BBTag/Susano'o/Frame Data

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Susano'o


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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Susano'o 18,000 4F 22F (1~7F Inv All)

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
4A 1000 All 8 5 6 +3 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5A 1500 All 9 6 18 -7 B 100 80 CSTJP 3 16 17 19 22 33 11 +0 +2
5AA 1700 All 13 6 19 -6 B 100 85 CSTJP 4 18 19 19 24 34 15 +0 +5
5AAA 1700 All 15 2(3)1 29 -16 B 100 85 CSP 4 18 19 25 + GBounce + Down 23 24 40 + GBounce + Down 23 12 +0 +5
5AAAA 2000 All 17 3 34 -16 B 100 90 P 5 20 Launch 60 Launch 76 13 +0 +8
2A 1500 Low 10 3 19 -5 F 90 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5B 1700 All 11 4 20 -5 B 100 85 CSP 4 18 19 27 24 42 12 +0 +5
5BB 2000 All 12 5 20 -4 B 100 90 CSP 5 20 21 27 27 43 13 +0 +8
2B 1500×2 All 10 3(2)5 22 -10 B 10~15 H 90 80×2 CSJP 3 16 17 22 22 36 11 +0 +2
5C 800 High 22 1 26 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500, 1700 Low 12 4(8)4 26 -11 F 90 80, 85 SP 3, 4 16, 18 Launch 40 Launch 54, 55 11, 12 +0 +2, +5
j.A 1500 High 11 4 22 H 80 80 CSJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 11 4 15 H 80 80 CSJP 3 16 17 17 22 31 11 +0 +2
j.B 1700×2 High 9 2(2)3 23 H 80 85×2 CSJP 4 18 19 19, 30 24 34, 45 12 +0 +5
j.BB 1700 High 15 6 21+8L H 80 80 CSJP 4 18 19 19 24 34 12 +0 +5
j.C 1000×N, 1000 High 10 8×N, 3 24 -10 H×N, P1 80 80, 80 P 3 16 Launch 45 + Down 23×2, 45 Launch 59 + Down 23×2, 57 11 -1×N, +8 +2×N,+9


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 0×2, 2000 Throw 7~30 3 23 T 100 50 0×2, 5 Launch 60 0×2, 15 +0
4BC 0×2, 2000 Throw 7~30 3 23 T 100 50 0×2, 5 Launch 60, 60 + WBounce 0×2, 13 +0
AD Towering Flame 2500 Air Unblockable 12 3 46 -30 B 1~20 All 100 85 4 18 Launch 70 Launch 85 12 +0 +5


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 Sundering Claws 1800 All 13 14 18 -2 B 80 80 3 16 23 30 28 44 11 +0 +2
236B Dancing Dual Kick 600×5, 1000 Low×5, All 18 4,4,4,4,4(24)4 19+20L -24 F×5, B 70 75 4 18 40×5, Launch 60 + Down 43×5, 60 45 75 + Down 43×5, 75 4×5, 15 +0 +5
214A Megalith 2000 All 25 4 Total: 47 +8 P1 80 80 4 18 19 29 24 44 0/+12 +12 +17
214B Inevitable Calamity 800×(3~12) All 7 3×N 20 -7 P2 80 75 3 16 Crumple 22 35 Crumple 22 49 3/-1 -1 +2


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 Blade of Judgement 2700 All 19 3 24 -6 B 80 90 5 20 Launch 45 Launch 61 15 +0 +8
214C Splintering Thrust 0, 1900×2 Throw 30 16 37 T 1~45 T 80 100×2, 50 0, 4×2 Launch 60 + WStick 40 + Down 28 [+WBounce 40 + Slide 40] 0 +0


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 Sundering Claws 1700×2 All 13 14 [(10)4] 44 [8+16L] -26 B 70 85×2 4 18 19, Launch 50, 55 12 +0
6P BBCF 6A 2000 All (18)+17 3 Total: (18)+67 -20 P1 70 85 4 18 Launch 60 0/+12 +12
4P 2000 All (18)+13 3 Total: (18)+64 -24 P1 70 80 3 16 Launch 50 0/+11 +11


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 Liberating Dagger 5500 [5200, 120×30] All 7+(75 Flash)+8 6 55 -20 B 1~20 All 80 [80, 100×30] 90 [90, 100×29, 60] 5 20 Launch 80 + WBounce + Slide 20
[80 + WBounce + Slide 20 + 60 + Down 23×30]
Launch 96 + WBounce + Slide 20
[96 + WBounce + Slide 20 + 76 + Down 23×30]
0/+20 +20 [+20, 0×30] +28 [+28, +8×30]
214BC Bloodsplitter 1500, 400×7, 4000
[1500, 310×16, 3400]
All 4+(61 Flash)+6 6(1)4×4,11,1,3
[6(1)4×3,2×10,9,1,3]
??+24L [??+24L] B 1~16 All 80 100 4 18 Launch 60 + Down 23×8, 200 + Down 23
[60 + Down 23×16, 200 + GBounce + Down 23]
12, 5×5, 0
[12, 5×4, 4×4, 3×6, 0]
+2 +5
Distortion Skill Duo Liberating Dagger 2000 [1750, 25×30] All 1+(114 Flash)+1 6 55 -20 B 1~7 All 100 100 5 20 Launch 80 + WBounce + Slide 20 [80, 60 + WBounce + Down 23×30] Launch 96 + WBounce + Slide 20 [96 + WBounce + Slide 39, 76 + WBounce + Down 24×30] 0/+20 0/+20 [20/+20, 0×30] 0/+28 [0/+28, 0/+5×30]


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 Roar of the Mad King 99999 All 4+(50 Flash)+10 3 36 -18 B 1~16 All 5 20 13


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCF Susanoo 5A.pngGuard:
All
Startup:
8
Recovery:
6
Advantage:
+3
[3]
4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCF Susanoo 5B.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-7
[2*]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCF Susanoo 5C.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-6
5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBCF Susanoo 6D.pngGuard:
All
Startup:
15
Recovery:
29
Advantage:
-16
5AAAA 5B, 2B 5C, 2C Special, Super
2ABBCF Susanoo 2B.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-5
[2*]
5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5BBBTag Susanoo 5B.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-5
[1]
- 5BB, 2B 5C, 2C Special, Super
5BBBBTag Susanoo 5BB.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-4
[1]
- 2B 5C, 2C Special, Super
2BBBCF Susanoo 2C.pngGuard:
All
Startup:
10
Recovery:
22
Advantage:
-10
[1]
- 5B 5C, 2C Jump, Special, Super
5CBBCF Susanoo CrushTrigger.pngGuard:
High
Startup:
22
Recovery:
26
Advantage:
-10
- - - -
2CBBCF Susanoo 3C.pngGuard:
Low
Startup:
12
Recovery:
26
Advantage:
-11
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Susanoo jB.pngGuard:
High
Startup:
11
Recovery:
22
Advantage:
-
j.AA j.B j.C Jump, Special
j.AABBCF Susanoo jA.pngGuard:
High
Startup:
11
Recovery:
15
Advantage:
-
- j.B j.C Jump, Special
j.BBBCF Susanoo jC.pngGuard:
High
Startup:
9
Recovery:
23
Advantage:
-
- j.BB j.C Jump, Special
j.BBBBCF Susanoo jD.pngGuard:
High
Startup:
15
Recovery:
21+8L
Advantage:
-
- - j.C Jump, Special
j.CBBCF Susanoo 214B.pngGuard:
High
Startup:
10
Recovery:
24
Advantage:
-10
- - - -
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
  • 5A and 2A are tied together - they can be used a combined total of 2 times per string

Sources

Navigation

Susano'o
Ambox notice.png To edit frame data, edit values in BBTag/Susano'o/Data.
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