BBTag/Elizabeth/Frame Data

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 Elizabeth

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
Elizabeth 16,000 4F 22F

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 8 2 14 -2 B 100 75 2 13 14 18 18 30 10 +0 +1
4AA 300×6 All 12 2×6 23 -8 B 100 80 3 16 17 19 22 33 1 +0 +2
4AAA 300, 200×8 All 10 22 Total: 43 -16 B 100 100, 80 3 16 Crumple, Launch×8 30, 60×8 Crumple, Launch×8 44, 74 1 +0 +2
4AAAA 2500 [500, 3000] All 23 1 [1(1)1] 48 [46] -18 [-16] B 100 85 4 18 Launch 31 Launch 46 0/+12 [0/+2, 0/+12] +12 [+2, +12] +17 [+7, +17]
5A 400×10 All 11 2×3,1,5,1,2×4 22 -5 B 80 80 3 16 22 22 27 36 1/-1 -1 -1
5AA 200×10 All 5 6,1×9 17 -1 B 100 80 3 16 17 22 22 36 1 +0 +2
5AAA 250×12 All 9 1×11,2 23 -8 B 100 80 3 16 17 27 22 41 1 +0 +2
5AAAA 350×10 [300×16] All 12 2,5×9 [2,3×14,5] Until L P1 100 85 4 18 Launch 33×9, 60 [33×15, 60] Launch 48×9, 75 [48×15, 75] 0 +0 +5
2A 1000 Low 7 2 14 -2 F 90 75 2 13 14 18 18 30 10 +0 +1
5B 1200×2 All 15 1(17)1 Total 56 -5 B 90 85 4 18 Launch 29, 36 + GBounce Launch 44, 51 + GBounce 9, 3 +0 +5
5BB 1700 All 23 15 Total 56 -15 B Persona 10~21 All Guard 100 85 4 18 Launch 30 Launch 45 12 +5 +10
5BBB 1700 [2000] All 19 7 Total 64 -27 P1 100 85 4 18 Launch 43 Launch 58 12 +0 +5
5B 5C 0×2, 2000, 1000×2 Throw 30 6 Total 48 T 100 50, 100×4 0×2, 4×3 Launch 60 + WBounce 60 + WStick 25 + Down 23 1, 0×4 +0
5B 2C 2000 Low 18 9 Total 60 -12 F 90 85 4 18 Launch 30 Launch 45 1/+12 +12 17
2B 1500 All 9 18 13+10L -24 B 6~29 H 90 70 3 16 Launch 23 Launch 37 7 +0 +2
5C 800 High 26 3 18 -4 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 11 15 8 -6 F 90 80 3 16 Launch 40 Launch 54 11 +0 +2
j.A 500×6 All 10 1,2,9,2,2,2 15 H 80 80 3 16 17 17 22 31 1/-1 -1 -1
j.AA 1500 High 7 3 11 3 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 1700 All 14 3 27 H 80 85 4 18 Launch 29 + Down 23 Launch 34 + Down 23 9 +0 +5
j.C 0×2, 2000, 1000×2 Throw 18 4 Total Until L + 6L T 100 50 0 Launch 60 + WBounce 60 + WStick 25 + Down 23 1, 0×4 +0

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 Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 60 + WBounce 60 0, 12 +0
AD Debilitate Total: 45 1~25 All Guard
AD Attack Debilitate (Attack)) 500, 2500 All 11 1 Until L+9L -20 80 100 4 18 Launch 600 0 +0 +5
j.AD Air Debilitate Until L+6L 1~25 All Guard

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 Magarudyne 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> 16+0L -2 P1 80 85 <75> 4 18 Launch 30×15 [×20], 55 Launch 45×15 [×20], 70 0 +0 +5
236B Maziodyne 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 95 -9 <-4> P1 80 85 <75> 4 18 Launch 47 + WBounce Launch 62 + WBounce 0 +0 +5
j.236A Air Magarudyne 250×15, 500 <230×20, 500> All 15 5×10 [5×11,2×3, 5] <5×11,2×9,5> Until L P1 80 85 <75> 4 18 Launch 30×15 [×20], 55 Launch 45×15 [×20], 70 0 +0 +5
j.236B Air Maziodyne 220×19 <210×24> All 32 2×19 <2,1×10,2(16)1×12> Total 84 +2[+7] at best P1 80 85 <75> 4 18 Launch 47 + WBounce Launch 62 + WBounce 0 +0 +5
214A Mabufudyne 800, 2000, 2000 <1000, 2500, 2000> All 21 2,2 Total 51 -8 B Persona 8~22 All 80×2, 72 90×2 (Once), 100 5×2, 4 20 Launch 60 <60×2, 60 + Freeze 50> Launch 76 <76×2, 75 + Freeze 50> 3, 15 3, 15, 0/+12 +8×2, +17
214B Maragidyne 500×N <550×N> All 41 5×N Total 92 +21 P1 80 85 4 18 Launch 29 Launch 44 0 +0 +5

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 Mahamaon 330×17 All 107 5×16,10 Total 70 P1 80 75 5 20 21×16, Launch 75 27×16, Launch 91 0 +0 +8
j.236C Mamudoon 700×9 All 94 5×8,70 Total 70 P1 80 80 5 20 Launch 50×8, 50 + WBounce Launch 66×8, 66 + WBounce 0 +0 +8
214C Diarahan 109~277

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 5B 1500×2 All (18)+15 1(17)1 Total (18)+93 -18 B 70 85 4 18 Launch 29, 36 + GBounce 0/+12 +12
6P Maziodyne 450×10 <310×16> All (18)+62 2×10 <2×16> Total (18)+112 -14 <-2> P1 70 85 4 18 Launch 90 + WBounce 0 +0
4P Mabufudyne 1800 <1800, 1000> All (18)+17 1 Total (18)+71 -24 B 70 85 4 18 Launch 60 <60, 60 + Freeze 50> 0/+12 +12

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 Ghastly Wail 0×2, 8500 [0×2, 10000] Throw 13+(63 Flash)+0 1 39 T 1~17 All 80 100×2, 60 0, 4, 5 Launch 60 [60 + Down 23] 0×2, 17 [0×2, 22] +0
214BC Mind Charge All 7+(88 Flash)+0 7~7 All
Distortion Skill Duo Ghastly Wail 0×2, 2500 [0×2, 3000] All 1+(99 Flash)+1 3 34 -27 B 1~4 All 100 100 0×2, 4 9 Launch 60 [60 + Down 23] 8 0×2, 17 [0×2, 22] +0

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 Megidolaon (Catch) 1+(50 Flash)+0 65 1~33 Guard All
222BC Attack Megidolaon (Attack) All 1+1 3×8 Total 60 -21 P1 1~45 All 3 16 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Elizabeth 4A.pngGuardAllStartup8Recovery14Advantage-2[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Elizabeth 4AA.pngGuardAllStartup12Recovery23Advantage-8 4AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAABBTag Elizabeth 4AAA.pngGuardAllStartup10RecoveryTotal: 43Advantage-16 4AAAA - - Special, Super
4AAAABBTag Elizabeth 4AAAA.pngGuardAllStartup23Recovery48 [46]Advantage-18 [-16] - - - -
5AP4Arena Elizabeth 5B.pngGuardAllStartup11Recovery22Advantage-5 5AA (last hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAP4AU Elizabeth 5BB.pngGuardAllStartup5Recovery17Advantage-1 5AAA (last hit) 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAAP4AU Elizabeth 5BBB.pngGuardAllStartup9Recovery23Advantage-8 5AAAA (last hit) - - -
5AAAAP4Arena Elizabeth Magarudyne.pngGuardAllStartup12RecoveryUntil LAdvantage- - - - -
2AP4Arena Elizabeth 2A.pngGuardLowStartup7Recovery14Advantage-2[3*] 5A, 2A, 4A 5B, 2B 5C, 2C Jump, Special, Super
5BP4Arena Elizabeth 5C.pngGuardAllStartup15RecoveryTotal 56Advantage-5 - 5BB (last hit), 2B (last hit) Persona 5C, Persona 2C Jump (last hit), Special, Super
5BBP4Arena Elizabeth 2C.pngGuardAllStartup23RecoveryTotal 56Advantage-15 - 5BBB Persona 5C, Persona 2C Special, Super
5BBBP4Arena Elizabeth Maziodyne.pngGuardAllStartup19RecoveryTotal 64Advantage-27 - - - -
2BP4Arena Elizabeth 2B.pngGuardAllStartup9Recovery13+10LAdvantage-24 j.A j.B j.C Jump, Special
5CP4Arena Elizabeth AOA.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CP4Arena Elizabeth Sweep.pngGuardLowStartup11Recovery8Advantage-6 - - - Special, Super
Persona 5CP4Arena Elizabeth 5D.pngGuardThrowStartup30RecoveryTotal 48Advantage- - - - Special[-], Super[-]
Persona 2CP4Arena Elizabeth 2D.pngGuardLowStartup18RecoveryTotal 60Advantage-12 - - - Special
Air Revolver Action Table
A B C Cancel
j.AP4Arena Elizabeth jB.pngGuardAllStartup10Recovery15Advantage-[1] j.AA j.B j.C Jump, Special, Super
j.AAP4Arena Elizabeth jA.pngGuardHighStartup7Recovery11Advantage3 - j.B j.C Jump, Special, Super
j.BP4Arena Elizabeth jC.pngGuardAllStartup14Recovery27Advantage- - - - Special, Super
j.CP4Arena Elizabeth jD.pngGuardThrowStartup18RecoveryTotal Until L + 6LAdvantage- - - - Special[-], Super[-]
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
  • 4A and 2A are tied together - they can be used a combined total of 3 times per string
  • All cancels from 4AA are on the last hit
  • All cancels except Special from 5AA are on the last hit

Sources

Navigation

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