BBTag/Hyde/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (1-7F Inv All)


Insulator
  • All normals that use his sword do 20% chip damage
  • All specials/supers that use his sword do 30% chip damage


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 1000 CSTJP 100 75 B All 7 2 18 -6 2 13 14 14 18 26 10 +0 +1 - -
5AA 1000 CST(J)P 100 75 B All 9 4 18 -8 2 13 14 14 18 26 10 +0 +1 - -
5AAA 1500*2 CS(J)P 100 70 (once) B All 8 2(10)2 24 -9 3 16 Launch 22 Launch 36 11 +0 +2 - -
5AAAA 2000 P 100 90 H All 11+Until Landing 2 30 -11 5 20 Launch 32 + Down 23 Launch 48 + Down 23 13 +0 +8 - -
2A 1000 CSTJP 90 75 F Low 7 2 16 -4 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 CS(J)P 100 80 B All 13 5 19 -7 3 16 17 17 22 31 11 +0 +2 - -
5BB 1700 CS(J)P 100 90 B All 15 2 35 -16 5 20 21 30 27 46 13 +0 +8 - -
5BBB 1500 CSP 80 80 P1 All 18 9 Total 53 -15 3 16 Launch 32 Launch 46 0/+4 +8 +10 - -
2B 1700 CS(J)P 90 85 B All 11 2 23 -6 4 18 19 24 24 39 12 +0 +5 5~12 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 CS(J)P 90 75 F Low 12 5 17 -3 4 18 Launch 26 Launch 41 12 +0 +5 - -
j.A 1500 SJP 80 80 H High 11 3 19 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1500 SJP 80 80 H High 12 3 19 - 3 16 17 17 22 31 11 +0 +2 - -
j.B 1100*2 SJP 80 80 (Once) H High 14 2,2 23 - 3 16 17 17 22 31 7 +0 +2 - -
j.C 1000, 1700 SP 80 85 (Once) H, P1 All 9 3(14)6 21 - 4 18 19, Launch 19 + Down 23, 24 24, Launch 34 + Down 23, 39 12, 0/+12 +0, +12 +5, +17 - -

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, 2000 S 100 50 (Once) T Throw 7-30 3 23 - 0, 4 - Launch 60 - - - 0, 12 - - -
Red Clad Craver
Reversal Action
680*7 - 80 60 (Once) B Air Unblockable 10 5, 2*6 (42+)22L -47 4 18 Launch 52 Launch 67 12, 10, 3*5 +0 +5 1~28 All -
Air Red Clad Craver
Reversal Action
680*7 - 80 60 (Once) H All 7 2*7 Until L+17 - 4 18 Launch 52 Launch 67 12, 10, 3*5 +0 +5 1~22 All -

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 Black Orbiter
236A
1500 P 80 80 P1 All 14 Until Hit Total 46 -5 3 16 17 24 22 38 0/+11 +11 +13 - -
B Black Orbiter
236B
1500 P 80 80 P1 All 12 Until Hit Total 48 -9 3 16 17 24 22 38 0/+11 +11 +13 - -
Dark Lotus
Orbiter > 236A
800*3 P 80 80 (Once) P1 All 17 3*2,8 Total 63 - 3 16 Launch 40 Launch 54 0/+2 +2 +4 - -
Bend Sinister
Orbiter > 236B/236C
2000 P 100 90 H All 20 2 31 -12 5 20 Launch 32 + Down 23 Launch 48 + Down 23 13 +0 +8 - -
A Vacant Shift
214A
1100 P 80 85 B All 15 4 16+7L -8 4 18 Launch 24 Launch 39 12 +0 +5 - -
B Vacant Shift
214B
1300 P 80 85 B All 18 4 26+9L -20 4 18 Launch 24 Launch 39 12 +0 +5 - -
Air A Vacant Shift
j.214A
1100 P 80 85 H All 12 4 Until L+9L - 4 18 Launch 24 Launch 39 12 +0 +5 - -
Air B Vacant Shift
j.214B
1300 P 80 85 H All 12 4 Until L+9L - 4 18 Launch 24 Launch 39 12 +0 +5 - -
Second
Vacant Shift > A/B/C
1100 [1300] P 64 100 H All 13 3 Until L+15L - 4 18 Launch 28 Launch 43 12 +0 +5 - -
  • Values in [] are when done from B Vacant Shift
Third
Second > A/B/C
1700 P 80 75 H All 15 4 Until L+18L - 4 18 Launch 60 + Down 28 Launch 75 + Down 28 12 +0 +5 - -

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 Black Orbiter
236C
750*5 P 80 80 (Once) P All 11 Until Hit*5 Total 51 -17 3 16 Launch 24 Launch 38 0/+3 +3 +5 - -
EX Vacant Shift
214C
800*5, 2000 P 80 90 B All 6 4(10)2 [(6)2(7)2(10)2(23)4] 28+18L [21+18L] -23 5 20 Launch 60*5, 40 + Down 28 Launch 76*5, 56 + Down 28 13, 8*4, 14 +0 +8, +0*5 - -
Air EX Vacant Shift
j.214C
800*4, 2000 P 80 90 B All 6 4(10)2 [(6)2(7)2(10)2(23)4] Until L+18L -23 5 20 Launch 60*5, 40 + Down 28 Launch 76*5, 56 + Down 28 13, 8*4, 14 +0 +8, +0*5 - -
EX Bend Sinister
236A > 236C
2500 P 80 80 H All 24 2 23L -4 - 20 Launch 50 + GBounce Launch 66 + GBounce 13 +0 +8 1-25 P -

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
5P
Pale Bringer
1700*2 - 70 85 B All (18)+13 6 [(14)4(2)2(2)2] 23+17L -33 4 18 19, Launch 40 - - 12, 0 +0 - - -
  • Immediately transitions into values in [] on hit/block. Else goes into [] after first set of active frames
6P
Black Orbiter
1000*3 - 70 80 (Once) P All (18)+16 Until Hit Total: (18)+53 +9 3 16 Launch 40 - - 0/+3 +3 - - -
4P
Dark Lotus
800*3 - 70 80 (Once) P1 All (18)+17 3,3,8 Total: (18)+63 -18 3 16 Launch 60 - - 0/+2 +2 - - -

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
Gyre Vortex
236B+C
2000, 790*10
[2000, 510*20]
- 80 90, 96*10
[90, 98*20]
B, P3*10 [*20] All 1+(62 Flash)+5 5,3*4,5,3,2*4
[5,3*4,5,3,1*4,3,1*4,3,1*4]
70 [73] -52 [-51] 5 20 Launch 40, 100*10 [*20] Launch 56, 116*10 [*20] 13, 0/+4*5, 0*2, 0/+2, 0, 0/+2
[13, 0/+4*5, 0, {0, 0/+2}*7]
+0, +4*5, +0*2, +2, +0, +2
[13, +4*5, +0, {+0, +2}*7]
- 1-24 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 600, 134*10 (1940)
  • [Minimum Damage: 600, 76*20 (2120)]
Pale Bringer
214B+C
1700, 50*N, 960*8
[1700, 50*N, 600*13, 2150]
- 80 100, 100*N, 60*8 [*15] (Once) B All 6+(60 Flash)+3 15,5(2)2,2(2)2(2)2 31+26L -43 4 18 Crumple 29*(N+1), Launch*5
[Crumple 29*(N+1), Launch*14]
Stand*(N+1), 60*7, 60 + Down 23
[Stand*(N+1), 60*13, 60 + Down 23]
Crumple 58*(N+1), Launch*5
[Crumple 58*(N+1), Launch*14]
Stand*(N+1), 75*7, 75 + Down 23
[Stand*(N+1), 75*13, 75 + GBounce + Down 23]
12, 8, 0*4 12, 0*N, 20, 0*7, 12
[12, 0*N, 20, 0*12, 20]
+5 1-28 All -
  • Values in [] are for Enhanced version
  • If first hit whiffs, then remaining hits each do 1700 with P1=80, P2=60 (Once)
  • Minimum Damage: 340, 11*N, 192*8 (1726+11*N)
  • [Minimum Damage: 340, 10*N, 102*14, 365 (2133+10*N)]
Gyre Vortex
Distortion Skill Duo
600, 140*10 [700, 90*20] - 100 100, 96*10 [*20] B, P*10 [*20] All 1+(89 Flash)+1 5,3*4,5,3,2*4
[5,3*4,5,{3,1*4}*3]
58 [67] -38 [-53] - 20 Launch 40, 100*10 [*20] Launch 56, 116*10 [*20] 13, 0/+4*5, 0*2, 0/+2, 0, 0/+2
[13, 0/+4*5, 0, {0, 0/+2}*7]
+0, +4*5, +0*2, +2, +0, +2
[13, +4*5, +0, {+0, +2}*7]
- 1-20 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

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
Raging Roar
222B+C
- - - - B All 1+(90 Flash)+19 6 39 -24 - 20 - - - - 13 - - 1-25 All -

Revolver Action Table[edit]

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