BBTag/Linne/Frame Data

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< BBTag‎ | Linne
 Linne

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
Linne 17,000 4F 22F (1~7F Inv All) Dash Cancels

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
4A 700×2 All 5 1(6)4 12 -2 B 100×2 75 2 13 14 14 18 26 6, 10 +0 +1
4AA 800×2 All 6 1(6)4 12 -2 B 100 75 2 13 14 14 18 26 6, 10 +0 +1
4AAA 1000 All 7 4(10)2 23 -8 B 100 70 3 16 17, Launch 17, 30 22, Launch 31, 44 6, 13 +0 +2
4AAAA 1100×2 All 13 5(8)4 20 -5 B 100 85×2 4 18 Launch 30 Launch 45 4/+5, 4 +5, +0 +10, +5
5A 1000 All 7 4 14 -4 B 100 75 2 13 14 14 18 26 10 +0 +1
5AA 1300 All 7 2 18 -3 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 950×2 All 11 2,4 21 -8 B 100 80 3 16 17 17 22 31 7 +0 +2
5AAAA 1100×2 All 13 5(8)4 20 -5 B 100 85×2 4 18 Launch 30 Launch 45 4/+5, 4 +5, +0 +10, +5
2A 1000 All 6 2 13 -3 F 100 70 1 11 12 12 16 23 9 +0 +0
5B 1500 All 13 6 26 -15 B 11~18 H 90 80 3 16 Launch 24 Launch 38 11 +0 +2
5BB 1500 All 13 4 22 -9 B 100 80 3 16 Launch 24 Launch 38 11 +0 +2
5BBB 1700 All 21 5 25 -11 B 100 85 4 18 Launch 24 + Down 23 Launch 39 + Down 23 12 +0 +5
2B 1000 Low 8 2 20 -9 F 90 75 2 13 14 14 18 26 10 +0 +1
5C 800 High 26 3 5+13L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 12 6 24 -11 F 90 75 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1500 High 11 4 15 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1200 High 8 2 18 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 1600 High 12 4 17 H 80 80 3 16 17 17 22 31 11 +0 +2
j.C 1500 All 13 Until L 12L +1~-3 H 80 80 3 16 17 30 22 44 11 +0 +2

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, 200, 1800 Throw 7~30 3 23 T 100 50 0, 1, 4 Launch 40 + Down 103, 40 + Down 53 0, 9, 12
AD Getsurin 500×9 Air Unblockable 10 3(2)3,3(10)2,1,3(12)1,1,7 27+20L -52 B 1~20 All 80 60 3 16 Launch 60 Launch 74 3×3, 1×2, 10, 1×2, 15 +0 +2
j.AD Air Getsurin 550×8 All 10 4,3(10)2,1,3(12)1,1,7 Until L+10L H 1~16 All 80 60 3 16 Launch 60 Launch 74 3×3, 1×2, 10, 1×2, 15 +0 +2
Dash Cancel Dash Cancel 25

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 Sky Fang 1500 All 21 10 Total: 49 -4 P1 80 85 4 18 Launch 30 Launch 45 0/+6 +6 +11
236B B Sky Fang 1500 All 12 15 Total: 47 -11 P1 80 85 4 18 Launch 30 Launch 45 0/+6 +6 +11
j.236A Air A Sky Fang 1500 All 21 20 Total: Until L+13L P1 80 85 4 18 Launch 30 Launch 45 0/+6 +6 +11
j.236B Air B Sky Fang 1500 All 26 20 Total: Until L+13L P1 80 85 4 18 Launch 30 Launch 45 0/+6 +6 +11
214A Whirlwind 29 5~13 HBP
214A > X Heaven's Lynchpin 1000×3 All 9 3 25 -11 B 80 80 3 16 Launch 60 Launch 74 11 11, 2, 1/+15 +2, +2, +15
214B Flying Swallow 1000×2 High 23 1, 1 21 -3 B 80 85 4 18 Launch 60 Launch 75 1, 12 +0 +5
214[B] Flying Swallow (Charged) 1700 Low 21 4 23 -10 B 90 85 3 16 Launch 26 + Down 23 Launch 40 + Down 23 12 -5 +0

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 Twin Sky Fang 1000×3 All 12 Until Hit×3 Total: 47 0 P 80 85 4 18 Launch 30 Launch 45 0/+1 +1 +6
j.236C Air Twin Sky Fang 1000×3 All 21 Until Hit×3 Total: Until L + 13L P1 80 85 4 18 Launch 30 Launch 45 0/+1 +1 +6
214C Soaring Swallow 1000×4 High 22 1,1,2,2 19 -2 B 80 85 4 18 Launch 60 Launch 75 1×3, 12 +0 +5

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 UNI Dash C 800×3 All (18)+16 1,1,2 25 -10 B 70 80 3 16 Launch 50 2×2, 7 +0
6P Air Sky Fang 1000×3 All (18)+34 20 Total: (18)+81+13L P1 70 85 4 18 Launch 30 0/+1 +1
4P Moon Gyre 1500×2 All 10 3(3)2 24+10L -19 B 70 80 3 16 Launch 60 7 +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 The Diviner 360×9, 500×14
[340×15, 400×20]
All 1+(60 Flash)+11 7,7(8)4,4(6)4,4(8)3(4)12(19)4(7)3×14
[7,7(10)4,4(8)4,4(8)4,4(8)4,4(8)4,4(8)7,12(19)4(11)3×20]
50 [60] -20 [-24] B×9, P2×14
[B×15, P2×20]
1~25 All 80 98
[98×15, 99×20]
4 18 Launch 100 Launch 115 + Down 23×9 [×15], 100×14 [×20] 0/+5×9, 0/+1×14
[0/+5×15, 0/+1×20]
+5×9, +1×14 +5
214BC Divine Chains 1700, 790×11
[1700, 870×13]
All 6+(60 Flash)+6 4 25 -10 B 1~15 All 80 60 4 18 Launch 60 12 12, 4×4, 1×7
Distortion Skill Duo The Diviner 150×8, 170, 45×14
[100×15, 50×20]
All 1+(96 Flash)+1 7,7(8)4,4(6)4,4(8)7,12(19)4(7)3×14
[7,7(10)4,4(8)4,4(8)4,4(8)4,4(8)4,4(8)7,12(19)4(11)3×20]
69 [67] -39 [-31] B×9, P2×14
[B×15, P2×20]
1~15 All 100 100 4 18 Launch 100 Launch 115 + Down 23×9 [×15], 100×14 [×20] 0/+5×9, 0/+1×14
[0/+5×15, 0/+1×20]
+5×9, +1×14 +5

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 Divine Blaze All 4+(90 Flash)+9~29 3 24 -13 B 1~(15~35) All 2 13 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Linne 4A.pngGuardAllStartup5Recovery12Advantage-2 4AA - 5C Reverse Beat, Throw, Jump, Special, Super
4AABBTag Linne 4AA.pngGuardAllStartup6Recovery12Advantage-2 4AAA - 5C Reverse Beat, Throw, Jump (2nd hit)[-], Special, Super
4AAABBTag Linne 4AAA.pngGuardAllStartup7Recovery23Advantage-8 4AAAA - 5C Reverse Beat, Dash (2nd hit), Jump (2nd hit)[-], Special, Super
5ABBTag Linne 5A.pngGuardAllStartup7Recovery14Advantage-4 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Linne 5AA.pngGuardAllStartup7Recovery18Advantage-3 5AAA - 5C Reverse Beat, Throw, Jump (2nd hit)[-], Special, Super
5AAABBTag Linne 5AAA.pngGuardAllStartup11Recovery21Advantage-8 5AAAA - 5C Reverse Beat, Jump (2nd hit)[-], Special, Super
5AAAABBTag Linne 4AAAA.pngGuardAllStartup13Recovery20Advantage-5
and 4AAAA
- - - Dash (2nd hit)
2ABBTag Linne 2A.pngGuardAllStartup6Recovery13Advantage-3[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Linne 5B.pngGuardAllStartup13Recovery26Advantage-15 - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Linne 5BB.pngGuardAllStartup13Recovery22Advantage-9 - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Linne 5BBB.pngGuardAllStartup21Recovery25Advantage-11 - - 5C Reverse Beat, Dash, Jump[-], Special, Super
2BBBTag Linne 2B.pngGuardLowStartup8Recovery20Advantage-9 - - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Linne 5C.pngGuardHighStartup26Recovery5+13LAdvantage-4 - - - -
2CBBTag Linne 2C.pngGuardLowStartup12Recovery24Advantage-11 - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Linne jA.pngGuardHighStartup11Recovery15Advantage- j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Linne jAA.pngGuardHighStartup8Recovery18Advantage- - - - Reverse Beat, Jump, Special, Super
j.BBBTag Linne jB.pngGuardHighStartup12Recovery17Advantage- - - - Reverse Beat, Jump, Special, Super
j.CBBTag Linne jC.pngGuardAllStartup13Recovery12LAdvantage+1~-3 - - - Special, Super
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources


Early Proration Data Tweeted from Hima during the Beta
Link


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To edit frame data, edit values in BBTag/Linne/Data.
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