)+4 [7(+149)+4] 3 54 -38 4 18 Launch 60 Forced 20 1~13 GP All -
  • Values in [] are for Enhanced version
  • Minimum damage: 1815 [2015]
Full Spartan
214B+C
1500, 1800*2, 4000 [1500, 1800*2, 5800] - 80 95*3, 70 B All 7(+77)+1 5 44 -22 4 26 - WBounce+Down 360 Forced 20,30 1~12 All -
  • Values in [] are for Enhanced version
  • Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
Black Hawk Stinger
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+1 3 54 -38 4 18 Launch 60 Forced 20 - -
  • 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
Patriot Apocalypse
222B+C
- - - - B All 7+9 15 128 -122 5 20 - - 3 1-30 All -

Revolver Action Table[edit]

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 whiff
X[#] = X can be used only # times per string

Sources[edit]

Early Proration Data from Hima based on the Beta
Link

Navigation[edit]


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