BBTag/Merkava/Frame Data

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System Data[edit]

Health:17,000
Prejump:6F
Backdash:37F (1~7F Inv All)
Unique Movements:Flight, Glide


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
5A 1500 All 10 5 24 -12 B 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 B - 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 -
5AAA 1500, 500*4 All 8 3 29 -15 B - 100 70 (Once) S(J)P 3 16 Launch 60 - - 11 11, 1*4 +2 -
5AAAA 2400 All 18 6 29 -14 B - 100 90 P 5 20 Launch 60 Launch 76 13 +0 +8 -
2A 1000 All 7 3(6)2 14 -2 F - 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1 -
5B 1500 All 13 2 22 -7 B - 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 -
5BB 1500 All 15 5 23 -11 B - 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 -
5BBB 1700 All 17 2 29 -12 B - 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 F - 90 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 -
5C 800+ High 26 3 18 -4 H - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1300*2 Low, All 12 7(14)3 24 -8 F - 90 75 (Once) CS(J)P 4 18 Launch 22 Launch 37 12 +0 +5 -
j.A 1500 High 10 2, 1 27 - H - 80 80 SJP 3 16 17 17 22 31 11 +0 +2 -
j.AA 1500 High 9 2 17 - H - 80 80 SJP 3 16 17 17 22 31 11 +0 +2 -
j.B 1700 High 15 4 Until L+7L - H - 80 85 SJP 4 18 19 22 24 37 12 +0 +5 -
j.C 1700 High 14 Until landing 22L -7 H - 80 85 SP 4 18 Down 23 40 Down 23 55 12 +0 +5 -
  • Advantage based on immediate j.C; Lowest possible j.C hit is -3

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, 500*4 Throw 7-30 3 23 - T - 100 50 (Once) S 0, 4*4 - Launch 60 + Down 33 - - - 0, 1*4 - -
  • Minimum Damage 100% (2000)
I, Penetrate the Clear Skies
Reversal Action
500*10 Air Unblockable 11 2*10 26L -19 B 1~20 All 80 60 (Once) - 4 18 Launch 40 Launch 55 4 +0 +5 -
  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
Air I, Penetrate the Clear Skies
Air Reversal Action
800*5 All 12 2*5 30L - H 1~21 All 80 60 (Once) - 4 18 Launch 40 Launch 55 4 +0 +5 -

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
I, Drill Through A
236A
400*8 All 13 2*8 19 -4 B - 80 80 (Once) P 3 16 Launch 60 Launch 74 2 +0 +2 -
I, Drill Through B
236B
450*8 All 17 2*8 31 -16 B - 80 80 (Once) P 3 16 Launch 60 Launch 74 2 +0 +2 -
I, Capture and Devour A
214A
1000, 0, 500*3 All 15 2-16* 26-31/54* -8 ~ -13 B - 80 85 (Once) P 4 18 Launch 60 - - 12 12, 0, 2*2, 12 - -
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Capture and Devour B
214B
1000, 0, 500*3 All 15 2-16* 20-25/43* -2 ~ -7 B - 80 85 (Once) P 4 18 Launch 60 - - 12 12, 0, 2*2, 12 - -
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out A
j.214A
1500 All 19 Until Hit Total: 49+8L -8 P1 - 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13 -
  • Advantage based on lowest possible use
I, Breath Out B
j.214B
1500 All 23 Until Hit Total: 53+4L -5 P1 - 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13 -
  • Advantage based on lowest possible use
I, Soar the Sky (Forward)
j.66
1500 All 20 24 11 - H - 80 80 SP 4 18 19 30 24 45 12 +0 +5 -
  • Can cancel into attacks on 24F
I, Soar the Sky (Backward)
j.44
1500 All 25 16 11 - H - 80 80 SP 4 18 19 30 24 45 12 +0 +5 -
  • Can cancel into attacks on 29F

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
I, Drill Through EX
236C
350*16 All 13 2*16 25 -10 B - 80 80 P 3 16 Launch 60 Launch 74 2 +0 +2 -
I, Capture and Devour EX
214C
1000, 0, 500*5 All 15 1-8* 26-31/54* -8 ~ -13 B - 80 85 (Once) P 4 18 Launch 60 - - 12 12, 0, 2*4, 12 - -
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out EX
j.214C
1500*3 All 22 Until Hit Total: 42+4L +20 P1 - 80 80 P 3 16 Launch 40 Launch 54 0/+11 +11 +13 -
  • Advantage based on lowest possible use

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
I, Drill Through
550*6 All (18)+13 1*6 31 -15 B - 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 - P - 70 80 P 3 16 Launch 40 - - 0/+11 +11 - -
4P
5A
1500 All (18)+12 5 24 -12 B - 70 80 P 3 16 Launch 17 + Down 37 - - 11 +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
I, Resentfully Rage
236B+C
670*20
[640*25]
All 1+(60 Flash)+11 4*20 [4*25] 54 -37 B 1~22 All 80 60 (Once) - 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +0 +8 -
  • Values in [] are for Enhanced version
  • Minimum damage: 93*20 (1860) [83*25 (2075)]
I, Frolic
214B+C
1000, 0, 400*5, 1500, 3100
[1000, 0, 400*5, 1000*3, 3200]
All 1+(24 Flash)+10 2 25+25L -32 H 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]
- -
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
Air I, Frolic
j.214B+C
1000, 0, 400*5, 1500, 3100
[1000, 0, 400*5, 1000*3, 3200]
All 1+(24 Flash)+10 2 Until L+25L - H 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]
- -
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
I, Resentfully Rage
Distortion Skill Duo
100*20
[100*25]
All 1+(96 Flash)+1 4*20 [4*25] 54 -37 B 1~13 All 100 100 - 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 +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
I, Overrun
222B+C
6666, 0*6, 42334 All 1+(76 Flash)+10 4 34 -17 B 1~14 All 100 90 - 5 20 - - - - 13 - - -
  • Minimum damage 100%: 49000

Revolver Action Table[edit]

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[edit]

Navigation[edit]

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