BBTag/Es/Frame Data

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< BBTag‎ | Es
 Es

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
Es 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 + Down 10, 21 24, 21 34 + Slide + Down 10, 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
4BC Back Throw 0, 2000 Throw 7-30 3 23 T 100 50 Crumple 0, 11
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 -8 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 Breunor 2500 All Until Hit -2 P2 80 80 3 16 Launch 38 + Slide Launch 52 + Slide 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
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 + Slide + WBounce Launch 74 + Slide + WBounce 0/+11 +11 +13
j.236C Air Type: Shooter "Breunor" 1500×2 All 12 P(11)P 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 + Slide + WBounce 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 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 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 [×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 1~10 All 100 100 4 18 60, Crumple [×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
4ABBCF Es 5A.pngGuardAllStartup6Recovery10Advantage-1[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCF Es 5B.pngGuardAllStartup9Recovery25Advantage-13 5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AABBCF Es 5C.pngGuardAllStartup12Recovery21Advantage-7 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAABBCF Es 6C.pngGuardAllStartup13Recovery18Advantage-4 - 5B, 2B 5C, 2C Special, Super
5AAAABBTag Es 5AAAA.pngGuardAllStartup17Recovery25Advantage-7 - - - -
2ABBCF Es 2B.pngGuardLowStartup10Recovery15Advantage-4[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCF Es 5D.pngGuardAllStartup18Recovery27Advantage-2 - 5BB, 2B 5C, 2C Special, Super
5BBBBCF Es 2D.pngGuardAllStartup27Recovery30Advantage-12 - 2B 5C, 2C Jump[-], Special, Super
2BBBCF Es 2C.pngGuardAllStartup10Recovery32Advantage-18[1] - 5B 5C, 2C Jump, Special, Super
5CBBCF Es 6A.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBCF Es 3C.pngGuardLowStartup13Recovery24Advantage-10 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Es jB.pngGuardHighStartup9Recovery18Advantage- j.AA[+] j.B j.C Jump, Special, Super
j.AABBCF Es jBB.pngGuardHighStartup7Recovery18Advantage- - j.B j.C Jump, Special, Super
j.BBBCF Es jC.pngGuardHighStartup12Recovery26Advantage- - - j.C[-] Special[-], Super[-]
j.CBBCF Es jD.pngGuardHigh, AllStartup23Recovery23+8LAdvantage- - - - 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

Sources

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