BBTag/Gordeau/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
Gordeau
BBTag_Gordeau_Icon.png
18,000 4F 22F (1~7F Inv All)


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
5A 1500 All 9 4 20 -7 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 10 2 16 -1 B 100 80 CST(J)P 3 16 19 19 24 33 11 +0 +2
5AAA 1700 All 13 12 22 -15 B 100 75 CS(J)P 4 18 Launch 30 Launch 45 12 +0 +5
5AAAA 900×3 All 19 1,1,2 Total 50 -9 P1 80 85 P 4 18 30 60 35 75 0/+2 +2 +7
2A 1000 All 8 2 19 -9 F 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1700 All 19 2 42 -25 B 100 85 CS(J)P 4 18 19 22 + Down 23 24 37 + Down 23 12 +0 +5
5BB 1000, 900 [1000] All 13 4(8)2 [4, 3] 33 [20] -16 [-4] B 100 75 P, CS(J)P [SP] 4 18 19, Launch 26, 35 [26] 34, Launch 41, 50 [41] 12, 15 +0 +5
5BBB 800, 1500 Throw 16 1 33 T 100 100 4 18 Crumple 47 Stand 0, 1
2B 1100×2 Low, All 9 3(5)6 33 -20 F, B 7~16 H 90 85, 75 CS(J)P 4 18 19 19, 24 24 34, 39 12 +0 +5
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 10 30 -12 F 90 75 S(J)P 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1600×2 High 8 2(7)2 15 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1800 High 10 4 22 H 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.C 1900 All 13 3 Until L+12 H 80 85 SJP 4 18 Launch 37 Launch 52 12 +0 +5


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, 500, 1500 Throw 7~30 3 23 T 100 50 S 0, 3, 4 Launch 35, 60 + WBounce 60 0
AD Precise Aim 1200, 300×6, 1800 Air Unblockable, All×7 21 4(9)2,2,3,3,3 [(11)5] 12+22L [44] -37 B, H 1~26 All 80 60 4, 2×6, 4 18, 13×6, 18 Launch 28, 30×3, 25, 30×3 Launch 43, 42×3, 37, 42×3 7, 1×6 7, 1×7 +5, +1×7
j.AD Air Precise Aim 700×6, 1000 All 10 2,2,3,1,2,4 [(Until L)5] Until L+16L [46] H 1~13 All 80 60 2×6, 4 13×6, 18 Launch 60 + Down 23×6, 26 + Down 23 Launch 72 + Down 23×6, 41 + Down 23 1×6 1×6, 12 +1×6, +5
Burst Cross Burst 1500 All 0+8 5 28 -16 H 1~10 All 100 10 3 16 Launch ? + Down 23 Launch ? + Down 23 11 11


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 Grim Reaper 700, 1400 All 15 14, 3 26 -10 B 80 85 P 4 18 Launch 60 Launch 75 1, 12 +0 +5
236B B Grim Reaper 700×3, 1400 All 19 14,8,15,3 32 -16 B 80 85 P 4 18 Launch 60 Launch 75 1×3, 12 +0 +5
214A A Assimilation 800, 1500 Throw 11 2 33 T 100 100, 50 4 Crumple 47 0, 1
214B B Assimilation 1000, 1750 Throw 7 4 34 T 4~10 H 100 100, 50 4 40 0, 1


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 EX Grim Reaper 700×5, 1400 All 13 9,6,15,6,15,3 29 -13 B 80 85 4 18 Launch 60 Launch 75 1×5, 12 +0 +5
214C EX Assimilation 800, 1000, 1500 Throw 12 2 25 T 1~13 T 100 100×2, 50 4 Crumple 47 Stand 0×2, 1


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
6P Rusty Nail 900×3 All (18)+31 1,1,2 Total (18)+69 -16 P 70 85 4 18 Launch 30 0/+2 +2
5P Grim Reaper 700, 1400 All (18)+15 14, 3 28 -12 B 70 85 4 18 19, Launch 40 1, 12 +0
4P Aim Opening 1700 All (18)+15 3 25 -9 B 70 85 4 18 Launch 40 + GBounce + Down 23 12 +0 +5


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 Mortal Slide - Divest 1000×2, 0×2, 1000×2, 2300
[1000, 500×3, 1000×4, 2400]
All 1+(55 Flash)+12 2(6)2 34 -17 B 80 100×6, 60
[100×9, 60]
4 18 Launch 70×4 [×6], 60×3 [×3, 60 + Down 23] 5, 12 5×2 [×4], 0×2, 15×3 [×4]
214BC Turbulence 1000×8, 4800
[1000×5, 500×10, 1800×3]
All 1+(57 Flash)+12 3(12)3(11)4(15)6(24)5(9)3(3)2(3)3(15)3
[3(12)3(11)4(15)6(24)5(9)3(3)3,6,5,4×5,5(7)1×3]
34 -16 [-14] B 1~17 All 80 60 5 20 Launch 60×8 [×15], WBounce 60 [×3] Launch 76×8 [×15], WBounce 76 [×3] 5/+3×3, 13/+3, 0, 1/-1×3, 30
[5/+3×3, 13/+3, 0, 1/-1×10, 3×2, 30]
+3×4, -1×4, +0
[+3×4, +0, -1×10, +0×3]
+3×4, -1×4, +0
[+3×4, +0, -1×10, +0×3]
Distortion Skill Duo Turbulence 240×5, 40×3, 680
[200×5, 35×10, 200×2, 750]
All 1+(98 Flash)+1 3(12)3(11)4(15)6(24)5(9)3(3)2(3)3(15)3
[3(12)3(11)4(15)6(24)5(9)3(3)3,6,5,4×5,5(7)1×3]
34 -14 B 1~6 All 100 100 5 20 Launch 60×8 [×15], WBounce 60 [×3] Launch 76×8 [×15], WBounce 76 [×3] 5/+3×3, 13/+3, 0, 1/-1×3, 30
[5/+3×3, 13/+3, 0, 1/-1×10, 3×2, 30]
+3×4, -1×4, +0
[+3×4, +0, -1×10, +0×3]
+3×4, -1×4, +0
[+3×4, +0, -1×10, +0×3]


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 Soul Vanish 8000, 4000×3, 30000 All 1+(92 Flash)+15 7 28 -14 B 1~21 All 100 100 5 20 0


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A
BBTag Gordeau 5A.png
Guard:
All
Startup:
9
Recovery:
20
Advantage:
-7
5AA - 5C Reverse Beat, Jump, Special, Super
5AA
BBTag Gordeau 5AA.png
Guard:
All
Startup:
10
Recovery:
16
Advantage:
-1
5AAA - 5C Reverse Beat, Jump[-], Special, Super
5AAA
BBTag Gordeau 5AAA.png
Guard:
All
Startup:
13
Recovery:
22
Advantage:
-15
5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA
BBTag Gordeau 5AAAA.png
Guard:
All
Startup:
19
Recovery:
Total 50
Advantage:
-9
- - - -
2A
BBTag Gordeau 2A.png
Guard:
All
Startup:
8
Recovery:
19
Advantage:
-9
[3]
2A[+] - 5C Reverse Beat, Jump, Special, Super
5B
BBTag Gordeau 5B.png
Guard:
All
Startup:
19
Recovery:
42
Advantage:
-25
- 5BB 5C Reverse Beat, Jump[-], Special Super
5BB
BBTag Gordeau 5BB.png
Guard:
All
Startup:
13
Recovery:
33 [20]
Advantage:
-16 [-4]
- 5BBB[-] 5C Reverse Beat, Jump[-], Special, Super
5BBB
BBTag Gordeau Assimilation.png
Guard:
Throw
Startup:
16
Recovery:
33
Advantage:
-
- - - -
2B
BBTag Gordeau 2B.png
Guard:
Low, All
Startup:
9
Recovery:
33
Advantage:
-20
- - 5C Reverse Beat, Jump[-], Special, Super
5C
BBTag Gordeau 5C.png
Guard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2C
BBTag Gordeau 2C.png
Guard:
Low
Startup:
13
Recovery:
30
Advantage:
-12
- - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A
BBTag Gordeau jA.png
Guard:
High
Startup:
8
Recovery:
15
Advantage:
-
- - - Reverse Beat, Jump, Special
j.B
BBTag Gordeau jB.png
Guard:
High
Startup:
10
Recovery:
22
Advantage:
-
- - - Reverse Beat, Jump, Special
j.C
BBTag Gordeau jC.png
Guard:
All
Startup:
13
Recovery:
Until L+12
Advantage:
-
- - - Special
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation

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