BBTag/Merkava/Frame Data

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System Data

name health prejump backdash Unique Movement Options
Merkava 17,000 6F 37F (1~7F Inv All) Flight
Glide


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1500 All 10 5 24 -12 7~11 H 90 80 CSTJP 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
5AA 1500 All 8 4 20 -7 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5AAA 1500, 500*4 All 8 3 29 -15 100 70 (Once) S(J)P 3 16 Launch 60 11 11, 1*4 +2
5AAAA 2400 All 18 6 29 -14 100 90 P 5 20 Launch 60 Launch 76 13 +0 +8
2A 1000 All 7 3(6)2 14 -2 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 13 2 22 -7 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5BB 1500 All 15 5 23 -11 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5BBB 1700 All 17 2 29 -12 100 85 CST(J)P 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
2B 1500*2 Low 13 2(6)4 16 -3 90 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5C 800+ High 26 3 18 -4 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1300*2 Low, All 12 7(14)3 24 -8 90 75 (Once) CS(J)P 4 18 Launch 22 Launch 37 12 +0 +5
j.A 1500 High 10 2, 1 27 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 9 2 17 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1700 High 15 4 Until L+7L 80 85 SJP 4 18 19 22 24 37 12 +0 +5
j.C 1700 High 14 Until landing 22L -7 80 85 SP 4 18 Down 23 40 Down 23 55 12 +0 +5


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 500*4 Throw 7-30 3 23 100 50 (Once) S 0, 4*4 Launch 60 + Down 33 0, 1*4
AD I, Penetrate the Clear Skies 500*10 Air Unblockable 11 2*10 26L -19 1~20 All 80 60 (Once) 4 18 Launch 40 Launch 55 4 +0 +5
j.AD Air I, Penetrate the Clear Skies 800*5 All 12 2*5 30L 1~21 All 80 60 (Once) 4 18 Launch 40 Launch 55 4 +0 +5


Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A I, Drill Through 400*8 All 13 2*8 19 -4 80 80 (Once) P 3 16 Launch 60 Launch 74 2 +0 +2
236B B I, Drill Through 450*8 All 17 2*8 31 -16 80 80 (Once) P 3 16 Launch 60 Launch 74 2 +0 +2
214A A I, Capture and Devour 1000, 0, 500*3 All 15 2-16* 26-31/54* -8 ~ -13 80 85 (Once) P 4 18 Launch 60 12 12, 0, 2*2, 12
214B B I, Capture and Devour 1000, 0, 500*3 All 15 2-16* 20-25/43* -2 ~ -7 80 85 (Once) P 4 18 Launch 60 12 12, 0, 2*2, 12
j.214A A I, Breath Out 1500 All 19 Until Hit Total: 49+8L -8 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13
j.214B B I, Breath Out 1500 All 23 Until Hit Total: 53+4L -5 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13
j.66 I, Soar the Sky (Forward) 1500 All 20 24 11 80 80 SP 4 18 19 30 24 45 12 +0 +5
j.44 I, Soar the Sky (Backward) 1500 All 25 16 11 80 80 SP 4 18 19 30 24 45 12 +0 +5
j.8 I, Spring to the Sky


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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX I, Drill Through 350*16 All 13 2*16 25 -10 80 80 P 3 16 Launch 60 Launch 74 2 +0 +2
214C EX I, Capture and Devou 1000, 0, 500*5 All 15 1-8* 26-31/54* -8 ~ -13 80 85 (Once) P 4 18 Launch 60 12 12, 0, 2*4, 12
j.214C EX I, Breath Out 1500*3 All 22 Until Hit Total: 42+4L +20 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13


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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P I, Drill Through 550*6 All (18)+13 1*6 31 -15 70 80 (Once) P 3 16 Launch 80 4/-1 -1
6P I, Breath Out 1500*3 All (18)+36 Until hit Total: (18)+75+16L 70 80 P 3 16 Launch 40 0/+11 +11
4P 5A 1500 All (18)+12 5 24 -12 70 80 P 3 16 Launch 17 + Down 37 11 +0


Distortion Skills

  • 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)

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC I, Resentfully Rage 670*20
[640*25]
All 1+(60 Flash)+11 4*20 [4*25] 54 -37 1~22 All 80 60 (Once) 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +0 +8
214BC I, Frolic 1000, 0, 400*5, 1500, 3100
[1000, 0, 400*5, 1000*3, 3200]
All 1+(24 Flash)+10 2 25+25L -32 1~12 All 80 100*8 [*10], 60 4 18 Launch 100 4 4, 0, 1*5, 16, 21
[4, 0, 1*5, 16*3, 21]
j.214BC Air I, Frolic 1000, 0, 400*5, 1500, 3100
[1000, 0, 400*5, 1000*3, 3200]
All 1+(24 Flash)+10 2 Until L+25L 1~12 All 80 100*8 [*10], 60 4 18 Launch 100 4 4, 0, 1*5, 16, 21
[4, 0, 1*5, 16*3, 21]
Distortion Skill Duo I, Resentfully Rage 100*20
[100*25]
All 1+(96 Flash)+1 4*20 [4*25] 54 -37 1~13 All 100 100 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +0 +8


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC I, Overrun 6666, 0*6, 42334 All 1+(76 Flash)+10 4 34 -17 1~14 All 100 90 5 20 13


Revolver Action Table

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[-] - - Special, Super
5AAAA - - - -
2A[2] 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, 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

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