BBTag/Seth/Frame Data

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System Data[edit]

Health: 16,000
Prejump: 4F
Backdash Time 35F (Air)/ 41F (Ground) / Invul: 1-7 All

Tied for fastest movement speed


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
5A 1000 CSTJP 100 75 B All 6 2 15 -3 2 13 14 14 10 - -
5AA 800, 1000 CST(J)P 100 80 (once) B All 5 2(4)4 16 -3 3 16 17 17 5, 10 - -
5AAA 1700 CST(J)P 100 85 B All 10 4 17 -2 4 18 19 19 12 - -
5AAAA 1000, 1300 P 100 80 (once) B All 5 - 62 -35 4 26 60 60 4 - -
2A 1000 CSTJP 90 70 F Low 7 2 14 -4 1 11 12 12 9 - -
5B 1500 CST(J)P 100 80 B All 10 5 22 -10 3 16 17 17 11 - -
5BB 1700 CST(J)P 100 80 B All 6 7 29 -18 3 17 20 20 4 - -
5BBB 1700 CST(J)P 100 80 B All 7 7 34 -23 3 17 17 33 4 - -
5BBBB 1700 CS(J)P 100 75 H All - - - 19 4 18 Launch 19 12 - -
2B 1500 CST(J)P 90 80 B All 10 3 27 -13 3 16 17 20 11 6~12 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - Down 11 - -
2C 1000*2 S(J)P 90 75 (once) F Low 9 2, 2 23 -8 3 16 Launch 23 5, 12 - -
j.A 1000 SJP 80 75 H High 9 3 22 - 2 13 14 14 10 - -
j.AA 1500 SJP 80 80 H High 7 4 12 - 3 16 17 17 11 - -
j.B 1500 SJP 80 80 H High 12 3 22 - 3 16 17 17 11 - -
j.C 1700 SP 80 80 H All 14 Until 17 (12L on whiff) - 3 16 17 17 11 - -
j.22 - - - - - - - - Until L + 16L - - - - - - - -

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 SP 100 50 T Throw 7-30 3 23 - 4 - Launch 60 + Down 24 0, 10 - -
  • 100% minimum damage: 0, 2000 (2000)
Convict
Reversal Action
1200*3 - 80 60 (Once) B Air Unblockable 14 1,1,2 23+29L -36 4 18 Launch 60 4/+0/-4 1-17 All -
Cross Burst Attack - - - - - - - - - - - - - - - - -

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 Captive Segment
236A
1000 - 60 95 P All 106 Until Hit Total: 31 - 3 16 Launch 25 0/+11/+36 - -
B Captive Segment
236B
1000 - 60 95 P All 106 Until Hit Total: 31 - 3 16 Launch 25 0/+11/+36 - -
Air A Captive Segment
236A
1000 - 60 95 P All 102 Until Hit Total: 23 - 3 16 Launch 25 0/+11/+36 - -
Air B Captive Segment
236B
1000 - 60 95 P All 102 Until Hit Total: 23 - 3 16 Launch 25 0/+11/+36 - -
A Dual Piercing Vengeance
214A
2200 P 80 90 B All 12 6 28 -10 5 20 Launch 45 4/+3 - -
B Dual Piercing Vengeance
214B
2400 P 70 90 B All 21 7 23 -9 5 20 Launch 60 4 - -
A Piercing Penetrate
j.214A
750*2 P 80 80 H All 11 Until L, 2 26 -11 3 16 Launch 61 + GBounce 28, 19 2/+0/-1, 8/+0/-1 - -
Followup Attack
j.214A > A
500, 1500 P 80 85 (once) H All 11 3(16)3 2+28L - 3, 4 16, 18 Launch 40, Down 4, 9/-3 - -
B Piercing Penetrate
j.214B
0, 3000 P 100 100, 50 T Throw 30 Until L 23 - 4 - Launch 80 + Down 24 0, 5 - -

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 Captive Segment
236C
1000*3 - 60 95 P All 106 X(15)X(15)X Total: 31 - 3 16 Launch 25 0/+11/+36 - -
Air EX Captive Segment
j.236C
1000*3 - 60 95 P All 102 X(15)X(15)X Total: 23 - 3 16 Launch 25 0/+11/+36 - -
EX Dual Piercing Vengeance
214C
600, 300*4, 1000, 1800 P 80 90 (Once) B All 9 6 20 -5 5 20 21*6, Crumple 26 Stand 4, 0/+0/+60*5, 0/+0/+3 - -
EX Penetrate
j.214C
750, 0, 2500, 0, 2500 - 80 80 (once) H All 11 Until L,2 17 -2 3, 4 16 Launch 80 + Down 24 2/+0/-1 - -

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
Dual Piercing Vengeance
2400 - 70 90 B All (18)+14 6 28 -8 5 20 Launch 60 4/+5 - -
6P
Captive Segment
1000 - 60 95 P All (18)+171 - Total: (18)+68 - 3 16 Launch 25 0/+11/+36 - -
4P 1700 - 70 85 B All (18)+10 4 36 -21 4 18 Launch 60 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
Chained Nefarity
236BC
100*6, 262*24, 2608, 2400
[100*6, 262*32, 3258, 3000]
- 80*6, 48*24 60 (Once) B All 1+8 36 <(4)4(5)5(7)4(10)4(13)6> 24 <40> -25 5*6, 4*23, 5 20 25 21 4, 13*5 1-20 All -
  • Values in [] are for Enhanced version
  • Immediately enters values in <> after blocking first hit
  • Minimum Damage: 20*30, 625, 648 (1873)
  • [Minimum Damage: 20*38, 781, 570 (2111)]
Last Rite Execution
214B+C
0 , 2000, 0, 2000, 0, 2000, 7500
[0 , 2000, 0, 2000, 0, 2000, 300*9, 7500]
- 100 50 (Once) T Throw 13+0 1 46 - 0 - Launch 100 + Down 34 0 1-14 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 200*3, 1500 (2100)
  • [Minimum Damage: 200*3, 30*9, 1500 (2370)]
Chained Nefarity
Distortion Skill Duo
100*10, 500*2
[100*15, 500*2]
- 100 100 B All 1+1 4 40 -23 - 20 25 21 13 1-5 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 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
Distant Frontier
222B+C
- - - - H All 1+5 9 42 -30 5 20 - - 0 1-15 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - - Special
5BBBB - - - Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special
j.AA - - - Reverse Beat, Jump, Special
j.B - - - Reverse Beat, Jump, Special
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Seth/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.
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