BBTag/Gordeau/Frame Data

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System Data[edit]

Health

18,000

Prejump

4F

Backdash

22F (1-7F Inv All)


Normal Moves[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 1500 CSTJP 100 80 B All 9 4 20 -7 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 CST(J)P 100 80 B All 10 2 16 -1 3 16 19 19 24 33 11 +0 +2 - -
5AAA 1700 CS(J)P 100 75 B All 13 12 22 -15 4 18 Launch 30 Launch 45 12 +0 +5 - -
5AAAA 900*3 P 80 85 (Once) P1 All 19 1,1,2 Total 50 -9 4 18 30 60 35 75 0/+2 +2 +7 - -
  • Drains 2.5% of opponent's meter per hit, gains 1% meter per hit
2A 1000 CSTJP 100 75 F All 8 2 19 -9 2 13 14 14 18 26 10 +0 +1 - -
5B 1700 CS(J)P 100 85 B All 19 2 42 -25 4 18 19 22 + Down 23 24 37 + Down 23 12 +0 +5 - -
  • Whiffs on airborne opponents whose character origin is above Gordeau's head
5BB 1000, 900 [1000] P, CS(J)P [SP] 100 75 (Once) B All 13 4(8)2 [4, 3] 33 [20] -16 [-4] 4 18 19, Launch 26, 35 [26] 34, Launch 41, 50 [41] 12, 15 +0 +5 - -
  • Values in [] are when first hit does not connect on opponent's point character
5BBB 800, 1500 - 100 100 T Throw 16 1 33 - 4 18 Crumple 47 Stand - - - 0, 1 - - -
  • Can only be used if hit version of 5BB's second hit is a hit.
  • Drains 5% of opponent's meter, gains 10% meter
2B 1100*2 CS(J)P 90 85 F, B Low, All 9 3(5)6 33 -20 4 18 19 19, 24 24 34, 39 12 +0 +5 7~16 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 S(J)P 90 75 F Low 13 10 30 -12 4 18 Launch 26 Launch 41 12 +0 +5 - -
  • Enters recovery on hit or block
  • On hit, recovery is always 31 frames, even if the hit was meatied.
j.A 1600*2 SJP 80 80 H High 8 2(7)2 15 - 3 16 17 17 22 31 11 +0 +2 - -
j.B 1800 SJP 80 85 H High 10 4 22 - 4 18 19 19 24 34 12 +0 +5 - -
j.C 1900 SJP 80 85 H All 9 3 Until landing+13L - 4 18 Launch 37 - - 12 - - - -

Universal Mechanics[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 500, 1500 S 100 50 (Once) T Throw 7~30 3 23 - 0, 3, 4 - Launch 35, 60 + WBounce 60 - - - 0 - - -
  • 100% minimum damage (2000)
  • Wallsticks for 60f in corner
Precise Aim
Reversal Action
1200, 300*6, 1800 - 80 60 (Once) B, H Air Unblockable, All*7 21 4(9)2,2,3,3,3 [(11)5] 12+22L [44] -37 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 1~26 All -
  • Performs final attack on hit only
Air Precise Aim
Reversal Action
700*6, 1000 - 80 60 (Once) H All 10 2,2,3,1,2,4 [(Until L)5] Until L+16L [46] - 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 1~13 All -
  • Performs final attack on hit only

Skills[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Grim Reaper
236A
700, 1400 P 80 85 (Once) B All 15 14, 3 26 -10 4 18 Launch 60 Launch 75 1, 12 +0 +5 - -
B Grim Reaper
236B
700*3, 1400 P 80 85 (Once) B All 19 14,8,15,3 32 -16 4 18 Launch 60 Launch 75 1*3, 12 +0 +5 - -
A Assimilation
214A
800, 1500 - 100 100, 50 T Throw 11 2 33 - 4 - Crumple 47 - - - - 0, 1 - - -
  • Drains 2.5% meter, gains 5% meter
B Assimilation
214B
1000, 1750 - 100 100, 50 T Throw 7 4 34 - 4 - - 40 - - - 0, 1 - 4~10 H -
  • Drains 2.5% meter, gains 5% meter

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
EX Grim Reaper
236C

Template:FrameData-

EX Assimilation
214C
800, 1000, 1500 - 100 100*2, 50 T Throw 12 2 25 - 4 - Crumple 47 Stand - - - 0*2, 1 - 1-13 T -

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.
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
6P
Rusty Nail
900*3 - 70 85 (Once) P All (18)+31 1,1,2 Total (18)+69 -16 4 18 Launch 30 - - 0/+2 +2 - - -
  • Drains 2.5% meter per hit, gains 1% meter per hit
5P
Grim Reaper
700, 1400 - 70 85 (Once) B All (18)+15 14, 3 28 -12 4 18 19, Launch 40 - - 1, 12 +0 - - -
4P
Aim Opening
1700 - 70 85 B All (18)+15 3 25 -9 4 18 Launch 40 + GBounce + Down 23 - - 12 +0 +5 - -

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Mortal Slide Divest
236B+C
1000*2, 0*2, 1000*2, 2300 <1000, 2000>
[1000, 500*3, 1000*4, 2400 <1000, 2000>]
- 80 100*6, 60
[100*9, 60]
B All 1+(55 Flash)+12 2(6)2 34 -17 4 18 Launch <45> 70*4 [*6], 60*3 [*3, 60 + Down 23] <45> <49> <60> 5, 12 5*2 [*4], 0*2, 15*3 [*4] - - -
  • Values in [] are for Enhanced version
  • Values in <> are for whiffed or blocked first hit
  • Minimum damage: 200, 280*4, 506 (1826)
  • [Minimum damage 200, 135*3, 270*4, 336: 2021]
Turbulence
214B+C
1000*8, 4800
[1000*5, 500*10, 1800*3]
- 80 60 (once) B 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] 5 20 Launch 60*8 [*15], WBounce 60 [*3] - - 5*3, 13, 0, 1*3, 30
[5*13, 13, 0, 1*10, 3*2, 30]
- - 1~17 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 100*8, 1056 (1856)
  • [Minimum damage: 100*5, 50*10, 360*3 (2080)]
  • Becomes full invul for duration if it hits the opponent point
Turbulence
Distortion Skill Duo
240*5, 40*3, 680
[200*5, 35*10, 200*2, 750]
- 100 100 B 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 5 20 Launch 60*8 [*15], WBounce 60 [*3] - - 5*3, 13, 0, 1*3, 30
[5*13, 13, 0, 1*10, 3*2, 30]
- - 1~6 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]
  • Becomes full invul for duration if it hits the opponent point

Astral Heat[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Soul Vanish/Soul Exodus
222B+C
8000, 4000*3, 30000 - 100 100 B All 1+(92 Flash)+15 7 28 -14 5 20 - - - - 0 - - 1~21 All -
  • Minimum damage 100% (50000)

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special Super
5BB - 5BBB[-] 5C Reverse Beat, Jump[-], Special, Super
5BBB - - - -
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A - - - Reverse Beat, Jump, Special
j.B - - - Reverse Beat, Jump, Special
j.C - - - 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[edit]

Navigation[edit]


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