BBTag/Teddie/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All


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 - 100 75 B All 8 3 19 -8 2 13 14 14 10 - -
5AA 350*8 - 100 80 (Once) B All 12 2*8 20 -5 3 16 17 17 2 - -
5AAA 750*4 - 100 85 (Once) B All 7 6(2)7(2)7(2)3 27 -12 5 20 Launch 40 10/-3 - -
5AAAA 2000 - 100 90 B All 9 4 20+8L -11 5 20 Launch 60 + Down 24 13 - -
2A 600*2 - 90 70 (Once) F Low 6 2(3)1 13 -2 1 11 12 12 7 - -
5B 1500 - 90 70 B All 13 3 30 -16 3 16 17 21 11 - -
5BB 1700 - 90 85 B All 11 27 4 -12 4 18 19 30 12 - -
5BBB 1700 - 90 85 B All 14 14 27 -22 4 18 19 30 12 - -
2B 1500 - 90 80 B All 10 4 31 -18 3 16 17 20 11 5-13 H -
5C 800 - 100 100 H High 26 3 18 -4 3 16 0 0 11 - -
2C 1700, 300 - 90, 100 85, 100 F Low, All 13 2 25 -8 [-3] 4, 1 18, 11 Launch, 12 40, 12 12/+0/-3, 0/+0/+3 - -
  • Fish has startup 37F, active for 1F, ignores hitstop of Teddie's strike
  • Frame adv is -3 if opponent blocks both strike and Fish
  • If Opponent only blocks fish, frame adv +9F
j.A 600*4 - 80 80 (Once) H All 8 3,3,3,4 9 - 2 13 14 20 4 - -
j.AA 1700 - 80 80 H All 9 3 18 - 3 16 17 22 7 - -
j.B 1700 - 100 75 H All 28 27 14+5L - 4 18 Launch 42 + WBounce 12 - -
j.C 2000 - 100 90 H High 19 Until L 20L - 5 22 Launch 60 + Down 24 13 - -

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 - 100 50 (Once) T Throw 7~30 3 23 - 0, 4 - Launch 50 0, 5 - -
  • 100% minimum damage: 0, 2000 (2000)
Puppeteddie
Reversal Action
2400 - 80 60 B Air Unblockable 16 5 23+25L -34 4 18 19 60 12 1-25 All -
Air Puppeteddie
Air Reversal Action
2400 - 80 60 H All 16 5 Until L+20L - 4 18 19 60 12 1-25 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 Bearscrew
236A
420*8 - 80 80 (Once) H All 8 16 [2,2,2,2,2,2,2] 10+15L [16+15L] -4 3 25 33 55 1/+3 - -
  • On hit/block, transitions into values in []
B Bearscrew
236B
500*9 - 80 85 (Once) H All 18 20 [2,2,2,2,2,2,2,2] 8+16L [18+16L] -7 4 25 Launch 55 1/+3/+3 - -
  • On hit/block, transitions into values in []
Air A Bearscrew
j.236A
420*8 - 80 80 (Once) H All 10 17 [2,2,2,2,2,2,2] Until L+15L - 3 25 Launch 45 1/+3 - -
  • On hit/block, transitions into values in []
Air B Bearscrew
j.236B
500*9 - 80 85 (Once) H All 18 17 [2,2,2,2,2,2,2,2] Until L+21L - 4 25 Launch 48 1/+3 - -
  • On hit/block, transitions into values in [ ]
A Mystery Teddie
214A
1500 - 90 80 - - 4(8) 2(2)2 Total: 34 -5 3 16 17 30 0/+5 - -
B Mystery Teddie
214B
900*4 - 90 80 (Once) B All 4(18,25) 2(2)5,6,6,3 Total: 66 -20 3 16 17 48 0/+5 - -
Air A Mystery Teddie
j.214A
1500 - 90 80 B All 4(8) 2(2)2 Total: 36+4L - 3 16 17 30 0/+5 - -
Air B Mystery Teddie
j.214B
900*4 - 90 80 (Once) B All 4(18,25) 2(2)5,6,6,3 Total: 50+4L - 3 16 17 48 0/+5 - -
A Teddievision
22A
- - - - - - - - - - - - - - - - -
B Teddievision
22B
1000 - 80 75 B All 52 20 0 -6 2 13 14 14 10 - -

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 Bearscrew
236C
550*10 - 80 75 (Once) H All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L +2 4 25 Launch 55 1/+3/+2 - -
  • On hit/block, transitions into values in []
Air EX Bearscrew
j.236C
550*10 - 80 75 (Once) H All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L - 4 25 Launch 55 1/+3/+2 - -
  • On hit/block, transitions into values in []
EX Mystery Teddie
214C
600*12 - 90 80 (Once) B All 4(18,25) 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3 3 16 17 48 0/+5/+5 - -
Air EX Mystery Teddie
j.214C
600*12 - 90 80 (Once) B All 4(18,25) 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L 3 3 16 17 48 0/+5/+5 - -
EX Teddie Warp
22C
1000 - 80 75 F All 43 20 0 -6 2 13 14 14 10 - -
  • Hold button to appear behind opponent

Items[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
MF-06 Brahman 1500 - 80 80 P All 21 - - - 3 16 Launch 38 0 - -
Dr. Salt NEO +1 Skill Gauge - - - - - - - - - - - - - - - -
Heavy Armor Agni 1500*2 - 80 80 P All 50 - - - 3 16 Launch 48 + WBounce 0 - -
Muscle Drink +2000 Health - - - - - - - - - - - - - - - -
Smart Bomb 3500 - 80 85 P2 All Until Contact 11 - - 4 18 Launch 120 0 - -
Oil Drum 300*9 - 80 80 P All - Until L,{4(8)}*7,4 - - 3 13 30, 17 33 0 - -
Firecracker 1500 - 80 80 - All - - - - 3 - Launch - 0 - -
Dry Ice 1500 - 80 80 - All - Until L+90 - - 3 16 Launch 60 - - -
Vanish Ball - - - - - - - - - - - - - - - - -
Mystery Food X -1 Skill Gauge, -2500 Health - - - - - - - - - - - - - - - -
Pinwheel 650*N - 80 75 (Once) P All - - - - 2 13 14 20 0 - -
Ball Lightning 1000*3 - 80 85 (Once) P2 - - 6*3 - - 4 - Launch 50 0/+25/+15 - -
Amagiya Buckets 700*9 - 80 95 P2 All - - - - 3 16 30 60 0/+0/+10 - -

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
Bearscrew
420*8 - 70 80 (Once) H All (18)+8 16 [2,2,2,2,2,2,2] 8+15L [16+15L] -21 3 8 Launch 70 1/+3/+3 - -
  • On hit/block, transitions into values in []
6P
Tomahawk
1500*2 - 70 60 P All (18)+23 Until Ground(15)10 Total: (18)+88+9L - 4 18 Launch 60 0/+7/+3, 0/+7 - -
4P
Mystery Teddie
1500 - 70 80 B All (18)+4(8) 2(2)2 Total: 55 -26 3 16 17 60 0/+5/+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)
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
Tomahawk
236BC
2500, 4500 [(2350, 2600)*2] - 80 60 (Once) P All 7+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40 4 18 Launch 60, 90 0/+7/+10, 0 1-7 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 250, 900 (1150)
  • [Minimum Damage: 235*2, 416*2 (1302)]
Air Tomahawk
j.236BC
2500, 4500 [(2350, 2600)*2] - 80 60 (Once) P All 7+2 Until Hit(10)8 Total: Until L+9L - 4 18 Launch 60, 90 0/+7/+10, 0 1-7 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 250, 900 (1150)
  • [Minimum Damage: 235*2, 416*2 (1302)]
Nihil Hand
214B+C
2800, 5800 [2800, 8200] - 80, 48 60, 100 B All 4+6 4 75 -33 5 35 21 600, 200 + WBounce 20/+10 1-13 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 280, 1508 (1788) [280, 1722 (2002)]
Bear Circus
Distortion Skill Duo
2000 [1250*2] - 100 100 B All 1+1 Until Offscreen Until L+25L - 5 20 Launch 150 + Down 24 0 - -
  • 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
Kamui Kablooey
222B+C
- - - - H All 5+12 1 Total: 99 -49 5 20 21 10000 0/+13 1-22 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - 5C, 2C Jump, Special, Super
5AAAA - - - -
2A[3*] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB[1] 5A, 2A 5BBB, 2B 5C, 2C Special, Super
5BBB 5A, 2A 2B 5C, 2C Special, Super
2B[1] 5A, 2A 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, Super
j.AA - j.B j.C Jump[-], Special, Super
j.B - - - Jump, Special, Super
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 only be used 3 times total per string

Sources[edit]

Navigation[edit]


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