BBTag/Es/Frame Data

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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 Durability level listed. For example a projectile that is Durability 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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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.


System Data

name icon health prejump backdash forwarddash Unique Movement Options
Es
BBTag_Es_Icon.png
17,000 4F 25F (1~7F Inv All) Arced Forward Air 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 3 10 -1 B 100 70 1 11 12 12 16 23 9 +0 +0
5A 1500 All 9 5 25 -13 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 12 3 21 -7 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1500 All 13 3 18 -4 B 100 80 3 16 17 24 22 38 11 +0 +2
5AAAA 1700 All 17 1 25 -7 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
2A 1250 Low 10 3 15 -4 F 90 75 2 13 15 14 19 26 10 +0 +1
5B 1700, 1000 All 18 5 27 -2 B, P1 100, 70 85, 90 4,1 18, 11 19, 17 19 + Slide 1 + Down 23, 21 24, 21 34 + Slide 1 + Down 23, 32 12, 0/+6 +0, 0/+6 +5, +6
5BB 1700, 1000 All 27 6 30 -12 B, P1 100, 70 85, 90 4,1 18, 11 22, 17 40, 21 27, 21 55, 32 12, 0/+6 +0, 0/+6 +5, +6
2B 1500 All 10 3 32 -18 B 10~12 H 90 80 3 16 17 22 22 36 11 +0 +2
5C 800 High 22 3 24 -10 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 13 3 24 -10 F 90 80 3 16 Launch 40 Launch 54 11 +0 +2
j.A 1000 High 9 3 18 H 80 85 2 13 14 17 18 29 10 +0 +1
j.AA 1000 High 7 3 18 H 80 85 2 13 14 17 18 29 10 +0 +1
j.B 1500 High 12 4 26 H 80 80 3 16 17 30 22 44 11 +0 +2
j.C 1700, 1000 High, All 23 5 23+8L H, P1 80, 70 85, 90 4,1 18, 11 Launch, 17 25, 21 Launch, 21 40, 32 12, 0/+6 +0, +6 +5, +6


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, 500×2, 1000 Throw 7-30 3 23 T 100 50 Launch 60 0, 2/-1×2, 8/-1 0, -1×3
4BC Back Throw 0, 2000 Throw 7-30 3 23 T 100 50 Crumple 35 0, 11 +0
AD Type: Slasher "Griflet" 1400×2 Air Unblockable 13 3(12)9 Until L+19 -41 B 1~15 All 80 60 4 18 19, Launch 55, 55 24, Launch 70 12 +0 +5
j.AD Air Type: Slasher "Griflet" 1400×2 All 10 3(12)1 Until L+19 H 1~15 All 80 60 4 18 19, Launch 55, 55 24, Launch 70 12 +0 +5
AD > X Griflet Followup 1500 All 22 8 Total: Until L+19 P1 48 100 3 16 Launch 60 + GBounce 60 Launch 74 + GBounce 60 0/+11 +11 +13


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 A Type: Shooter "Breunor" 1500 All 15 Until Hit Total: 42 -6 P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
236B B Type: Shooter "Breunor" 1500 All 27 Until Hit Total 48 0 P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
236A 236A Followup Breunor 1500 All 13 Until Hit Total 42 -8 P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
236B 236A Powered Up Shot 2500 All Until Hit P2 80 80 3 16 Launch 38 + Slide 1 Launch 52 + Slide 1 0/+11 +11 +13
j.236A Air A Type: Shooter "Breunor" 1500 All 17 Until Hit Total 47+9L P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
j.236B Air B Type: Shooter "Breunor" 1500 All 17 Until Hit Total 47+9L P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
j.236A j.236A Followup Air Breunor 1500 All 10 Until Hit Total 39+9L P1 80 80 2 13 17 22 21 34 0/+8 +8 +9
214A Type: Assaulter "Erec" 0, 2500 Throw 26 9 Until L+24 H 100 100, 75 3 Launch 100 0, 16/-1 +0, -1
214B Type: Slasher "Gawain" 1700 High 27 4 5+13L -3 H 9~30 FT 80 85 4 18 22 40 27 55 12 +0 +5
214[B] Type: Slasher "Gawain" 2200 High 36 3 13 +3 H 9~38 FT 80 75 4 18 Launch 40 + GBounce Launch 55 + GBounce 12 +0 +5
214C Type: Slasher "Mordred" 2000 All 17-22 2 24 -7 B 80 85 4 18 24 40 29 55 12 +0 +5
214C > X Mordred Followup 2000 All 11 4 24+13L -22 B 100 85 4 18 Launch 55 Launch 70 12 +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 Type: Shooter "Breunor" 2500 All 20 Until Hit Total 50 -3 P2 80 70 3 16 Launch 60 + WBounce + Slide 1 Launch 74 + WBounce + Slide 1 0/+11 +11 +13
j.236C Air Type: Shooter "Breunor" 1500×2 All 12 X(11)X Total 38 P1 80 80×2 2 13 Launch 30 Launch 42 0/+6 +6 +7


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 Type: Slasher "Mordred" 1700×2 All (18)+17~22 2 [(13)4] 24 [25+16L] -7 B 70 85×2 4 18 24, Launch 40, 55 12 +0
6P Type: Shooter "Breunor" 2000 All (18)+40 Until Hit Total: (18)+69 -2 P2 70 80 3 16 Launch 60 + WBounce + Slide 20 0/+11 +11
4P BBCF 6D 1700, 1000 All (18)+17 4(11)3 3+10L 0 B, P1 70 85, 90 4, 1 18, 11 Launch, 17 46, 60 12, 0/+4 +0, +4


Distortion Skills

  • 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)

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 Type: Shooter "Palamedes" 4200 [5200] All 3+(50 Flash)+6 Until Hit Total: 32+12L -11 P2 1~12 All 80 60 4 18 Launch 40 Launch 55 0/+6 +6 +11
j.236BC Air Type: Shooter "Palamedes" 4200 [5200] All 3+6 Until Hit Until L+15L P2 1~12 All 80 60 4 18 Launch 40 Launch 55 0/+6 +6 +11
214BC Type: Slasher "Galahad" 2500, 4300
[2500, 250×6, 4300]
All 4+(40 Flash)+9 9 24 -14 B 1~21 All 80 100 4 18 60, Crumple 73 [×7] Stand 12 12, 0 [×7] +5
Distortion Skill Duo Type: Slasher "Galahad" 700, 1800
[700, 80×6, 1820]
All 1+(79 Flash)+1 9 24 -14 B 1~9 All 100 100 4 18 60, Crumple 73 [×7] Stand 12 12, 0 [×7] +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 Type: Exterminator "Artorius" All 4+(55 Flash)+12 3 68 -30 B 1~18 All 5 20 0/+20


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A
BBCF Es 5A.png
Guard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A
BBCF Es 5B.png
Guard:
All
Startup:
9
Recovery:
25
Advantage:
-13
5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA
BBCF Es 5C.png
Guard:
All
Startup:
12
Recovery:
21
Advantage:
-7
5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA
BBCF Es 6C.png
Guard:
All
Startup:
13
Recovery:
18
Advantage:
-4
- 5B, 2B 5C, 2C Special, Super
5AAAA
BBTag Es 5AAAA.png
Guard:
All
Startup:
17
Recovery:
25
Advantage:
-7
- - - -
2A
BBCF Es 2B.png
Guard:
Low
Startup:
10
Recovery:
15
Advantage:
-4
[1]
5A 5B, 2B 5C, 2C Throw, Special, Super
5B
BBCF Es 5D.png
Guard:
All
Startup:
18
Recovery:
27
Advantage:
-2
- 5BB, 2B 5C, 2C Special, Super
5BB
BBCF Es 2D.png
Guard:
All
Startup:
27
Recovery:
30
Advantage:
-12
- 2B 5C, 2C Jump[-], Special, Super
2B
BBCF Es 2C.png
Guard:
All
Startup:
10
Recovery:
32
Advantage:
-18
[1]
- 5B 5C, 2C Jump, Special, Super
5C
BBCF Es 6A.png
Guard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2C
BBCF Es 3C.png
Guard:
Low
Startup:
13
Recovery:
24
Advantage:
-10
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A
BBCF Es jB.png
Guard:
High
Startup:
9
Recovery:
18
Advantage:
-
j.AA[+] j.B j.C Jump, Special, Super
j.AA
BBCF Es jBB.png
Guard:
High
Startup:
7
Recovery:
18
Advantage:
-
- j.B j.C Jump, Special, Super
j.B
BBCF Es jC.png
Guard:
High
Startup:
12
Recovery:
26
Advantage:
-
- - j.C[-] Special[-], Super[-]
j.C
BBCF Es jD.png
Guard:
High, All
Startup:
23
Recovery:
23+8L
Advantage:
-
- - - 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

Navigation

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