BBTag/Seth/Frame Data

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< BBTag‎ | Seth
 Seth

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Seth 16,000 4F 35F (1~7F Inv All) Backdash~2 (41F. 1~7F Inv All)
Rapid Descent

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1000 All 6 2 15 -3 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5AA 800, 1000 All 5 2(4)4 16 -3 B 100 80 CST(J)P 3 16 17 17 22 31 5, 10 +0 +2
5AAA 1700 All 10 4 17 -2 B 100 85 CST(J)P 4 18 19 19 24 34 12 +0 +5
5AAAA 1000, 1300 All 5 62 -35 B 100 80 P 4 26, 18 60, Crumple + Down 10 60 65, Crumple + Down 10 75 4, 7 +10, -4 +10, -4
2A 1000 Low 7 2 14 -4 F 90 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5B 1500 All 10 5 22 -10 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 6 7 29 -18 B 100 80 CST(J)P 3 17 20 20 Launch 34 4/+5 +5 +5
5BBB 1700 All 7 7 34 -18 B 100 80 CST(J)P 3 17 Launch 33 Launch 47 4/+5 +5 +5
5BBBB 1700 All 4 29 -15 H 100 75 CS(J)P 4 18 Launch 19 Launch 34 12 +0 +5
2B 1500 All 10 3 27 -13 B 6~12 H 90 80 CST(J)P 3 16 17 20 22 34 11 +0 +2
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1000×2 Low 9 2, 2 23 -8 F 90 75 S(J)P 3 16 Launch 23 Launch 37 5, 12 +0 +2
j.A 1000 High 9 3 23 H 80 75 SJP 2 13 14 14 18 26 10 +0 +1
j.AA 1500 High 7 4 12 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1500 High 12 3 22 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.C 1700 All 14 Until Hit 12L [17] H 80 80 SP 3 16 17 32 22 46 12 +0 +2
j.22 Until L + 16L

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 SP 0, 4 Launch 60 + Down 23 0, 10
AD Acute Ambush 1200×3 Air Unblockable 14 1,1,2 23+29L -36 B 1~17 All 80 60 4 18 Launch 60 Launch 75 4 -4 -4

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Captive Segment 1000 All 106 Until Hit Total: 31 P1 60 95 3 11 Launch 25 Launch 39 0/+11 +36 +36
236B B Captive Segment 1000 All 106 Until Hit Total: 31 P1 60 95 3 11 Launch 25 Launch 39 0/+11 +36 +36
j.236A Air A Captive Segment 1000 All 102 Until Hit Total: 23 P1 60 95 3 11 Launch 25 Launch 39 0/+11 +36 +36
j.236B Air B Captive Segment 1000 All 102 Until Hit Total: 23 P1 60 95 3 11 Launch 25 Launch 39 0/+11 +36 +36
214A A Dual Piercing Vengeance 2200 All 12 6 28 -10 B 80 90 P 5 20 Launch 45 Launch 61 4/+3 +3 +3
214B B Dual Piercing Vengeance 2400 All 21 7 23 -9 B 70 90 P 5 20 Launch 60 Launch 76 4 +0 +8
j.214A A Piercing Penetrate 750×2 All 11 Until L, 2 26 -11 H 80 80 P 3 16 17, Launch 61 + GBounce, 19 22, Launch 75 + GBounce + WBounce 28, 33 + WBounce 28 2, 8 -1 -1
j.214A > A Followup Attack 500, 1500 All 11 3(16)3 2+28L H 80 85 P 3, 4 16, 18 Launch 40, 40 + Down 30 Launch 54, 55 + Down 30 4, 9/-3 +10, -3 +10, +2
j.214B B Piercing Penetrate 0, 3000 Throw 30 Until L 23 T 100 100, 50 P 0, 5 Launch 80 + Down 23 0, 5

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Captive Segment 1000×3 All 106 P(15)P(15)P Total: 31 P1 60 95×3 3 11 Launch 25 Launch 39 0/+11 +36 +36
j.236C Air EX Captive Segment 1000×3 All 102 P(15)P(15)P Total: 23 P1 60 95×3 3 11 Launch 25 Launch 39 0/+11 +36 +36
214C EX Dual Piercing Vengeance 600, 300×4, 1000, 1800 All 9 6 20 -5~0 B 80 90 P 5 20 21×6, Crumple + Down 10 Stand 4 4, 0/+60×5, 0/+3
j.214C EX Penetrate 750, 0, 2500, 0, 2500 All 11 Until L,2 17 -2 H 80 80 3, 0, 4, 0, 4 16 Launch 60 + GBounce, 80 + Down 23×2 2 2/-1, 0×3, 2

Partner Skills

  • 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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Dual Piercing Vengeance 2400 All (18)+14 6 28 -8 B 70 90 5 20 Launch 60 4/+5 +5
6P Captive Segment 1000 All (18)+171 Until Hit Total: (18)+68 P1 60 95 3 11 Launch 25 Launch 39 0/+11 +36 +36
4P 1700 All (18)+10 4 36 -21 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Chained Nefarity 100, 262×32, 2608, 2400
[100×6, 262×37, 3258, 3000]
All 1+(64 Flash)+8 36 <(4)4(5)5(7)4(10)4(13)6> 24 <40> -25 B 1~20 All 80×6, 48×24 60 5×6, 4×23, 5 20 25×5, Launch×27 Stand×5, 21, 60 + Down23×23, 90, 90 + Down 23×2 4 4×5, 13, 0×23, 13, 0×2
214BC Last Rite Execution 0 , 2000, 0, 2000, 0, 2000, 7500
[0 , 2000, 0, 2000, 0, 2000, 300×9, 7500]
Throw 13+(36 Flash)+0 1 46 T 1~14 All 100 50 0 Launch 100 + Down 33 0
Distortion Skill Duo Chained Nefarity 100×10, 500×2
[100×15, 500×2]
All 1+(53 Flash)+1 4 40 -23 B 1~5 All 100 100 4 20 25 90×10 [×15], 90 + Down 23×2 13 13, 0/+15×9 [×14], 0×2 +5

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Distant Frontier All 1+(118 Flash)+5 9 42 -30 H 1~15 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Seth 5A.pngGuardAllStartup6Recovery15Advantage-3 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Seth 5AA.pngGuardAllStartup5Recovery16Advantage-3 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Seth 5AAA.pngGuardAllStartup10Recovery17Advantage-2 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAABBTag Seth 5AAAA.pngGuardAllStartup5Recovery62Advantage-35 - - - -
2ABBTag Seth 2A.pngGuardLowStartup7Recovery14Advantage-4[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Seth 5B.pngGuardAllStartup10Recovery22Advantage-10 - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Seth 5BB.pngGuardAllStartup6Recovery29Advantage-18 - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Seth 5BBB.pngGuardAllStartup7Recovery34Advantage-18 - - - Special
5BBBBBBTag Seth 5BBBB.pngGuardAllStartupRecovery29Advantage-15 - - - Jump[-], Special, Super
2BBBTag Seth 2B.pngGuardAllStartup10Recovery27Advantage-13 - - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Seth 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Seth 2C.pngGuardLowStartup9Recovery23Advantage-8 - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Seth jA.pngGuardHighStartup9Recovery23Advantage- j.AA - - Reverse Beat, Jump, Special
j.AABBTag Seth jAA.pngGuardHighStartup7Recovery12Advantage- - - - Reverse Beat, Jump, Special
j.BBBTag Seth jB.pngGuardHighStartup12Recovery22Advantage- - - - Reverse Beat, Jump, Special
j.CBBTag Seth jC.pngGuardAllStartup14Recovery12L [17]Advantage- - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

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To edit frame data, edit values in BBTag/Seth/Data.
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