BBTag/Labrys/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Unique Movements:
  • Attacks that use her axe gain extra damage depending on her Axe Gauge (except 2A, 5C, 2C, and Throw).
Axe Gauge
Level All Other Axe Attacks Weaver's Art: Beast (236BC) Brutal Impact (214BC)
Level 1 (Gray) -10% -10% -10%
Level 2 (Blue) -5% -5% -5%
Level 3 (Green) +0% +0% +0%
Level 4 (Yellow) +20% +44% +30%
Level 5 (Red) +50% +125% +100%


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
4A 1200 All 7 6 16 -8 B - 100 75 - 2 13 14 14 18 26 10 +0 +1 -
4AA 1500 All 11 3 22 -8 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
4AAA 1700 All 12 4 25 -10 B - 100 75 - 4 18 Launch 30 Launch 45 12 +0 +5 -
5A 1500 All 9 2 23 -8 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 1500 All 10 6 16 -5 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AAA 1700 All 16 4 23 -8 B - 100 85 - 4 18 19 30 24 45 12 +0 +5 -
5AAAA
4AAAA
1000*3 All 12 3(6)3(10)6 24 -11 H - 100 85 - 4 18 19*2, Launch 19 + Down 23 24*2, Launch 34 + Down 23 7*2, 12 +0 +5 -
2A 1000 Low 8 2 14 -2 F - 90 75 - 2 13 14 14 18 26 10 +0 +1 -
5B 750*4 All 27 4,4,6,6 Total: 66 -5 P1 - 100 70 (Once) - 3 16 20 20 25 34 0/+2 +2 +4 -
5BB 1000*3 All 21 X(12)X(12)X Total: 71 0 P1 - - - - 4 18 25 25 30 45 0/+5 +5 +10 -
  • Each hit is active for 40F
2B 800*3 All 16 3*3 35 -7 P1 8~31 H 100 70 (Once) - 3 16 Launch 24 Launch 38 0/+11 +11 +13 -
5C 800+ High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 15 3 24 -8 F - 90 85 - 4 18 Launch 30 Launch 45 12 +0 +5 -
j.A 1200 High 9 6 16 - H - 80 75 - 2 13 14 17 18 29 10 +0 +1 -
j.B 1500 High 16 4 14 - H - 80 80 - 3 16 17 19 22 33 11 +0 +2 -
j.AA
and j.BB
1500 High 9 5 22 - H - 80 80 - 3 16 17 19 22 33 11 +0 +2 -
j.C 800*3 All 13 6*3 33 - P1 - 80 80 (Once) - 3 16 17 21 22 35 0/+6 +6 +8 -

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*2, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 1, 4 - Launch 50 + Down 43 - - - 0, 9, 12 - -
5th Gen Axe Slash
Reversal Action
2500 Air Unblockable 24 4 48 -33 B 1~27 Guard All 80 60 - 4 18 Launch 60 Launch 75 12 +0 +5 -
  • On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged

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
Chain Knuckle A
236A
1500 All 17 5 21~25 -5~-10 B - 80 80 - 3 16 Launch 30 Launch 44 11 +0 +0 -
Chain Knuckle B
236B
1500 All 25 7 21~27 -5~-11 B - 80 80 - 3 16 Launch 30 Launch 44 11 +0 +0 -
Winch Dash
Chain Knuckle B > 6
- - - - 21~27 - - 1~(5~11) P - - - - - - - - - - - - -
Brake
Winch Dash > 4
- - - - 16 - - 1~2 P - - - - - - - - - - - - -
Follow Up A
Winch Dash > A
1700 High 20 6 34 -21 H - 80 85 - 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 -
Follow Up B
Winch Dash > B
1700 Low 12 3 20 -4 F - 90 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
Guillotine Axe A
214A
2000 High 23 5 26 -10 B - 80 80 - 5 20 Launch 60 + Down 23 Launch 76 + Down 23 15 +0 +8 -
Guillotine Axe B
214B
2400 High 36 5 26 -6 B - 80 80 - 5 24 Launch 60 + GBounce + Down 23 Launch 76 + GBounce + Down 23 15 +0 +8 -
Aerial Guillotine A
j.214A
1000*3 All 12 2(4)Until L,6 28 -6 H*2, P1 - 80 80 (Once) - 3 16 17*2, Launch 40 + Down 23*2, 40 22*2, Launch 54 + Down 23*2, 54 6, 11, 0/+11 +0*2, +11 +2*2, +13 -
Aerial Guillotine B
j.214B
1100*3 All 23 3(6)Until L,6 28 -3 H*2, P - 80 85 (Once) - 4 18 19*2, Launch 40 + Down 23*2, 40 24*2, Launch 55 + Down 23*2, 40 6 +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)
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
Chain Knuckle EX
236C
1500 All 17 7 21~27 -5~-11 B 4~(8F Before End) P 80 80 - 3 16 Launch 30 Launch 44 11 +0 +0 -
Followup Attack EX
Winch Dash > C
2000 All 11 4 21 -4 B - 80 80 - 5 20 Launch 60 Launch 76 13 +0 +8 -
Guillotine Axe EX
214C
500, 3000 All, High 11 4(8)5 21 -1 B - 100, 80 90 - 5 24 21, Launch 60, 60 + Down 23 27, Launch 76, 76 + Down 23 7, 15 +0 +8 -
Aerial Guillotine EX
j.214C
1200*3 All 12 2(4)Until L, 6 24 +4 H*2, P1 - 80 90 (Once) - 5 20 21 40 + Down 23 27 56 + Down 23 6*2, 0/+13 +0*2, +13 +8*2, +21 -

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
Followup Attack EX
1700 All (18)+13~21 2 33 -16 B - 70 85 - 4 18 Launch 60 Launch 75 12 +0 +5 -
6P
Weaver's Art: Orb
1500 All (18)+67 - Total: (18)+113 -30 P1 - 70 80 - 3 16 Launch 40 Launch 54 0 +26 +26 -
4P
4AAA
1700 All (18)+11 3 33 -17 B - 70 85 - 4 18 Launch 60 Launch 75 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)
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
Weaver's Art: Beast
236B+C
1000, 4700*2
[1000, 1550*9]
All 4+(55 Flash)+16 12 <(8)6,24>
<[(8)6,3*8]>
29+30L -68 P2, B*2 [*9] 1~31 All 80 60 (Once) - 5 20 Launch 100, 100 + Down 53*2 [*9] Launch 116, 116 + Down 53*2 [*9] 0/+20, 20*2
[0/+45, 6, 3*8]
+0 +0, -
  • Values in [] are for Enhanced version
  • If only airborne hits hit, then base damage is 2500*2 [1150*9]
  • On hit, consumes all Axe Gauge (not on block)
  • Minimum Damage: 200, 470*2 (1140) [200, 155*9 (1595)]
Brutal Impact
214B+C
6000 [7000] All 22+(58 Flash)+3~119 6 76 -61 B 1~(30~146) Guard HBFP 100 90 - 5 20 Launch 100 + Down 23 Launch 116 + Down 23 30 +0 +8 -
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Labrys is 0F. Opponent hitstop is unchanged
  • Charged version increases damage to 10000 [15000]
  • Minimum Damage: 1200 [1400]
  • When charged Minimum Damage: 2000 [3000]
Brutal Impact
Distortion Skill Duo
2000 [2500] All 1+(90 Flash)+1 6 58 -43 B 1~7 All 100 100 - 5 20 Launch 100 Launch 116 30 +0 +8 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

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
Weaver's Art: Inquisition
222B+C
- All 7+(68 Flash)+14 15 Total: 112 -66 P 1~40 All - - - 5 20 - - - - 0/+5 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Special, Super
4AAA 4AAAA 5B, 2B 5C, 2C Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B - 5B 5C, 2C Jump[-], Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.B j.AA j.BB j.C Jump, Special, Super
j.AA and j.BB - - j.C Jump, Special, Super
j.C - - - Special, Super
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
  • 4A and 2A can be used a combined total of 3 times per string
  • Cancels for 5B and 5BB are on the final hit of each attack

Sources[edit]

Navigation[edit]

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