BBTag/Blitztank/Frame Data

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System Data[edit]

Health: 20,000
Prejump: 6F
Backdash Time 23F / Invul: 7F


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
5A 650*3 - 90 80 (Once) B All 10 2,2,2 22 -7 3 16 21 21 3 4-11 Guard BP -
5AA 650*3 - 100 80 (Once) B All 1 2,2,2 25 -10 3 16 21 21 3 1-6 Guard BP -
5AAA 650*3 - 100 80 (Once) B All 1 2,2,2 25 -10 3 16 21 21 3 1-6 Guard BP -
5AAAA 2500 - 100 90 B All 7 3 36 -18 5 20 21 60 13 1-9 Guard BP -
2A 1000 - 90 80 F Low 8 3 18 -4 3 16 17 17 11 4-10 Guard BP -
5B 1500 - 90 85 B All 12 17 21 -19 4 18 19 30 11 4-14 Guard BP -
5BB 2000 - 90 85 B All 16 3 35 -19 4 18 19 40 12 4-18 Guard BP -
2B 1000*2 - 90 80 (Once) F Low 12 3(3)3 20 -6 3 16 17 17 11 4-14 Guard BP -
5C 800 - - - B High 26 3 18 -4 3 16 - - 11 - -
2C 2000 - 90 85 F Low 25 3 17 +2 4 21 Launch 30 12 4-27 Guard BP -
j.A 650*3 - 80 80 (Once) H All 7 2,2,2 9 - 3 16 17 17 3 4-8 Guard HP -
j.B 1800 - 80 85 (Once) H High 14 3 25+11L - 4 18 19 60 + GBounce + Down 31 3 4-16 Guard HP -
j.C 800 - 60 90 P1 Unblockable Until L 1 Total Until L+ 29L - 5 - Launch 19 + Down 24 0 4-Until L HP -

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, 300*5, 500 - 100 50 (Once) T Throw 7~30 3 23 - 0, 3*5, 5 - Stagger 17*5, Launch 17*5, 60 0, 6*6 - -
  • 100% minimum damage: 0, 2000 (2000)
Reflector (Catch)
Reversal Action
- - - - - - - - 44 - - - - - 15/+6 1-25 Guard All -
  • On successful parry of a strike and close to opponent, immediately cancels into Air Entladung
  • On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
Entladung
Reflector Attack
750*7 - 80 60 (Once) B Air Unblockable 6 1,2,2,2,2,2,2 23 -6 4 18 Launch 60 2 1-16 All -
Air Reflector (Catch)
Air Reversal Action
- - - - - - - - 44 - - - - - 15/+6 1-25 Guard All -
  • On successful parry of a strike, immediately cancels into Entladung if close to opponent
  • On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version.
Air Entladung
Reflector Attack
750*7 - 80 60 (Once) H All 6 1,2,2,2,2,2,2 Until L - 4 18 Launch 60 2 1-16 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
A Elektro Auge
236A
1500 - 80 80 P1 All 16 3 Total: 47 -4 3 16 Launch 40 0/+11 - -
B Elektro Auge
236B
1500 - 80 80 P1 All 16 3 Total: 53 -10 3 16 Launch 40 0/+11 - -
C Elektro Auge
236C
1500 - 80 80 P1 All 16 3 Total: 38 +5 3 16 Launch 40 11 - -
Air A Elektro Auge
j.236A
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
Air B Elektro Auge
j.236B
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
Air C Elektro Auge
j.236C
1500 - 80 80 P1 All 13 3 Total: Until L+10L - 3 16 Launch 40 0/+11 - -
A Blitz Mine
214A
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total: 50 - 2 13 14 14 0, 0/+0/+25 - -
B Blitz Mine
214B
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total: 50 - 2 13 14 14 0, 0/+0/+25 - -
Air A Blitz Mine
j.214A
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+6L [Total 51] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active
Air B Blitz Mine
j.214B
0, 1500 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+6L [Total 51] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active
Ansturm
66
2000 - 80 90 B All 7 12 27 -4 5 23 21 40 20/+0/-4 4-7 BP Guard -
  • Immediately enters recovery on hit/block

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 Blitz Mine
214C
(0, 1500)*3 - 100 100, 85 P1 All 15 Until Hit,3 Total: 37 - 2 13 14 14 0, 0/+0/+25 - -
Air EX Blitz Mine
j.214C
(0, 1500)*3 - 100 100, 85 P1 All 22 Until Hit,3 Total Until L+4L [Total 46] - 2 13 14 14 0, 0/+0/+25 - -
  • Values in [] are when Blitztank lands before attack becomes active

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
Ansturm
2200 - 70 85 B All (18)+15 9 46 -28 4 18 Launch 60 20 - -
  • Immediately enters recovery on hit/block
6P
Elektro Auge
1500 - 70 80 P1 All (18)+30 3 Total: (18)+67 -10 3 16 Launch 40 0/+11 - -
4P
Entladung
750*7 - 70 85 B All (18)+10 1,2,2,2,2,2,2 39 -22 4 18 Launch 60 2 - -

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
Gjallarhorn
236BC
600*26 [350*52] - 80 60 (Once) P2 All 1+5 2*26 [2*52] Total 133 [Total 185] -39 4 18 Launch 60 + WBounce 0/+20 1-1 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 66*25 (1650) [38*52 (1976)]
Blitzlauf
214B+C
4000*2 - 80 90 B All 1+5 10 60 -49 5 20 Launch 500 + Down 24 40, 0 1-15 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 880*2 (1760) [1034*2 (2068)]
Gjallarhorn
Distortion Skill Duo
100*20 [50*50] - 100 100 P2 All 1+1 2*20 [2*50] Total 150 [Total 210] -73 4 18 Launch 60 + WBounce 0/+20 1-4 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
Ragnarok
222B+C
- - - - B All 1+9 9 92 -74 4 18 - - 12 1-End of Active All -
  • Immediately enters recovery on block

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A~5AAA 5AA~5AAAA[+], 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAAA - - - -
2A - 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.A[+] j.B j.C Special, Super
j.B - - j.C 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]

Navigation[edit]


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