BBTag/Waldstein/Frame Data

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< BBTag‎ | Waldstein
Revision as of 15:44, 19 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data

name health prejump backdash Unique Movement Options
Waldstein 20,000 6F 29F (1~7F Inv All) No Run


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1500 All 11 3 25 -11 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 10 2 23 -8 100 80 CST(J)P 3 16 17 21 22 35 11 +0 +2
5AAA 1000, 2500 All 11 11 8 -2 [+1] 100 70, 85 CS [CSP] 3, 4 16 Launch Restand [21 + Down 23] 7 +0 +2
5AAAA 2000 All 19 4 24 -9 100 85 P 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 8 2 14 -2 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1700 All 15 3 19 -3 100 85 CS(J)P 4 18 19 24 24 39 12 +0 +5
5BB 1000, 0, 2500 [1000, 2000] All 11 4(18)8 13 0 100 80 CS(J)P 3, 5 16, 20 Launch 30, 44 + WBounce 20 [30, 40 + WBounce] Launch 44, 60 + WBounce 20 [44, 56 + WBounce] 11, 13 0×2, 13/-11 [0, 13/] +0, -11 [+8]
2B 1700 All 14 2 30 -13 6~15 H 90 75 CS(J)P 4 18 Launch 24 Launch 39 12 +0 +5
2BB 0, 1000, 0, 2000 All 14 2 32 100 100×3, 75 CS(J)P 0, 4, 0, 4 60 + Down 23 0, 12, 0, 12
5C 800+ High 26 3 18 -4 100 100 - 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 11 4 17 -2 90 75 S(J)P 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1500 High 14 3 14 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 9 8 16 80 80 SJP 3 16 17 20 22 34 11 +0 +2
j.B 1700 High 13 6 16 80 85 SJP 4 18 Launch 40 + WBounce Launch 55 + WBounce 12 +0 +5
j.C 2500 High 20 Until L 24L -10 80 90 5 20 Launch 40 + Down 23 Launch 56 + Down 23 13 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 100 50 S 5 Launch 60 + Down 29 0
AD Verderben 1500, [1500, 0, 1500, 0, 2000] Air Unblockable 22 4 45 -30 1~25 All 80 60 4, 0, 4, 0, 4 18 Launch 60 [23 + Down 23] Launch 75 [48 + Down 23] 12 12, 0, 12, 0, 20

Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Eisen Nagel 2200 All 15 3 27 -11 80 85 P 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +5
236B Wirbelwind 1200×3 All 30 3(9)4(10)5 27 -13 80 85 P 4 18 19×2, Launch 60 24×2, Launch 75 2×2, 12 +0 +5
214A A Drehen Durchbohren 0, 500, 3000 Throw 8 2 33 1~9 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20
214B B Drehen Durchbohren 0, 500, 3500 Throw 13 2 36 1~14 T 100 100×2, 50 4 Launch 19 + Down 53 0, 12, 20
j.214A Aerial A Verderben 0, 2300 Throw 7 3 Until L + 10L 100 100, 85 0, 4 19, Down 23 0, 20
j.214B Aerial B Verderben 0, 2700 Throw 10 3 Until L + 10L 100 100, 85 0, 4 19, Down 23 0, 20

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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Wirbelwind 1200×4 All 15 2(12)2(11)2(8)4 22 -7 80 85 P 4 18 19×2, Launch×2 60×3, 60 + Down 33 24×2, Launch×2 75×3, 75 + Down 33 2×2, 12×2 +0 +5
214C EX Drehen Durchbohren (0, 500)×3, 0, 1000, 0, 2500 Throw 13 2 36 1~14 T 100 100×9, 50 (0, 4)×5 Launch 19 + Down 53 0×2, 8, 12×2
j.214C EX Aerial Verderben 0, 500, 0, 2700 Throw 7 3 Until L + 10L 100 100×3, 85 (0, 4)×2 19 + Down 33 0, 12, 0, 20

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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Eisen Nagel 1700 All (18)+15 3 27 -11 70 85 4 18 Launch 60 + GBounce 12 +0
6P Wirbelwind 1200×3 All (18)+65 3(9)4(10)5 28 -11 70 85 4 18 19×2, Launch 60 2×2, 12 +0
4P Felsen Vulf 1700×2 All (18)+13 3(19)P Total (18)+66 -1 70 85 4 18 Launch 60 + Down 23, 40 + Down 23 12, 0/+12 +0, +12

Distortion Skills

  • 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)
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Strumangriff 0, 2000, 0, 5900
[(0, 2000)×2, 0, 5500]
Throw 13+(60 Flash)+1 Until Wall 49 1~24 All
25~Until Wall P
80 100×3, 60 [100×5, 60] 4 Launch 120 + WBounce 0, 12, 0, 30
[(0, 12)×2, 0, 30]
214BC Werfen Erschlagen (0, 2000)×2, 5000
[(0, 500)×3, (0, 2000)×2, 5000]
Throw 13+(60 Flash)+0 5 44 1~17 All 80 100×4, 60 [100×10, 60] 4 Launch 120 + Down 43 0
Distortion Skill Duo Werfen Erschlagen (0, 500)×2, 1500 [0, 100, (0, 200)×2, (0, 500)×2, 1500] All 1+(79 Flash)+1 5 34 -29 1~6 All 100 100 4 Launch 120 + Down 43 0 +0 +0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Katastrophe 0, 20000, 37000 Throw 13+(72 Flash)+0 5 21 1~17 All 100 100 0 0

Revolver Action Table

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 - - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - - 5C Reverse Beat, Jump[-], Special, Super
2B - 2BB[-] 5C Reverse Beat, Jump[-], Special, Super
2BB - - - 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, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
  • Jump cancels for 5AAA and 5BB are for when the non-throw animation triggers

Sources

Navigation

To edit frame data, edit values in BBTag/Waldstein/Data.