BBTag/Nu-13/Frame Data

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System Data[edit]

Health:16,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1500 All 11 6 17 -6 B 5~11 H 90 80 - 3 16 17 26 22 40 11 +0 +2 -
5A 1500 All 9 5 15 -3 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 280*8 All 14 4(2)4*7 Total: 71 -8 P1 - 100 80 (Once) - 3 16 17 23 22 31 0/+3 +3 +5 -
5AAA 300*8 All 17 1*8 24 -6 B - 100 85 (Once) - 4 18 24 36 29 51 2 +0 +5 -
2A 1000 Low 9 4 12 -2 F - 90 75 - 2 13 14 14 18 26 10 +0 +1 -
5B 1000 All 13 13 Total: 41 -5 P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
  • Projectile Level 2 during first 4 active frames
4B 1000 All 13 9 20 -5 P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
  • Projectile Level 2 during first 4 active frames
xBB 1000 All 11 6 Total: 46 -12 P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
xBBB 1000 All 11 6 Total: 46 -12 P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
xBBBB 1000 All 11 6 Total: 48 -14 P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1 - 80 85 - 4 18 Launch 33 Launch 48 0/+5 +0 +10 -
2B 1000 All 9 15 Total: 38 -6 P1 - 50 90 - 4 18 Launch 19 Launch 34 4/+5 +5 +10 -
  • Projectile Level 2 during first 4 active frames
5C 800 High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 280*8 Low 11 1*8 22 -6 F - 90 80 (Once) - 3 16 Launch 36 Launch 50 3 +0 +2 -
j.A 380*8 High 11 1*2,2*6 25 - H - 80 80 (Once) - 3 16 17 20 22 34 2 +0 +2 -
j.AA 300*8 High 9 1*8 10 - H - 80 80 (Once) - 3 16 17 24 22 38 3 +0 +2 -
j.B 1000 All 11 13 Total: 59+5L - P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
  • Projectile Level 2 during first 4 active frames
j.xBB 1000 All 11 13 Total: 38 - P1 - 50 90 - 4 18 16 23 21 38 4/+5 +5 +10 -
j.xBBB 1000 All 11 13 Total: 43+5L - P1 - 50 90 - 4 18 16 23 21 38 4/+5 +5 +10 -
j.xBBBB 1000 All 11 13 Total: 31 - P1 - 50 90 - 4 18 16 23 21 38 4/+5 +5 +10 -
j.xBBBBB 1700 All 15 - Total: 50+5L - P1 - - - - - - - - - - - - - -
j.C 2000 High 16 6 Total: 57+14L - P1 - 80 90 - 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8 -
j.2B 1000 All 11 13 Total: 59+5L - P1 - 50 90 - 4 18 16 19 21 34 4/+5 +5 +10 -
  • Projectile Level 2 during first 4 active frames

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 4 18 Launch 40 - - - 0, 12 +0 -
  • Minimum Damage 100%
Supra Rage
Reversal Action
550*8 Air Unblockable 20 1*8 8+40L -31 B 1~27 All 80 60 (Once) - 3 16 Launch 49 Launch 63 2 +0 +2 -
Air Supra Rage
Air Reversal Action
550*8 All 9 1*8 Until L+40 - H 1~27 All 80 60 (once) - 3 16 Launch 49 Launch 63 2 +0 +2 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Sickle Storm
236A
1700 Low 13 Until Hit Total: 54 -11 P1 - 80 75 - 4 18 Launch 40 Launch 55 0/+12 +12 +17 -
B Sickle Storm
236B
1700 Low 19 Until Hit Total: 54 -5 P1 - 80 75 - 4 18 Launch 40 Launch 55 0/+12 +12 +17 -
A Spike Chase
214A
2300 All 32 - Total: 79 -12 P1 - 80 90 - 5 20 Launch 48 Launch 64 0/+15 +15 +15 -
B Spike Chase
214B
2300 All 67 Until Hit Total: 99 3 P1 - 80 90 - 5 20 Launch 48 Launch 64 0/+15 +15 +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)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Sickle Storm
236C
1250 Low 13 Until Hit Total: 54 +3 P1 - 80 75 - 4 18 Launch 45 + WBounce + Slide 10 Launch 60 + WBounce + Slide 10 0/+8 +8 +13 -
EX Spike Chaser
214C
2600 All 32 Until Hit Total: 64 +3 P1 - 80 90 - 5 20 Launch 48 Launch 64 0/+15 +15 +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.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
True Impreza
1700 All (18)+16 12 Total: (18)+45 -9 P - 70 85 - 4 18 Launch 60 - - 12 +0 - -
6P
Spike Chaser
2600 All (18)+67 - Total: (18)+99 +3 P - 70 90 - 5 20 Launch 48 - - 0/+15 +15 - -
4P
Gravity Seed
1700 All (18)+13 3 39 -23 B - 70 85 - 4 18 Launch 75 - - 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)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Legacy Edge
236B+C
360*24 [330*32] All 16+(41 Flash)+10 X{(4)X}*23,X
[X{(4)X}*31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All 80 60 (Once) - 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4 -
  • Values in [] are for Enhanced version
  • Minimum damage: 18*24 (432) [33*32 (1056)]
Calamity Sword
214B+C
5500 [2850*3, 4000] All 10+(52 Flash)+1 9
[X(15)X(15)X(15)X]
Total: 84
[Total: 116]
-43 [-41] P2 1~11 All 80 60 (Once) - 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1] -
  • 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] All 8+(42 Flash)+5 9
[X(15)X(15)X(15)X]
Total: Until L+5 - P2 1~7 All 80 60 (Once) - 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1] -
  • 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, 1000*2] All 1+(92 Flash)+1 9
[X(15)X(15)X]
Total: 69
[Total: 106]
-38 [-41] P2 1~8 All
[1~1 All]
100 100 - 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1] -
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Sword of Destruction
222B+C
- All 13+(101 Flash)+7 9 25 - B 13~28 All - - - 5 20 - - - - 0 - - -

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]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Nu-13/Data.