BBTag/Seth/Frame Data

From Dustloop Wiki
< BBTag‎ | Seth
Jump to navigation Jump to search

System Data[edit]

Health:16,000
Prejump:4F
Backdash:35F (1~7F Inv All)
Backdash~2:41F (1~7F Inv All)
Unique Movements:Backdash~2, Rapid Descent


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
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 (Once) 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 (Once) P 4 26, 18 60, Crumple 53 60 65, Crumple 68 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 (Once) 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[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) SP 0, 4 - Launch 60 + Down 23 - - - 0, 10 - -
  • 100% minimum damage: 0, 2000 (2000)
Convict
Reversal Action
1200*3 Air Unblockable 14 1,1,2 23+29L -36 B 1~17 All 80 60 (Once) - 4 18 Launch 60 Launch 75 4 -4 -4 -

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 Captive Segment
236A
1000 All 106 Until Hit Total: 31 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
B Captive Segment
236B
1000 All 106 Until Hit Total: 31 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
Air A Captive Segment
j.236A
1000 All 102 Until Hit Total: 23 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
Air B Captive Segment
j.236B
1000 All 102 Until Hit Total: 23 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
A Dual Piercing Vengeance
214A
2200 All 12 6 28 -10 B - 80 90 P 5 20 Launch 45 Launch 61 4/+3 +3 +3 -
B Dual Piercing Vengeance
214B
2400 All 21 7 23 -9 B - 70 90 P 5 20 Launch 60 Launch 76 4 +0 +8 -
A Piercing Penetrate
j.214A
750*2 All 11 Until L, 2 26 -11 H - 80 80 (Once) P 3 16 17, Launch 61 + GBounce, 19 22, Launch 75 + GBounce + WBounce 28, 33 + WBounce 28 2, 8 -1 -1 -
Followup Attack
j.214A > A
500, 1500 All 11 3(16)3 2+28L - H - 80 85 (Once) P 3, 4 16, 18 Launch 40, 40 + Down 30 Launch 54, 55 + Down 30 4, 9/-3 +10, -3 +10, +2 -
B Piercing Penetrate
j.214B
0, 3000 Throw 30 Until L 23 - T - 100 100, 50 P 0, 5 - Launch 80 + Down 23 - - - 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)
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 Captive Segment
236C
1000*3 All 106 X(15)X(15)X Total: 31 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
Air EX Captive Segment
j.236C
1000*3 All 102 X(15)X(15)X Total: 23 - P1 - 60 95 - 3 11 Launch 25 Launch 39 0/+11 +36 +36 -
EX Dual Piercing Vengeance
214C
600, 300*4, 1000, 1800 All 9 6 20 -5 B - 80 90 (Once) P 5 20 21*6, Crumple 39 Stand - - 4 - - -
EX Penetrate
j.214C
750, 0, 2500, 0, 2500 All 11 Until L,2 17 -2 H - 80 80 (Once) - 3, 0, 4, 0, 4 16 Launch 60 + GBounce, 80 + Down 23*2 - - 2 2/-1, 0*3, 2 - -

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
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[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
Chained Nefarity
236BC
100*6, 262*24, 2608, 2400
[100*6, 262*32, 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 (Once) - 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 - -
  • 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]
Throw 13+(36 Flash)+0 1 46 - T 1~14 All 100 50 (Once) - 0 - Launch 100 + Down 33 - - - 0 - -
  • 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]
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 -
  • Values in [] are for Enhanced version
  • 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
Distant Frontier
222B+C
- All 1+(118 Flash)+5 9 42 -30 H 1~15 All - - - 5 20 - - - - 0 - - -

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.