BBTag/Nine the Phantom/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash/Forward Dash

42F (1-4 Inv P, 5-32F Inv All)

Magic Gauge


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 1700 - 90 75 B All 11 4 23 -8 4 18 Launch 19 Launch 34 12 +0 +5 7-14 H -
4AA 1700 - 100 85 B All 13 4 25 -10 4 18 Launch 19 Launch 34 12 +0 +5 - -
4AAA 1600/
1800/
2000
- 100 80/85/90 P1 All 13 3 28 -14/-12/-10 3/4/5 16/18/20 Launch 22/24/26 Launch 36/39/42 11/12/13 +0 +2/+5/+8 - -
  • Damage increases when Magic Level is over 5 and increases again at Level 10.
5A 1200 - 100 75 B All 8 6 12 -4 2 13 14 14 18 26 10 +0 +1 - -
5AA 1500 - 100 80 B All 12 3 22 -8 3 16 21 21 26 35 11 +0 +2 - -
5AAA 1500 - 100 80 B All 9 3 23 -9 3 16 21 21 26 35 11 +0 +2 - -
5AAAA 2000/
2500/
3000
- 80 80/
85/
90
P All 10 3 Total: 44 -18/-16/-14 3/4/5 16/18/20 17/19/21 17/19/21 22/24/27 31/34/37 11/12/13 +0 +2/+5/+8 - -
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
5AAAAA 2000/
2200/
2400
- 80 85 P All 16 6 24 -11 4 18 Launch 60 - - - 12 - - -
  • Damage increases when Magic Level is over 5 and increases again at Level 10
2A 1000 - 90 75 F Low 10 3 20 -9 2 13 14 14 18 26 10 +0 +1 - -
5B 1700 - 100 85 B All 12 6 21 -8 4 18 19 19 - - - 12 - - -
5BB
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
2B 1500 - 90 80 F Low 11 6 21 -10 3 16 17 17 22 31 11 +0 +2 - -
5C 800 - 100 100 P High 26 5 16 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 - 90 85 F Low 13 5 25 -11 4 18 Launch 40 Launch 55 12 +0 +5 - -
j.A 1500 - 80 80 H High 8 5 30 - 3 16 17 24 22 38 11 +0 +2 - -
j.AA 1500 - 80 80 H High 11 3 25 -11 3 16 17 24 22 38 11 +0 +2 - -
j.B 1700 - 80 85 H High 13 3 35 - 4 18 19 24 24 39 12 +0 +5 - -
j.BB 1700 - 80 85 H All 10 6 27 - 4 18 19 24 24 39 12 +0 +5 - -
j.C 1700/1900/2100 - 80 90 P High 21 Until L Total: 57 -3 5 20 Launch 60 + GBounce Launch 76 + GBounce 0/+6 +6 +14 - -

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*2, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0, 2, 4 - Crumple 87, Launch 14, 30 + WBounce 40 - - 0, 10, 13 +0 +0 - -
  • Minimum Damage 100% (2000)
Flax Nurture
Reversal Action
2000 - 100 80 B Air Unblockable 13 3 44 -30 3 16 Launch 60 Launch 74 11 +0 +2 1-15 All -
Air Flax Nurture
Air Reversal Action
2000 - 100 80 H All 13 3 Until L+15 - 3 16 Launch 60 Launch 74 11 +0 +2 1-15 All -
1st Dash
66/44
- - - - - - - - 40 - - - - - - - - - - 1-4 P
5-32 All
-
  • 2nd dash begins on 30F
1st Air Dash
j.66/44
- - - - - - - - 30 - - - - - - - - - - 1-4 P
5-25 All
-
  • 2nd dash begins on 23F
2nd Dash Forward/Back
66/44
- - - - - - - - 40 - - - - - - - - - - 1-25 All -
  • Nine is in CH state during recovery
2nd Dash Up/Down
88/22
- - - - - - - - 35 - - - - - - - - - - 1-20 All -
  • Nine is in CH state during recovery

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
Everlasting Schorl
236A/B/C (Lv 0)
1500 - 80 70 P1 All 9 5 Total: 35 -6 1 11 Launch 35 Launch 46 0/+9 +9 +9 - -
Air Everlasting Schorl
j.236A/B/C (Lv 0)
1500 - 80 70 P1 All 9 5 Total: 35 - 1 11 Launch 35 Launch 46 0/+9 +9 +9 - -
Amethyst of Annihilation
236A (Lv 1-4)
1800 - 80 75 P1 All 16 - Total: 43 -13 2 13 Launch 22 Launch 34 0/+10 +10 +11 - -
Air Amethyst of Annihilation
j.236A (Lv 1-4)
1800 - 80 75 P1 All 16 - Total: 43 -13 2 13 Launch 22 Launch 34 0/+10 +10 +11 - -
Andradite of Accord
236A (Lv 5-9)
400, 300*8, 400*8 - 80 80 (Once) P1 All 19,48-? - - +2 3 20 Launch 40 Launch 54 0/+11, 0/+2*16 +11, +2*16 +13, +4*16 - -
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
Air Andradite of Accord
j.236A (Lv 5-9)
400, 300*8, 400*8 - 80 80 P1 All 19,48-? - - - - 13 Launch 22 Launch 34 0/+10 +10 +11 - -
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
Taaffeite of Temptation
236A (Lv 10)
1500*3 - 80 75 P1 All 90 X(58)X(58)X Total: 32 - 2 13 14 20*2, 20 + GBounce 18 32*2, 32 + GBounce 0/+10 +20 +21 - -
Air Taaffeite of Temptation
j.236A (Lv 10)
1500*3 - 80 75 P1 All 90 X(58)X(58)X Total: 32 - 2 13 14 20*2, 20 + GBounce 18 32*2, 32 + GBounce 0/+10 +20 +21 - -
Citrine of Change
236B (Lv 1-4)
1500 - 80 75 P All 17 103 Total: 43 -3 2 13 Launch 22 + Slide 30 Launch 34 + Slide 30 0/+10 +10 +15 - -
Air Citrine of Change
j.236B (Lv 1-4)
1500 - 80 75 P All 17 - Total: 43 - 2 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13 - -
Citrine Reflect Shot
Citrine > Reflect
1500 - 80 60 P2 All 1 Until Hit - - 3 16 Crumple 27 17 Crumple 54 31 0/+11 +11 +13 - -
Morganite of Malice
236B (Lv 5-9)
400, 1500*2 - 80 80, 90*2 P1 All, Low*2 19 25(15)10(13)10 Total: 40 +15 ~ +73 3, 5*2 16, 20*2 17, Crumple 30, Launch 30, 30 + Slide 17, 30 + Slide 12 + Down 33 22, Crumple 60, Launch 44, 46 + Slide 17, 46 + Slide 12 + Down 33 0/+11, 0/+6*2 +11, +6*2 +13, +8*2 - -
  • If the second hit touches the opponent, then the third hit becomes a mid
Air Morganite of Malice
j.236B (Lv 5-9)
400, 1500*2 - 80 80, 90*2 P1 All, Low*2 19 Until L(15)10(13)10 Total: 40 +15 ~ +73 3, 5*2 16, 20*2 17, Crumple 30, Launch 30, 30 + Slide 17, 30 + Slide 12 + Down 33 22, Crumple 60, Launch 44, 46 + Slide 17, 46 + Slide 12 + Down 33 0/+11, 0/+6*2 +11, +6*2 +13, +8*2 - -
  • If the second hit touches the opponent, then the third hit becomes a mid
Uvarovite of Undoing
236B (Lv 10)
350*20 - 80 80 P1 All 144 X{(3)X}*19 Total: 32 - 3 16 17 25 22 39 0/+2 +2 +4 - -
Air Uvarovite of Undoing
j.236B (Lv 10)
350*20 - 80 80 P1 All 144 X{(3)X}*19 Total: 32 - 3 16 17 25 22 39 0/+2 +2 +4 - -
Crimson Raider
214A
1000, 1500 - 90 80, 85 B All 13 15,1 [(6)1] 28 [23] -5 3,4 16, 18 Launch*2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5 - -
Air Crimson Raider
j.214A
950, 1250 - 90 80, 85 H All 13 15,1 Until L - 3, 4 16, 18 Launch*2 40 + Down 23, 40 + GBounce Launch 54 + Down 23, 55 + GBounce 11, 12 +0 +2, +5 - -
Mauvette Roar
214B
2000 - 90 85 P All 13 19 Total: 53 -10 4 18 Launch 35 Launch 50 0/+12 +12 +17 4-18 H -
Air Mauvette Roar
j.214B
1800 - 90 85 P All 13 19 Total: Until L - 4 18 Launch 35 Launch 50 0/+12 +12 +17 - -

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
Nephrite of Nullification
236C (Lv 1-10)
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 623+1 1,1,1,1,1 Total: 58 - 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3 - -
  • Values in [] when done at Magic Level 10.
Air Nephrite of Nullification
j.236C (Lv 1-10)
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 623+1 1,1,1,1,1 Total: 58 - 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3 - -
  • Values in [] when done at Magic Level 10.
Nephrite of Nullification - Dual
236C during Nephrite
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3 - -
Air Nephrite of Nullification - Dual
j.236C during Nephrite
1500*5 /1750*5 /2000*5 - 75/65/55 70/75/80 P All 24+1 1,1,1,1,1 Total: 55 0/+2/+4 3/4/5 16/18/200 Launch 60 Launch 74/75/76 0/+2 +2 +3 - -
Scarlet Vein
214C
2000, 1500 - 80 90 P1 All 24 6 Total: 68 -11 5 20 Launch 60, 60 + WBounce 60 Launch 76, 76 + WBounce 60 0/+13 +13 +21 4-?? P -
Air Scarlet Vein
j.214C
2500 - 80 90 P All 24 6 Total: 68 - 5 20 Launch 60 Launch 76 0/+13 +13 +21 4-?? P -

Partner 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
5P
Crimson Raider
1500*2 - 70 80, 85 B All (18)+13 15, 1 [(6)1] 30 -12 3, 4 16, 18 Launch 30 + Down 23, 60 - - 11, 12 +0 - - -
6P
Scarlet Vein
2300 - 70 90 P All (18)+41 6 Total: (18)+82 -8 5 20 Launch 60 - - 0/+13 +13 - - -
4P
BBCF 6B
1800 - 70 85 B All (18+) 15 4 28 -13 4 18 Launch 60 - - 12 +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)
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
Flame Punisher
236B+C
600*5, 900*8 [600*5, 900*8, 200*12] - 80 60 (Once) P2 All 1+(52 Flash)+19 8*5(19)7*8 Total: 1+178 -31 3*5, 4*8 16*5, 18*8 Launch 30 + GBounce*5, 30 + GBounce + WBounce 60*8 [, 60*12] - - 0/+3
[0/+3*13, 0/+4*12]
+3
[0/+3*13, 0/+4*12]
+5 [+5*13, +4*12] 1-21 All -
  • Values in [] are for Enhanced version
  • Minimum damage 60*5, 90*8 (1020) [60*5, 90*8, 20*12 (1260)]
Azurite Inferno
214B+C
100, 0, 250*4, 2050*6 - 80 60 (Once) F All 1+(15 Flash)+13 5 38 -29 2 13 Crumple 60, Launch*11 Stand, 17*5, 60 + WBounce*6 - - 10 10*2, 0/+63*4, 0/+11*6 +1*2, 0/+63*4, 0/+11*6 1-18 All -
100, 0, 250*6, 1050*12 - 80 60 (Once) F All 1+(15 Flash)+13 5 38 -29 2 13 Crumple 60, Launch*19 Stand, 17*7, 60 + WBounce*12 - - 10 10*2, 0/+63*6, 0/+11*12 +1*2, 0/+63*6, 0/+11*12 1-18 All -
100, 0, 250*8, 720*18 - 80 60 (Once) F All 1+(15 Flash)+13 5 38 -29 2 13 Crumple 60, Launch*27 Stand, 17*9, 60 + WBounce*18 - - 10 10*2, 0/+63*8, 0/+11*18 +1*2, 0/+63*8, 0/+11*18 1-18 All -
  • Damage depends on Magic Level. Values are shown as Lv0-4/Lv5-9/Lv10
  • Minimum damage 100%, 10%*N
  • Level 1 Minimum Damage: 100, 25*4, 205*6 (1430)
  • Level 2 Minimum Damage: 100, 25*6, 105*12 (1510)
  • Level 3 Minimum Damage: 100, 25*8, 72*18 (1596)
Azurite Inferno Enhanced Followup
Enhanced 214B+C
270*10 - 80 60 (Once) - - 6+(25 Flash)+?? - - - - - Launch 120 - - 0/+22 +22 +30 - -
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum damage 24*10 (240)
Cardinal Nova
Distortion Skill Duo
2000 [2000, 100, 150, 250] - 100 100 P2 All 1+(128 Flash)+1 10 [10,3,3,3,3] Total: 1+66 -32 5 20 Launch 60 Launch 76 0/+13 +13 +21 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
Colorless Void
222B+C
- - - - P2 All 7+(54 Flash)+14 8 Total: 89 -41 3 16 - - - - 0/+11 - - 1-47 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AA 4AAA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AAA - - - Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAA 5AAAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA 5AAAAA - - Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB - - - Special, Super
2B[1] - 5B 5C, 2C 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.A[-] j.BB[-] j.C[-] Jump[-], Special[-], Super[-]
j.BB j.A j.B j.C Jump, Special, Super
j.C - - - Special[-]
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

Sources[edit]

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