BBTag/Linne/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:22F (1~7F Inv All)
Unique Movements:Triple Jump
Dash Cancels


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 700*2 All 5 1(6)4 12 -2 B - 100*2 75 (Once) - 2 13 14 14 18 26 6, 10 +0 +1 -
4AA 800*2 All 6 1(6)4 12 -2 B - 100 75 (Once) - 2 13 14 14 18 26 6, 10 +0 +1 -
4AAA 1000 All 7 4(10)2 23 -8 B - 100 70 (Once) - 3 16 17, Launch 17, 30 22, Launch 31, 44 6, 13 +0 +2 -
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 (Once) - 3 16 17 17 22 31 7 +0 +2 -
5AAAA
4AAAA
1100*2 All 13 5(8)4 20 -5 B - 100 85 - 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 - H - 80 80 - 3 16 17 30 22 44 11 +0 +2 -

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, 200, 1800 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 1, 4 - Launch 40 + Down 103, 40 + Down 53 - - - 0, 9, 12 - -
Getsurin
Reversal Action
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 (Once) - 3 16 Launch 60 Launch 74 3*3, 1*2, 10, 1*2, 15 +0 +2 -
Air Getsurin
Reversal Action
550*8 All 10 4,3(10)2,1,3(12)1,1,7 Until L+10L - H 1~16 All 80 60 (Once) - 3 16 Launch 60 Launch 74 3*3, 1*2, 10, 1*2, 15 +0 +2 -
Dash Cancel - - - - 25 - - - - - - - - - - - - - - - -

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

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

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
UNI Dash C
800*3 All (18)+16 1,1,2 25 -10 B - 70 80 (Once) - 3 16 Launch 50 - - 2*2, 7 +0 - -
6P
Air Sky Fang
1000*2 All (18)+34 20 Total: (18)+81+13L - P1 - 70 85 (Once) - 4 18 Launch 30 - - 0/+1 +1 - -
4P
Moon Gyre
1500*2 All 10 3(3)2 24+10L -19 B - 70 80 (Once) - 3 16 Launch 60 - - 7 +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
The Diviner
236B+C
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 -
  • Values in [] are for Enhanced version
  • Minimum Damage 18%*9, 15%*14: 64*9, 75*14 (1626)
  • [Minimum Damage: 44*15, 60*20 (1860)]
Divine Chains
214B+C
1700, 790*11
[1700, 870*13]
All 6+(60 Flash)+6 4 25 -10 B 1~15 All 80 60 (Once) - 4 18 Launch 60 - - 12 12, 4*4, 1*7 - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 255, 63*4, 189*7 (1830)
  • [Minimum Damage 15%, 7%*6, 23%*7: 255, 60*6, 200*7 (2015)]
The Diviner
Distortion Skill Duo
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 -
  • Values in [] are for Enhanced version
  • Minimum Damage 100%: 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
Divine Blaze
222B+C
- All 4+(90 Flash)+9~29 3 24 -13 B 1~(End of Active) All - - - 2 13 - - - - 0 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA - 5C Reverse Beat, Throw, Jump, Special, Super
4AA 4AAA - 5C Reverse Beat, Throw, Jump (2nd hit)[-], Special, Super
4AAA 4AAAA - 5C Reverse Beat, Dash (2nd hit), Jump (2nd hit)[-], Special, Super
4AAAA - - - Dash (2nd hit)
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump (2nd hit)[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump (2nd hit)[-], Special, Super
5AAAA - - - Dash (2nd hit)
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Dash, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]


Early Proration Data Tweeted from Hima during the Beta
Link


Navigation[edit]

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