BBTag/Hilda/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:28F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
5A 550*4 All 12 2,2,2,2 24 -9 B - 80 80 (Once) - 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 85 - 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 - 3, 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 -
  • Startup to hit standing Ragna is 24
  • Startup to hit crouching Ragna is 26, frame adv listed is based on this.
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 X{(3)X}*3 Total Until L+20L - P1 9~15 All 80 80 (Once) - 2 13 14 28 18 40 0/+3 +3 +4 -
j.C 1700 All 15 Until L 22 - H - 80 85 - 4 24 Launch 60 + Down 23 Launch 75 + Down 23 12 +0 +5 -

Universal Mechanics[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 5 - Launch 60 + WBounce 60 - - - 0, 10 - -
  • 100% minimum damage: 0, 2000 (2000)
Trifurcate
Reversal Action
1200*3 Air Unblockable 23 5,4*3 34+12L -35 B 1~26 All 80 60 (Once) - 4 18 Launch 60 Launch 75 2 +0 +5 -
Air Trifurcate
Air Reversal Action
1200*3 All 23 5,4*3 Until L+12L - H 1~26 All 80 60 (Once) - 4 18 Launch 60 Launch 75 2 +0 +5 -

Skills[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
A Interference
236A
2000 All 16 3 Total 55 -14 P1 - 80 90 - 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+5 +5 +13 -
B Interference
236B
2000 All 37 3 Total 55 +3 P1 - 80 90 - 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+1 +1 +9 -
Condensity Gloom
214A
500*8 All 65 X{(3)X}*7 Total 42+12L - P1 - 80 80 (Once) - 2 13 14 25 18 30 0/+3 +3 +4 -
Air Condensity Gloom
j.214A
500*8 All 65 X{(3)X}*7 Total Until L+12L - P1 - 80 80 (Once) - 2 13 14 25 18 30 0/+3 +3 +4 -
Aspersivity
214B
800*6 All 55 Until Hit Total 67 +9 P1 - 80 90 - 3 16 Launch 43 Launch 57 0/+5 +5 +7 -
Air Aspersivity
j.214B
800*6 All 55 Until Hit Total Until L+6L - P1 - 80 90 - 3 16 Launch 43 Launch 57 0/+5 +5 +7 -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Pillar of Revenance
236C
1700, 2000 Low 21 3 Total 59 -10 P1 - 70, 63 90, 100 - 4 18 Launch 30 Launch 45 0/+10 +10 +15 -
Fallen Pain
214C
1700, 0 High 23 Until L+2 Total 60 -12 P1 - 80 75 - 4 18 25, Crumple 55 + Down 10 Stand 30, Crumple 71 + Down 10 Stand 0/+3, 0 +9 +9 -
  • Startup to hit standing Ragna is 27, frame adv listed is based on this.
  • Startup to hit crouching Ragna is 30
Air Fallen Pain
j.214C
1700, 0 High 33 Until L+2, 3 Total 62 - P1 - 80 75 - 4 18 25, Crumple 55 + Down 10 Stand 30, Crumple 71 + Down 10 Stand 0/+3, 0 +9 +9 -

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.
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
5P
5A
650*4 All (18)+18 2*4 32 -17 B - 70 80 (Once) - 3 16 Launch 60 - - 2*3, 12 +0 - -
6P
Aspersivity
800*6 All (18)+54 Until Hit Total (18)+66 +9 P1 - 70 90 - 3 16 Launch 43 - - 0/+5 +5 - -
4P
UNI 5[C]
800*4 All (18)+30 3*4 38 -22 B - 70 85 (Once) - 4 18 Launch 60 - - 5 +0 - -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Impalement
236BC
450, 262*11, 7685 [450, 185*33, 7139] All 11+(63 Flash)+9 5 Total 78 -40 P2 1~24 All 80 60 (Once) - 4 18 Launch 150, 300*11 [*33], 300 + Down 23 - - 12 12, 0/+1*11 [*33], 0/+20 - -
  • Values in [] are for Enhanced version
  • Minimum Damage 90, 20*11, 1383 (1693)
  • [Minimum Damage 90, 14*33, 1142 (1694)]
Nail Torrent
214B+C
460*28 [460*35] All 9+(28 Flash)+1 X{(2)X}*28 [X{(2)X}*35] Total 45 - P2 1~8 All 60 80 (Once) - 4 20 23 23 28 48 0/+2 +2 +7 -
  • Values in [] are for Enhanced version
  • Minimum Damage 79*28 (2212) [79*35 (2765)]
Air Nail Torrent
j.214B+C
460*28 [460*35] All 9+(28 Flash)+1 X{(2)X}*28 [X{(2)X}*35] Total 45 - P2 1~8 All 60 80 (Once) - 4 20 23 23 28 48 0/+2 +2 +7 -
  • Values in [] are for Enhanced version
  • Minimum Damage 79*28 (2212) [79*35 (2765)]
Impalement
Distortion Skill Duo
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 - -
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

Astral Heat[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
In The Darkness
222B+C
- All 1+(70 Flash)+9 3*5 Total: 102 -55 B 1~28 All - - - 5 20 - - - - 0/+5 - - -

Revolver Action Table[edit]

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

Navigation[edit]

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