BBTag/Naoto Shirogane/Frame Data

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System Data[edit]

Health: 16,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All


Normal Moves[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 75 B All 6 3 15 -4 2 13 14 14 10 - -
4AA 1500 - 100 80 B All 8 3 20 -6 3 16 17 17 11 - -
4AAA 1500 - 100 70 B All 14 4 1+16L -4 3 16 17 30 11 - -
5A 1500 - 100 80 B All 9 4 16 -3 3 16 17 17 11 - -
5AA 1500 - 100 80 B All 9 4 16 -3 3 16 17 17 + Down 24 11 - -
5AAA 1500 - 90 80 F Low 9 2 16 -1 3 16 17 17 11 - -
5AAAA
and 4AAAA
1800 - 100 80 P All 7 2 Total: 45 -11 3 16 17 40 0/+11 - -
2A 1000 - 90 70 F Low 7 3 11 -2 1 11 12 12 9 - -
5B 1500 - 90 80 B All 13 7 26 -16 3 16 17 17 11 - -
5BB - - 90 80 (Once) B All 13 2(2)6 Total: 46 -13 3 - 20 20 9 - -
5BBB 1500 - 90 80 B All 15 8 26 -17 3 16 17 40 11 - -
2B 1500 - 90 80 B All 11 3 26 -12 3 16 17 24 11 8-13 H -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - - 11 - -
2C 1500 - 90 80 F Low 10 3 18 -4 3 16 17 22 11 - -
j.A 1500 - 80 80 H High 10 3 19 - 3 16 17 17 11 - -
j.AA 1500 - 80 80 H High 6 4 12 - 3 16 17 20 11 - -
j.B 1500*2 - 80 80 H High 13 3(4)3 9 - 3 16 17 17 9 - -
j.C 1700 - 80 75 H Mid 15 12 14+8L - 4 18 19 30 6 - -

Universal Mechanics[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 1 - Stagger + Cumple 80 - 0 - -
Shield of Justice (Catch)
Reversal Action
- - - - - - - - Total: 45 - - - - - - 1-25 Guard All -
Shield of Justice (Near Attack)
Reversal Action
2500 - 80 60 P Air Unblockable 10 4 Total: 53 -27 3 16 Launch 60 0 1-13 All -
Shield of Justice (Far Attack)
Reversal Action
2500 - 80 60 P Air Unblockable 10 300 Total: 60 -34 3 16 Launch 32 + WBounce 60 0 1-End All -
Cross Burst Attack 1000 - - - - All - - - - - - - - - - -

Skills[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Snipe Aim
236A
- - - - - - 14 - 93 - - - - - - - -
  • Can cancel into followups on 14F
  • Hold 4 to end stance. Ending stance animation is 13F
Double Fangs
236B
1000*2 - 80 85 (once) B, H All, High 14 6(12)3 4+4L -5 4 18 Launch 30, 60 + GBounce 12, 12/+0/-4 - -
  • Places Naoto into Aim stance after
  • Frame adv listed is when immediately canceling Aim stance
Air A Double Fangs
j.236A
1000*2 - 80 85 (Once) H All, High 9 3(12)6 Until L+16L - 4 18 Launch 30, 30 + Down 24 12 - -
Air B Double Fangs
j.236B
1000*2 - 80 85 (once) H All, High 13 6(12)6 Until L+4L - 4 18 Launch 30, 60 + GBounce 12, 12/+0/-4 - -
  • Places Naoto into Aim stance after
A Shoot
Aim > A
600*4, 1800 - 80 90 P All - {X(6)}*4,X 37 -8 3*4, 5 16*4, 20 17*4, Launch 17*4, 50 0/+5*4, 0/+8/+0 - -
B Shoot
Snipe Stance > B
700*4, 2100 - 80 90 P All 4 {X(6)}*4,X 41 -12 3*4, 5 16*4, 20 17*4, Launch 17*4, 50 0/+5*4, 0/+8/+0 - -
C Shoot
Snipe Stance > C
500*4, 1500 - 80 90 P All 4 {X(6)}*4,X 35 -7 3*4, 5 16*4, 20 17*4, Launch 17*4, 50 0/+5*4, 0/+8/+0 - -
Roll
Snipe Stance > 66
- - - - - - - - 26 - - - - - - 4-22 P -
A Hair Trigger Megido
214A
2000 - 80 85 P All 19 3 Total: 36 -5 5 11 Launch 21 0/+1/+9 - -
  • Trap appears on 13F, can start sensing opponents on 14F
  • Traps detonate 6F after opponent gets in range
B Hair Trigger Megido
214B
2000 - 80 85 P All 30 3 Total: 36 +9 5 11 Launch 21 0/+4/+12 - -
  • Trap appears on 26F, can start sensing opponents on 27F
  • Traps detonate 4F after opponent gets in range
Air A Hair Trigger Megido
j.214A
2000 - 80 85 P All 16 3 Total: 28+4L - 5 11 Launch 21 0/+1/+9 - -
  • Trap appears on 13F, can start sensing opponents on 14F
  • Traps detonate 6F after opponent gets in range
Air B Hair Trigger Megido
j.214B
2000 - 80 85 P All Until Trap Lands+4 3 Total: 28+4L - 5 11 Launch 21 0/+4/+12 - -
  • Trap appearance depends on Naoto's distance from the ground
  • Traps detonate 4F after opponent gets in range

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Hold Up!
236C
- - - - - - - - 258 - - - - - - - -
  • 13f earliest shot, 7f earliest kick
Shot
Hold Up! > A/B
800 - 80 90 P All 1 - - - 3 16 Launch 80 0/+11 - -
Critical Shot
Hold Up! > C
2500 - 80 80 B All 11 2 35 -16 5 20 21 70 + WBounce 70 30 1-12 All -
EX Double Fangs
j.236C
1300*2 - 80 85 (once) H All, High 9 6(12)6 Until L+13L - 4 18 Launch 30, 30 GBounce 60 12 - -
EX Hair Trigger Megido
214C
2000*2 - 80 85 P All 13 3(9)3 Total: 34 +5 5 11 Launch 21 0/+1/+9, 0/+4/+12 - -
  • Grounded trap left by EX megido does more damage.
Air EX Hair Trigger Megido
j.214C
2000*2 - 80 85 P All 13 3(Until Trap Lands+4)3 Total: 17+4L - 5 11 Launch 21 0/+1/+9, 0/+4/+12 - -

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.
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
5D+Roll
1200*2, 1500 - 70 85 (Once) B*2, P All (17)+16 2(2)6
[2(2)6(21)X]
Total: (18)+77
[Total: (18)+85]
-25 4*2, 3 18 19*2, Launch 40*2, 50 + WBounce 40 0/+7*2, 0/+11 - -
6P
Snipe
4P
Blight
600*5 - 70 85 (Once) B All (18)+14 3,3,3,3,2 Total: (18)+88 -39 4 18 Launch 60 0/+1 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Anti-S SP Pistol Alpha I
236B+C
  • Minimum Damage: 119*12 (1428)
Anti-S SP Pistol Beta I
j.236B+C
4000 - 80 60 P2 All 11+2 - Total: Until L+15L - 4 18 Launch 30 + Slide 29 + Down 24 0/+12 - -
  • Inflicts Fate Counter
  • Minimum Damage: 1000
Anti-S SP Pistol Alpha+Beta I
Enhanced 236B+C (air OK)
  • Inflicts Fate Counter
  • Minimum Damage: 119*12, 600 (2028)
Hamaon
214B+C
0*16 - 80 100 P2 All 5+12 5*16 Total: 28 +75 4 16 Launch 17 0 1-1 All -
  • If opponent has a Fate Counter, then they are automatically KOed
Mudoon
j.214B+C
0 - 80 100 P2 All 10+7 45 Total: 46 - 5 20 Launch 21 + WBounce 100 0/+13/+43 1-16 All -
  • If opponent has a Fate Counter, then they are automatically KOed
Critical Shot
Distortion Skill Duo
2000 [2500] - - - B All 1+1 2 60 -41 5 20 Launch 70 +WBounce 50 30 1-3 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Judge of Hell
222B+C
- - - - P2 All 13+21 191 per scope Total: 366 - 0 9 - - 0/+20 - -

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, Jump, 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, Jump[+], 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[1] 5A 5B, 2B 5C, 2C Jump, Special, Super
5BB 5A 2B 5C, 2C Special, Super
2B[1] 5A 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.AA j.A j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - Jump, 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
  • All cancels for 5AAA are on the second hit

Sources[edit]

Navigation[edit]


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