BBTag/Blitztank/Frame Data

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System Data[edit]

Health:20,000
Prejump:6F
Backdash:23F (1~7F Inv All)
Unique Movements:No Run, No Double Jump, No Air Dash


Normal Moves[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
5A 650*3 All 10 2,2,2 22 -7 B 4~11 Guard BP 90 80 (Once) - 3 16 21 21 26 35 3 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5AA 650*3 All 1 2,2,2 25 -10 B 1~6 Guard BP 100 80 (Once) - 3 16 21 21 26 35 3 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5AAA 650*3 All 1 2,2,2 25 -10 B 1~6 Guard BP 100 80 (Once) - 3 16 21 21 26 35 3 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5AAAA 2500 All 7 3 36 -18 B 1~9 Guard BP 100 90 - 5 20 Launch 60 Launch 76 13 +0 +8 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
2A 1000 Low 8 3 18 -4 F 4~10 Guard BP 90 80 - 3 16 17 17 22 31 11 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5B 1500 All 12 17 21 -19 B 4~14 Guard BP 90 85 - 4 18 19 30 24 45 11 +0 +5 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5BB 2000 All 16 3 35 -19 B 4~18 Guard BP 90 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
2B 1000*2 Low 12 3(3)3 20 -6 F 4~14 Guard BP 90 80 (Once) - 3 16 17 17 22 31 11 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
5C 800 High 26 3 18 -4 B - - - - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 2000 Low 25 3 17 +2 F 4~27 Guard BP 90 85 - 4 21 Launch 30 Launch 45 12 +0 +5 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
j.A 650*3 All 7 2,2,2 9 - H 4~8 Guard HP 80 80 (Once) - 3 16 17 17 22 31 3 +0 +2 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
j.B 1800 High 14 3 25+11L - H 4~16 Guard HP 80 85 - 4 18 Launch 60 + GBounce + Down 30 Launch 75 + GBounce + Down 30 3 +0 +5 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
j.C 800 Air Until L 1 Total Until L+ 29L - P1 4~(Until L) Guard HP 60 90 - 5 - Launch 19 Launch 34 - 12 +5 -
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage
  • Blitztank begins falling on 25F
  • Cannot hit pre-jump state

Universal Mechanics[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Ground Throw 0, 300*5, 500 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 3*5, 5 - Crumple 31*5, Launch 17*5, 60 - - - 0, 6*6 - -
  • 100% minimum damage: 0, 2000 (2000)
Reflector (Catch)
Reversal Action
- - - - 44 - - 1~25 Guard All - - - - - - - - - - - - -
  • On successful parry of a strike and close to opponent, immediately cancels into Entladung
  • On successful parry of a strike, hitstop for Blitztank is 14F. Opponent hitstop is 20F.
  • 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
  • On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged.
Entladung
Reflector Attack
750*7 Air Unblockable 6 1,2,2,2,2,2,2 23 -6 B 1~16 All 80 60 (Once) - 4 18 Launch 60 Launch 75 2 +0 +0 -
Air Reflector (Catch)
Air Reversal Action
- - - - 44 - - 1~25 Guard All - - - - - - - - - - - - -
  • On successful parry of a strike, immediately cancels into Air Entladung if close to opponent
  • On successful parry of a strike, hitstop for Blitztank is 14F. Opponent hitstop is 20F.
  • 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.
  • On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged.
Air Entladung
Reflector Attack
750*7 All 6 1,2,2,2,2,2,2 Until L - H 1~16 All 80 60 (Once) - 4 18 Launch 60 Launch 75 2 +0 +0 -

Skills[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
A Elektro Auge
236A
1500 All 16 3 Total: 47 -4 P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
B Elektro Auge
236B
1500 All 16 3 Total: 53 -10 P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
C Elektro Auge
236C
1500 All 16 3 Total: 38 +5 P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
Air A Elektro Auge
j.236A
1500 All 13 3 Total: Until L+10L - P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
Air B Elektro Auge
j.236B
1500 All 13 3 Total: Until L+10L - P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
Air C Elektro Auge
j.236C
1500 All 13 3 Total: Until L+10L - P1 - 80 80 - 3 16 Launch 40 Launch 54 11 +0 +2 -
A Blitz Mine
214A
0, 1500 All 22 Until Hit,3 Total: 50 - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +25 -
B Blitz Mine
214B
0, 1500 All 22 Until Hit,3 Total: 50 - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +25 -
Air A Blitz Mine
j.214A
0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +25 -
  • Values in [] are when Blitztank lands before attack becomes active
Air B Blitz Mine
j.214B
0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +25 -
  • Values in [] are when Blitztank lands before attack becomes active
Ansturm
66
2000 All 7 12 27 -4 B 4~7 BP Guard 80 90 - 5 23 Launch 40 Launch 56 20 -4 +4 -
  • Immediately enters recovery on hit/block
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged.
  • On Guard Point, Blitztank takes 50% damage

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
EX Blitz Mine
214C
(0, 1500)*3 All 15 Until Hit,3 Total: 37 - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +25 -
Air EX Blitz Mine
j.214C
(0, 1500)*3 All 22 Until Hit,3 Total Until L+4L [Total 46] - P1 - 100 100, 85 - 2 13 14 14 18 26 0 +25 +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.
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
5P
Ansturm
2200 All (18)+15 9 46 -28 B - 70 85 - 4 18 Launch 60 - - 20 +0 - -
  • Immediately enters recovery on hit/block
6P
Elektro Auge
1500 All (18)+30 3 Total: (18)+67 -10 P1 - 70 80 - 3 16 Launch 40 - - 0/+11 +11 - -
4P
Entladung
750*7 All (18)+10 1,2,2,2,2,2,2 39 -22 B - 70 85 - 4 18 Launch 60 - - 2 +0 - -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Gjallarhorn
236BC
600*26 [350*52] All 1+(80 Flash)+5 2*26 [2*52] Total 133 [Total 185] -39 P2 1~1 All 80 60 (Once) - 4 18 Launch 60 + WBounce Launch 75 + WBounce 20 +0 +5 -
  • Values in [] are for Enhanced version
  • Minimum Damage 66*25 (1650) [38*52 (1976)]
Blitzlauf
214B+C
4000*2 [4700*2] All 1+(115 Flash)+5 10 60 -49 B 1~15 All 80 90 - 5 20 Crumple 31, Launch 500 + Down 23 Crumple 84 + Down 10, Launch 516 + Down 23 40, 0 +0 +8, +0 -
  • Values in [] are for Enhanced version
  • Minimum Damage 880*2 (1760) [1034*2 (2068)]
Gjallarhorn
Distortion Skill Duo
100*20 [50*50] All 1+(105 Flash)+1 2*20 [2*50] Total 150 [Total 210] -73 P2 1~4 All 100 100 - 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+20 +0 +5 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Ragnarok
222B+C
- All 1+(85 Flash)+9 9 92 -74 B 1~18 All - - - 4 18 - - - - 12 - - -
  • 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]

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