BBTag/Nu-13/Frame Data

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System Data[edit]

Health: 16,000
Prejump: 4F
Backdash Time 25F / 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 1500 - 90 80 B All 11 6 17 -6 3 16 17 26 11 5-11 H -
5A 1500 - 100 80 B - 9 5 15 -3 3 16 17 17 11 - -
5AA 280*8 - 100 80 (Once) P All 14 4(2)4*7 Total: 71 -8 3 16 17 23 0/+3 - -
5AAA 300*8 - 100 85 (Once) B All 17 1*8 24 -6 4 18 24 36 2 - -
2A 1000 - 90 75 F Low 9 4 12 -2 2 13 14 14 10 - -
5B 1000 - 50 90 P1 All 13 13 Total: 41 -5 4 18 16 23 4/+5 - -
  • Projectile Level 2 during first 4 active frames
4B 1000 - 50 90 P1 All 13 9 20 -5 4 18 16 19 4/+5 - -
  • Projectile Level 2 during first 4 active frames
xBB 1000 - 50 90 P1 All 11 6 Total: 46 -12 4 18 16 23 4/+5 - -
xBBB 1000 - 50 90 P1 All 11 6 Total: 46 -12 4 18 16 23 4/+5 - -
xBBBB 1000 - 50 90 P1 All 11 6 Total: 48 -14 4 18 16 23 4/+5 - -
xBBBBB 1700 - 80 85 P1 All 16 - Total: 51 -12 4 18 Launch 40 0/+5 - -
2B 1000 - 50 90 P1 All 9 15 Total: 38 -6 4 18 Launch 23 4/+5 - -
  • Projectile Level 2 during first 4 active frames
5C 800 - 100 100 B High 22 3 24 -10 3 16 0 0 11 - -
2C 280*8 - 90 80 (Once) F Low 11 1*8 22 -6 3 16 Launch 36 3 - -
j.A 380*8 - 80 80 (Once) H High 11 1*2,2*6 25 - 3 16 17 20 2 - -
j.AA 300*8 - 80 80 (Once) H High 9 1*8 10 - 3 16 17 24 3 - -
j.B 1000 - 50 90 P1 All 11 13 Total: 59+5L - 4 18 Launch 23 4/+5 - -
  • Projectile Level 2 during first 4 active frames
j.xBB 1000 - 50 90 P1 All 11 13 Total: 38 - 4 18 16 23 4/+5 - -
j.xBBB 1000 - 50 90 P1 All 11 13 Total: 43+5L - 4 18 16 23 4/+5 - -
j.xBBBB 1000 - 50 90 P1 All 11 13 Total: 31 - 4 18 16 23 4/+5 - -
j.xBBBBB 1700 - 80 85 P1 All 15 - Total: 50+5L - 4 18 - - - - -
j.C 2000 - 80 90 P High - - Total: 57+14L - 5 20 Launch 60 + GBounce 13 - -
j.2B 1000 - 50 90 P1 All 11 13 Total: 59+5L - 4 18 Launch 23 4/+5 - -
  • Projectile Level 2 during first 4 active frames

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 T Throw 7~30 3 23 - 0, 4 - - 40 0, 12 - -
  • Minimum Damage 100%
Supra Rage
Reversal Action
550*8 - 80 60 (once) B Air Unblockable 20 1*8 8+40L -31 3 16 Launch 49 2 1-27 All -
Air Supra Rage
Air Reversal Action
550*8 - 80 60 (once) H All 9 1*8 Until L+40 - 3 17 Launch 49 2 1-27 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
A Sickle Storm
236A
1700 - 80 75 P1 Low 13 24 Total: 54 -11 4 18 Launch 40 0/+12 - -
B Sickle Storm
236B
1700 - 80 75 P1 Low 19 24 Total: 54 -5 4 18 Launch 40 0/+12 - -
A Spike Chase
214A
2300 - 80 90 P1 All 32 31 Total: 79 -12 5 20 Launch 48 0/+15 - -
B Spike Chase
214B
2300 - 80 90 P1 All 67 - Total: 99 3 5 20 Launch 48 0/+15 - -
Forward Act Parser
66
- - - - - - - - 41 - - - - - - - -
Back Act Parser
44
- - - - - - - - 30 - - - - - - - -
Air Forward Act Parser
j.66
- - - - - - - - 37 - - - - - - - -
Air Back Act Parser
j.44
- - - - - - - - 33 - - - - - - - -

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
EX Sickle Storm
236C
1250 - 80 75 (Once) P All 13 24 Total: 54 +3 4 18 Launch 45 + WBounce 0/+8 - -
EX Spike Chaser
214C
2600 - 80 90 P All 32 - Total: 64 +3 5 20 21 21 0/+15 - -

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
True Impreza
1700 - 70 85 P All (18)+16 12 Total: (18)+45 -9 4 18 Launch 60 12 - -
6P
Spike Chaser
2600 - 70 90 P All (18)+65 - Total: (18)+99 +1 5 20 Launch 48 0/+15 - -
4P
Gravity Seed
1700 - 70 85 B All (18)+13 3 39 -23 4 18 19 75 12 - -

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 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
Legacy Edge
236B+C
360*24 [330*32] - 80 60 (Once) P2 All 16+ {X(4)}*23,X
[{X(4)}*31,X]
Total: 69
[Total: 57]
+67 [+111] 3 16 Launch 40 + WBounce 5 0/+2 1-19 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 18*24 (432) [33*32 (1056)]
Calamity Sword
214B+C
5500 [2850*3, 4000] - 80 60 (once) P2 All 10+1 9
[X(15)X(15)X(15)X]
Total: 84
[Total: 116]
-43 [-41] 4 18 Launch 100 + GBounce 0/+12
[0/+1]
1-11 All -
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427*3, 800 (2081)]
Air Calamity Sword
j.214B+C
5500 [2850*3, 4000] - 80 60 (once) P2 All 8+5 9
[X(15)X(15)X(15)X]
Total: Until L+5 - 4 18 Launch 100 + GBounce 0/+12
[0/+1]
1-7 All -
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427*3, 800 (2081)]
Calamity Sword
Distortion Skill Duo
2000 [500*3, 1000] - 100 100 P2 All 1+1 9
[X(15)X(15)X(15)X]
Total: 69
[Total: 106]
-38 [-41] 4 18 Launch 100 + GBounce 0/+12
[0/+1]
1-8 All
[1-1 All]
-
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • 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
Sword of Destruction
222B+C
- - - - B All 13+7 9 25 - 5 20 21 21 0 13-28 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (last hit), 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA (last hit) 5B, 2B, 4B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5B - 5BB 5C, 2C Jump[-], Special, Super
5BB - xBBB, 4B 5C, 2C Jump[-], Special, Super
2B - xBB 2C Jump[-], Special, Super
4B - xBB 5C, 2C Jump[-], Special, Super
xBB - xBBB 5C, 2C Jump[-], Special, Super
xBBB - xBBBB 5C, 2C Jump[-], Special, Super
xBBBB - xBBBBB 5C, 2C Jump[-], Special, Super
xBBBBB - - - -
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B, j.2B j.C Jump, Special, Super
j.AA - j.B, j.2B j.C Jump, Special, Super
j.B - j.BB j.C Jump[-], Special, Super
j.2B - j.2BB j.C Jump[-], Special, Super
j.xBB - .xBBB j.C Jump[-], Special, Super
j.xBBB - j.xBBBB j.C Jump[-], Special, Super
j.xBBBB - j.xBBBBB j.C Jump[-], Special, Super
j.xBBBBB - - - -
j.C - - - -
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

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