BBTag/Hilda/Frame Data

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< BBTag‎ | Hilda
 Hilda

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
Hilda 17,000 4F 28F (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 550×4 All 12 2,2,2,2 24 -9 B 80 80 3 16 17 17 22 31 2×3, 12 +0 +2
5AA 1500 All 11 3 24 -17 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1500 All 16 1 20 -19 B 100 70 3 16 Launch 22 Launch 36 11 +0 +2
5AAAA 0×2, 2500 All 16 9 33 -20 B 100 100, 85, 100 4×2, 5 18 19, Launch Stand, 60 + WBounce 3 3, 0/+10
2A 1000 All 11 3 22 -11 F 100 75 2 13 14 14 18 26 10 +0 +1
5B 1700 All 21 2 Total 52 -7 P1 80 75 4 18 Launch 30 Launch 45 0/+6 +6 +11
5BB 1700 All 21 3 Total 46 -7 P1 80 85 4 18 Launch 36 Launch 51 12 +0 +5
5BBB 1500 High 21 Until L Total 58 -15 P1 80 90 3 16 Launch 60 + GBounce Launch 74 + GBounce 0/+3 +5 +5
2B 1500 All 11 3 21 -17 B 9~13 H 90 80 3 16 17 22 22 36 11 +0 +2
2BB 1500 13 3 32 -18 B 100 80 3 16 Launch 32 Launch 46 11 +3 +5
5C 1500 High 26 3 5+13L -4 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 14 3 29 -15 F 90 80 3 16 17 22 22 36 11 +0 +2
2CC 1500 Low 13 3 32 -18 F 90 80 3 16 Launch 32 Launch 46 11 +3 +5
j.A 1500 High 16 3 20 H 80 80 3 16 17 22 22 36 11 +0 +2
j.AA 1500 High 10 3 24 H 80 80 3 16 17 22 22 36 11 +0 +2
j.B 1700 All 21 2 Total Until L+6L H 80 75 4 18 Launch 30 Launch 45 6 +0 +5
j.BB 450×4 All 20 P{(3)P}×3 Total Until L+20L P1 9~15 All 80 80 2 13 14 28 18 40 0/+3 +3 +4
j.C 1700 All 15 Until L 22 0~-8 H 80 85 4 24 Launch 60 + Down 23 Launch 75 + Down 23 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, 2000 Throw 7~30 3 23 T 100 50 0, 5 Launch 60 + WBounce 60 0, 10
AD Trifurcate 1200×3 Air Unblockable 23 5,4×3 34+12L -35 B 1~26 All 80 60 4 18 Launch 60 Launch 75 2 +0 +5
j.AD Air Trifurcate 1200×3 All 23 5,4×3 Until L+12L H 1~26 All 80 60 4 18 Launch 60 Launch 75 2 +0 +5

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 Interference 2000 All 16 3 Total 55 -14 P1 80 90 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+5 +5 +13
236B B Interference 2000 All 37 3 Total 55 +3 P1 80 90 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+1 +1 +9
214A Condensity Gloom 500×8 All 65 P{(3)P}×7 Total 42+12L P1 80 80 2 13 14 25 18 30 0/+3 +3 +4
j.214A Air Condensity Gloom 500×8 All 65 P{(3)P}×7 Total Until L+12L P1 80 80 2 13 14 25 18 30 0/+3 +3 +4
214B Aspersivity 800×6 All 55 P×6 Total 67 +9 P1 80 90×6 3 16 Launch 43 Launch 57 0/+5 +5 +7
j.214B Air Aspersivity 800×6 All 55 P×6 Total Until L+6L P1 80 90×6 3 16 Launch 43 Launch 57 0/+5 +5 +7

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 Pillar of Revenance 1700, 2000 Low 21 3 Total 59 -10 P1 70, 63 90, 100 4 18 Launch 30 Launch 45 0/+10 +10 +15
214C Fallen Pain 1700, 0 High 23 Until L+2 Total 60 -12 P1 80 75 4 18 25, Crumple + Down 10 Stand 30, Crumple + Down 10 Stand 0/+3, 0 +9 +9
j.214C Air Fallen Pain 1700, 0 High 33 Until L+2, 3 Total 62 P1 80 75 4 18 25, Crumple + Down 10 Stand 30, Crumple + Down 10 Stand 0/+3, 0 +9 +9

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 5A 650×4 All (18)+18 2×4 32 -17 B 70 80 3 16 Launch 60 2×3, 12 +0
6P Aspersivity 800×6 All (18)+54 P×6 Total (18)+66 +9 P1 70 90×6 3 16 Launch 43 0/+5 +5
4P UNI 5[C] 800×4 All (18)+30 3×4 38 -22 B 70 85 4 18 Launch 60 5 +0

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 Impalement 450, 262×11, 7685 [450, 185×33, 7139] All 11+(63 Flash)+9 5 Total 78 -40 P2 1~24 All 80 60 4 18 Launch 150, 300×11 [×33], 300 + Down 23 12 12, 0/+1×11 [×33], 0/+20
214BC Nail Torrent 460×28 [460×35] All 9+(28 Flash)+1 P{(2)P}×28 [P{(2)P}×35] Total 45 P2 1~8 All 60 80 4 20 23 23 28 48 0/+2 +2 +7
j.214BC Air Nail Torrent 460×28 [460×35] All 9+(28 Flash)+1 P{(2)P}×28 [P{(2)P}×35] Total 45 P2 1~8 All 60 80 4 20 23 23 28 48 0/+2 +2 +7
Distortion Skill Duo Impalement 250, 50×11, 1700 [250, 50×33, 1100] All 1+(107 Flash)+1 5 43 -28 B 100 100 4 18 Launch 150, 300×11 [×33], 300 + Down 23 12 12, 0/+1×11 [×33], 0/+20

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 In The Darkness All 1+(70 Flash)+9 3×5 Total: 102 -55 B 1~28 All 5 20 0/+5

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Hilda 5A.pngGuardAllStartup12Recovery24Advantage-9 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Hilda 5AA.pngGuardAllStartup11Recovery24Advantage-17 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Hilda 5AAA.pngGuardAllStartup16Recovery20Advantage-19 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAABBTag Hilda 5AAAA.pngGuardAllStartup16Recovery33Advantage-20 - - - -
2ABBTag Hilda 2A.pngGuardAllStartup11Recovery22Advantage-11 - - - Reverse Beat, Throw, Jump, Special, Super
5BBBTag Hilda 5B.pngGuardAllStartup21RecoveryTotal 52Advantage-7 - 5BB - Jump[-], Special, Super
5BBBBTag Hilda 5BB.pngGuardAllStartup21RecoveryTotal 46Advantage-7 - 5BBB 5C Special, Super
5BBBBBTag Hilda 5BBB.pngGuardHighStartup21RecoveryTotal 58Advantage-15 - - 5C Special, Super
2BBBTag Hilda 2B.pngGuardAllStartup11Recovery21Advantage-17 - 2BB - Reverse Beat, Jump[-], Special, Super
2BBBBTag Hilda 2BB.pngGuardStartup13Recovery32Advantage-18 - 5B - Special, Super
5CBBTag Hilda 5C.pngGuardHighStartup26Recovery5+13LAdvantage-4 - - - -
2CBBTag Hilda 2C.pngGuardLowStartup14Recovery29Advantage-15 - - 5C, 2CC Reverse Beat, Jump[-], Special, Super
2CCBBTag Hilda 2CC.pngGuardLowStartup13Recovery32Advantage-18 - 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Hilda jA.pngGuardHighStartup16Recovery20Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Hilda jAA.pngGuardHighStartup10Recovery24Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Hilda jB.pngGuardAllStartup21RecoveryTotal Until L+6LAdvantage- - j.BB j.C Jump, Special, Super
j.BBBBTag Hilda jBB.pngGuardAllStartup20RecoveryTotal Until L+20LAdvantage- - - j.C Jump, Special, Super
j.CBBTag Hilda jC.pngGuardAllStartup15Recovery22Advantage0~-8 - - - -
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/Hilda/Data.
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