BBTag/Teddie/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:23F (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
5A 1000 All 8 3 19 -8 B - 100 75 - 2 13 14 14 18 26 10 +0 +1 -
5AA 350*8 All 12 2*8 20 -5 B - 100 80 (Once) - 3 16 17 17 22 31 2 +0 +2 -
5AAA 750*4 All 7 6(2)7(2)7(2)3 27 -12 B - 100 85 (Once) - 5 20 Launch*2, 21*2 40 Launch 56 10/-3 -3 -3 -
5AAAA 2000 All 9 4 20+8L -11 B - 100 90 - 5 20 Launch 60 + Down 23 Launch 76 + Down 23 13 +0 +8 -
2A 600*2 Low 6 2(3)1 13 -2 F - 90 70 (Once) - 1 11 12 12 16 23 7 +0 +0 -
5B 1500 All 13 3 30 -16 B - 90 70 - 3 16 Launch 21 Launch 35 11 +0 +2 -
5BB 1700 All 11 27 4 -12 B - 90 85 - 4 18 19 30 + WBounce 24 45 + WBounce 12 +0 +5 -
5BBB 1700 All 14 14 27 -22 B - 90 85 - 4 18 19 30 24 45 12 +0 +5 -
2B 1500 All 10 4 31 -18 B 5~13 H 90 80 - 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 1700, 300 Low, All 13 2 25 -8 [-3] F - 90, 100 85, 100 - 4, 1 18, 11 Launch, 12 40, 12 Launch, 16 55, 23 12, 0 -3, +0 -3, +0 -
  • 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 All 8 3,3,3,4 9 - H - 80 80 (Once) - 2 13 14 20 18 32 4 +0 +1 -
j.AA 1700 All 9 3 18 - H - 80 80 - 3 16 Launch 22 Launch 36 7 +0 +2 -
j.B 1700 All 28 27 14+5L - H - 80 75 - 4 18 Launch 42 + WBounce Launch 57 + WBounce 12 +0 +5 -
j.C 2000 High 19 Until L 20L - H - 80 90 - 5 22 Launch 60 + Down 23 Launch 76 + Down 23 13 +0 +8 -

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) - 0, 4 - Launch 50 - - - 0, 5 - -
  • 100% minimum damage: 0, 2000 (2000)
Puppeteddie
Reversal Action
2400 Air Unblockable 16 5 23+25L -34 B 1~25 All 80 60 - 4 18 Launch 60 Launch 75 12 +0 +5 -
Air Puppeteddie
Air Reversal Action
2400 All 16 5 Until L+20L - H 1~25 All 80 60 - 4 18 Launch 60 Launch 75 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
A Bearscrew
236A
420*8 All 8 16 [2,2,2,2,2,2,2] 10+15L [16+15L] -4 H - 80 80 (Once) - 3 25 33 55 38 69 1/+3 +3 +3 -
  • On hit/block, transitions into values in []
B Bearscrew
236B
500*9 All 18 20 [2,2,2,2,2,2,2,2] 8+16L [18+16L] -7 H - 80 85 (Once) - 4 25 Launch 55 Launch 70 1/+3 +3 +3 -
  • On hit/block, transitions into values in []
Air A Bearscrew
j.236A
420*8 All 10 17 [2,2,2,2,2,2,2] Until L+15L - H - 80 80 (Once) - 3 25 Launch 45 Launch 59 1/+3 +3 +3 -
  • On hit/block, transitions into values in []
Air B Bearscrew
j.236B
500*9 All 18 17 [2,2,2,2,2,2,2,2] Until L+21L - H - 80 85 (Once) - 4 25 Launch 48 Launch 63 1/+3 +3 +3 -
  • On hit/block, transitions into values in [ ]
A Mystery Teddie
214A
1500 All 4 <8> 2(2)2 Total: 34 -5 B - 90 80 - 3 16 17 30 22 44 0/+5 +5 +8 -
B Mystery Teddie
214B
900*4 All 4 <18,25> 2(2)5,6,6,3 Total: 66 -20 B - 90 80 (Once) - 3 16 17 48 22 62 0/+5 +5 +8 -
Air A Mystery Teddie
j.214A
1500 All 4 <8> 2(2)2 Total: 36+4L - B - 90 80 - 3 16 17 30 22 44 0/+5 +5 +8 -
Air B Mystery Teddie
j.214B
900*4 All 4 <18,25> 2(2)5,6,6,3 Total: 50+4L - B - 90 80 (Once) - 3 16 17 48 22 62 0/+5 +5 +8 -
A Teddievision
22A
- - 24 - - - - - - - - - - - - - - - - - -
B Teddievision
22B
1000 All 52 20 0 -6 B - 80 75 - 2 13 14 14 18 30 10 +0 +1 -

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 Bearscrew
236C
550*10 All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L +2 H - 80 75 (Once) - 4 25 Launch 55 Launch 70 1/+3 +2 +2 -
  • On hit/block, transitions into values in []
Air EX Bearscrew
j.236C
550*10 All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L - H - 80 75 (Once) - 4 25 Launch 50 Launch 65 1/+3 +3 +3 -
  • On hit/block, transitions into values in []
EX Mystery Teddie
214C
600*12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3 B - 90 80 (Once) - 3 16 17 48 22 62 0/+5 +5 +8 -
Air EX Mystery Teddie
j.214C
600*12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L - B - 90 80 (Once) - 3 16 17 48 22 62 0/+5 +5 +8 -
EX Teddie Warp
22C
1000 All 43 20 0 -6 F - 80 75 - 2 13 14 14 18 30 10 +0 +1 -
  • Hold button to appear behind opponent

Items[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
MF-06 Brahman 1500 All 21 - - - P1 - 80 80 - 3 16 Launch 38 Launch 52 0 +0 +2 -
Dr. Salt NEO +1 Skill Gauge - - - - - - - - - - - - - - - - - - - -
Heavy Armor Agni 1500*2 All 50 - - - P1 - 80 80 - 3 16 Launch 48 + WBounce Launch 62 + WBounce 0 0 +2 -
Muscle Drink +2000 Health - - - - - - - - - - - - - - - - - - - -
Smart Bomb 3500 All Until Hit 11 - - P2 - 80 85 - 4 18 Launch 120 Launch 135 0 +0 +5 -
Oil Drum 300*9 All - Until L,4{(8)4}*7 - - P1 - 80 80 (Once) - 3 13 30, 17 33, 33 + GBounce*8 35, 22 48, 48 + GBounce*8 0 +0 +2 -
Firecracker 1500 All - - - - P1 - 80 80 - 3 16 Launch 17 Launch 31 0 +0 +2 -
Dry Ice 1500 All - Until L+90 - - P1 - 80 80 - 3 16 Launch 60 Launch 74 0/+11 +11 +13 -
Vanish Ball - - - - - - - - - - - - - - - - - - - - -
Mystery Food X -1 Skill Gauge, -2500 Health - - - - - - - - - - - - - - - - - - - -
Pinwheel 650*N All - - - - P - 80 75 (Once) - 2 13 14 20 18 32 0 +0 +1 -
Ball Lightning 1000*3 - - 6*3 - - P2 - 80 85 (Once) - 4 - Launch 50 + Down 23 Launch 65 + Down 23 0/+25 +15 +15 -
Amagiya Buckets 700*9 All - - - - P2 - 80 95 - 3 5 30 60 35 74 0 +10 +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.
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
Bearscrew
420*8 All (18)+8 16 [2,2,2,2,2,2,2] 8+15L [16+15L] -21 H - 70 80 (Once) - 3 8 Launch 70 - - 1/+3 +3 - -
  • On hit/block, transitions into values in []
6P
Tomahawk
1500*2 All (18)+23 Until Ground(15)10 Total: (18)+88+9L - P - 70 60 - 4 18 Launch 60 Launch 75 0/+7 +10 +10 -
4P
Mystery Teddie
1500 All (18)+4 <8> 2(2)2 Total: 55 -26 B - 70 80 - 3 16 17 60 22 74 0/+5 +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)
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
Tomahawk
236BC
2500, 4500 [(2350, 2600)*2] All 7+(57 Flash)+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40 P2 1~7 All 80 60 (Once) - 4 18 Launch 60, 90 Launch 75, 105 0/+7, 0 +10, +0 +10, +0 -
  • 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] All 7+(57 Flash)+2 Until Hit(10)8 Total: Until L+9L - P 1~7 All 80 60 (Once) - 4 18 Launch 60, 90 Launch 75, 105 0/+7, 0 +10, +0 +10, +0 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 250, 900 (1150)
  • [Minimum Damage: 235*2, 416*2 (1302)]
Nihil Hand
214B+C
2800, 6380 [2800, 9020] All 4+(62 Flash)+6 4 75 -33 B 1~13 All 80, 48 60, 100 - 5 35 Launch 600 + Down 23, 200 + WBounce + Down 33 Launch 616 + Down 23, 216 + WBounce + Down 33 20/+10 +0, - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 280, 1508 (1788) [280, 1722 (2002)]
Bear Circus
Distortion Skill Duo
2000 [1250*2] All 1+(115 Flash)+1 Until Offscreen Until L+25L - B 1~?? All 100 100 - 5 20 Launch 150 + Down 23 Launch 166 + Down 23 0 +0 +8 -
  • 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
Kamui Kablooey
222B+C
- All 5+(50 Flash)+12 1 Total: 99 49 H 1~22 All - - - 5 20 - - - - 0/+13 - - -

}}

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]

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