BBTag/Naoto Shirogane/Frame Data

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System Data[edit]

Health

16,000

Prejump

4F

Backdash

23F (1-7F Inv 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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1000 - 100 75 B All 6 3 15 -4 2 13 14 14 18 26 10 +0 +1 - -
4AA 1500 - 100 80 B All 8 3 20 -6 3 16 17 17 22 31 11 +0 +2 - -
4AAA 1500 - 100 70 B All 14 4 1+16L -4 3 16 Launch 30 Launch 44 11 +0 +2 - -
5A 1500 - 100 80 B All 9 4 16 -3 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 - 100 80 B All 9 4 16 -3 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 - -
5AAA 1500 - 90 80 F Low 9 2 16 -1 3 16 17 17 22 31 11 +0 +2 - -
5AAAA
and 4AAAA
1800 - 100 80 P1 All 7 2 Total: 45 -11 3 16 Launch 40 Launch 54 0/+11 +11 +13 - -
2A 1000 - 90 70 F Low 7 3 11 -2 1 11 12 12 16 23 9 +0 +0 - -
5B 1500 - 90 80 B All 13 7 26 -16 3 16 17 17 22 31 11 +0 +2 - -
5BB 1000*2 - 90 80 (Once) B All 13 2(2)6 Total: 46 -13 3 16 20 20 25 34 9 +0 +2 - -
5BBB 1500 - 90 80 B All 15 8 26 -17 3 16 Launch 40 Launch 54 11 +0 +2 - -
2B 1500 - 90 80 B All 11 3 26 -12 3 16 17 24 22 38 11 +0 +2 8-13 H -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1500 - 90 80 F Low 10 3 18 -4 3 16 Launch 22 Launch 36 11 +0 +2 - -
j.A 1500 - 80 80 H High 10 3 19 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1500 - 80 80 H High 6 4 12 - 3 16 17 20 22 34 11 +0 +2 - -
j.B 1500*2 - 80 80 H High 13 3(4)3 9 - 3 16 17 17 22 31 9 +0 +2 - -
j.C 1700 - 80 75 H All 15 12 40+8L - 4 18 Launch 30 Launch 45 6 +0 +5 - -

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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0, 1 - Crumple 70 - - - - 0 - - -
Shield of Justice (Catch)
Reversal Action
- - - - - - - - Total: 45 - - - - - - - - - - 1-25 Guard All -
  • On Guard Point, hitstop for Naoto is 3F. Opponent hitstop is 13F
Shield of Justice (Near Attack)
Reversal Action
2500 - 80 60 P1 Air Unblockable 10 4 Total: 53 -27 3 16 Launch 60 Launch 74 0 +0 +2 1-13 All -
Shield of Justice (Far Attack)
Reversal Action
2500 - 80 60 P3 Air Unblockable 10 300 Total: 60 -34 3 16 Launch 32 + WBounce 60 Launch 46 + WBounce 60 0 +0 +2 1-End 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 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.
Inv.Attribute and Hitbox Invincibility information. 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, 30 + GBounce Launch 45, 45 + GBounce 60 12 +0, -4 +5 - -
  • 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 23 Launch 45, 45 + Down 23 12 +0 +5 - -
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, 30 + GBounce Launch 45, 45 + GBounce 60 12 +0, -4 +5 - -
  • 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 + WBounce 22*4, Launch 31*4, 64 + WBounce 0/+5*4, 0/+8 +5*4, +0 +7*4, +8 - -
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 22*4, Launch 31*4, 64 0/+5*4, 0/+8 +5*4, +0 +7*4, +8 - -
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 22*4, Launch 31*4, 64 0/+5*4, 0/+8 +5*4, +0 +7*4, +8 - -
Roll
Snipe Stance > 66
- - - - - - - - 26 - - - - - - - - - - 4-22 P -
A Hair Trigger Megido
214A
2000 - 80 85 P1 All 19 3 Total: 36 -5 5 11 Launch 21 Launch 37 0/+1 +9 +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 P1 All 30 3 Total: 36 +9 5 11 Launch 21 Launch 37 0/+4 +12 +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 P1 All 16 3 Total: 28+4L - 5 11 Launch 21 Launch 37 0/+1 +9 +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 P1 All Until Trap Lands+4 3 Total: 28+4L - 5 11 Launch 21 Launch 37 0/+4 +12 +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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Hold Up!
236C
- - - - - - - - 258 - - - - - - - - - - - -
  • 13f earliest shot, 7f earliest kick
Shot
Hold Up! > A/B
800 - 80 90 P1 All 1 Until Hit - - 3 16 Launch 80 Launch 94 0/+11 +11 +11 - -
Critical Shot
Hold Up! > C
2500 - 80 80 B All 11 2 35 -16 5 20 Launch 70 + WBounce 70 Launch 86 + WBounce 70 + WStick 45 30 +0 +8 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 Launch 45, 45 + GBounce 60 12 +0 +5 - -
EX Hair Trigger Megido
214C
2000*2 - 80 85 P All 13 3(9)3 Total: 34 +5 5 11 Launch 21 Launch 37 0/+1, 0/+4 +9, +12 +9, +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 Launch 37 0/+1, 0/+4 +9, +12 +9, +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 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.
Inv.Attribute and Hitbox Invincibility information. 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 +7*2, +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 +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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Anti-S SP Pistol Alpha I
236B+C
700*12 - 80 96 P2 All 11+(42 Flash)+2 X(7)X{(6)X}*10 Total: 111+15L - 4 18 Launch 70 + WBounce + Down 23 Launch 85 + WBounce + Down 23 0/+1 +11 +11 1-13 All -
  • Minimum Damage: 119*12 (1428)
Anti-S SP Pistol Beta I
j.236B+C
4000 - 80 60 P2 All 11+(40 Flash)+2 Until Hit Total: Until L+15L - 4 18 Launch 30 + Slide 10 + Down 23 Launch 45 + Slide 10 + Down 23 0/+12 +12 +17 1-27 All -
  • Inflicts Fate Counter
  • Minimum Damage: 1000
Anti-S SP Pistol Alpha+Beta I
Enhanced 236B+C (air OK)
700*12, 4000 - 80 96*12, 60 P2 Alll 11+(42 Flash)+1 X(7){X(6)}*10,X(39+0)X Total: Until L+15L - 4 18 Launch 70 + WBounce + Down 23*12, 30 + Slide 10 + Down 23 Launch 85 + WBounce + Down 23*12, 45 + Slide 10 + Down 23 0/+1*12, 0/+12 +11*12, +12 +11*12, +17 1-13 Al -

214BC Data[edit]

0*16 All 5+(72 Flash)+12 5*16 Total: 28 +75 1-5 All 0*16 - 80 100 P2 All 5+(72 Flash)+12 5*16 Total: 28 +75 4 16 Launch 17 Launch 32 0 +0 +5 1-5 All -

j.214BC Data[edit]

0 All 10+(30 Flash)+7 45 Total: 46 - 1-16 All 0 - 80 100 P2 All 10+(30 Flash)+7 45 Total: 46 - 5 20 Launch 21 + WStick 66 + WBounce 100 Launch 37 + WStick 66 + WBounce 100 0/+13 +42 +42 1-16 All -

Distortion Skill Duo Data[edit]

2000 [2500] All 1+(103 Flash)+1 2 60 -41 1-3 All 2000 [2500] - 100 100 B All 1+(103 Flash)+1 2 60 -41 5 20 Launch 70 + WBounce 50 Launch 86 + WBounce 50 30 +0 +8 1-3 All -

Astral Heat[edit]

222BC Data[edit]

- All 13+(96 Flash)+21 191 per scope Total: 366 - - - - - - P2 All 13+(96 Flash)+21 191 per scope Total: 366 - 0 9 - - - - 0/+20 - - - -

Category[edit]

BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc

  • Inflicts Fate Counter
  • Minimum Damage: 119*12, 600 (2028)
Hamaon
214B+C
0*16 - 80 100 P2 All 5+(72 Flash)+12 5*16 Total: 28 +75 4 16 Launch 17 Launch 32 0 +0 +5 1-5 All -
  • If opponent has a Fate Counter, then they are automatically KOed
Mudoon
j.214B+C
0 - 80 100 P2 All 10+(30 Flash)+7 45 Total: 46 - 5 20 Launch 21 + WStick 66 + WBounce 100 Launch 37 + WStick 66 + WBounce 100 0/+13 +42 +42 1-16 All -
  • If opponent has a Fate Counter, then they are automatically KOed
Critical Shot
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+(103 Flash)+1 2 60 -41 5 20 Launch 70 + WBounce 50 Launch 86 + WBounce 50 30 +0 +8 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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Judge of Hell
222B+C
- - - - P2 All 13+(96 Flash)+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]


Ambox notice.png To edit frame data, edit values in BBTag/Naoto Shirogane/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc