BBTag/Susano'o/Frame Data

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System Data[edit]

Health:18,000
Prejump:4F
Backdash:22F (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 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 -
  • Only does one hit
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 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 (once) 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 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 (Once), 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[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*2, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0*2, 5 - Launch 60 - - - 0*2, 15 +0 -
  • 100% minimum damage: 0, 2000 (2000)
Towering Flame
Reversal Action
2500 Air Unblockable 12 3 46 -30 B 1~20 All 100 85 - 4 18 Launch 70 Launch 85 12 +0 +5 -

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

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
Blade of Judgement
236C
2700 All 19 3 24 -6 B - 80 90 - 5 20 Launch 45 Launch 61 15 +0 +8 -
Splintering Thrust
214C
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[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
Sundering Claws
1700*2 All 13 14 [(10)4] 44 [8+16L] -26 B - 70 85 - 4 18 19, Launch 50, 55 - - 12 +0 - -
  • On block, immediately enters recovery animation
  • Only does follow-up hit on hit (not blocked). Values in [] are for follow-up.
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[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
Liberating Dagger
236BC
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] -
  • Values in [] are for Enhanced version
  • Minimum Damage 1705 [1300 + 24*30 (2420]
Bloodsplitter
214B+C
1500, 400*7, 4000
[1500, 310*16, 3400]
All 4+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 -
  • Values in [] are for Enhanced version
  • Minimum Damage 150 + 40*6 + 1640 (1930)
  • [Minimum Damage 150 + 31*15 + 1632 (2247)]
Liberating Dagger
Distortion Skill Duo
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] -
  • 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
Roar of the Mad King
222B+C
99999 All 4+(50 Flash)+10 3 36 -18 B 1~16 All - - - 5 20 - - - - 13 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[2*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
2A[3*] 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB[1] - 2B 5C, 2C Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special
j.AA - j.B j.C Jump, Special
j.B - j.BB j.C Jump, Special
j.BB - - j.C 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
  • 5A and 2A can be used a combined total of 2 times per string

Sources[edit]

Navigation[edit]

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