BBCF/Es/Frame Data

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Es

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
D Doll move such as Nirvana and Ignis
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
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(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. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
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
Es 10,500 4F 26F (1~5F Inv All) Arched Forward Air Dash

Normals

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 5 18 -9 B 100 85 Long S(J)R 2 13 14 16 18 28 10 +0 +1
5C 750 Mid 12 3 21 -7 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
2A 300 All 7 3 9 ±0 F 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 530 Low 10 3 20 -9 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 800 Mid 10 3 32 -18 B 10~12 H 90 89 Long SJR 3 16 17 22 Crumple 54 36 11 +0 +2
3C 790 Low 13 3 24 -10 F 90 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
6A 650 High 26 3 20 -6 B 4~28F 80 89 Normal SR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 760 Mid 14 4 22 -9 B 8~17 H 90 79 Long S(J)R 3 16 Launch 27 Launch 41 11 +0 +2
6C 700 Mid 17 3 18 -4 B 90 89 Long SR 3 16 24 60 29 74 + WBounce 11 +0 +2
66C 700 Mid 7 3 18 -4 B 90 89 Long SR 3 16 Launch 60 + WBounce Launch 77 + WBounce 11 +0 +2
j.A 300 High/Air 7 6 7 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 630 High/Air 9 3 18 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.BB 770 High/Air 7 3 19 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 850 High/Air 12 4 26 H 80 89 Long SR 3 16 17 19 22 33 11 +0 +2


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 730 Mid 25 [23] 5 29 0 B 100 89 Long SR 3 16 17 17 22 31 + Down 23 11 +0 +2
5D Crest 740 [740×2] All 49 [47] 3 [3(7)3] P1 80 89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
2D 760 Mid 30 [27] 6 17 -5 B 90 89 Long SR 3 16 Launch 30 Launch 44 11 +0 +2
2D Crest 740 [740×2] All 113 [110] 3 [3(7)3] P1 80 89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
6D 850 Mid 25 [23] 6 14+10L -11 B 6~44 FT
[6~42 FT]
90 92 Long SR 4 18 24 26 36 41 12 +0 +5
6D Crest 740 [740×2] All 78 [76] 3 [3(7)3] P1 80 89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
j.D 800 High/Air 23 [21] 5 23+8L H 80 89 Long SR 3 16 Launch 35 Launch 49 11 +0 +2
j.D Crest 740 [740×2] All 141 [139] 3 [3(7)3] P1 80 89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 500×3 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3×3 Launch 60 0, 2/-2×2, 8/-2 +1
4BC Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Spin Fall 36 0, 12 +0
j.BC Air Throw 0×2, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0×2, 3 200 + Down 63 0×2, 2 +0
6AB Counter Assault 0 All 13 3 32 -16 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Type:Shooter "Breunor" 800 All 15 30? Total: 44 -8 P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
236B Type:Shooter "Breunor" 800 All 27 122? Total: 48 0 P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
236A/B 236A/B Additional Breunor 800 All 16 30? Total: 42 -5 P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
236A/B Powered Up Powered Up Breunor 1200 All 1 103 P2 80 85 Short R 3 16 Launch 36 + Slide 10 Launch 50 + Slide 10 0/+11 +11 +12
j.236A Air Type:Shooter "Breunor" 800 All 17 Until Hit Total: 47 + 9L P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
j.236B Air Type:Shooter "Breunor" 800 All 26 Until Hit Total: 47 + 9L P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
j.236A/B j.236A/B Air Additinal Breunor 800 All 13 Until Hit Total: 39 + 9L P1 80 85 Long R 2 13 17 20 21 32 0/+8 +8 +9
623C Type: Slasher "Griflet" 880×2 All 13 3(12)9 Until L+12 -33 B 1~15 All 60 82 Very Short R 4 18 19,Launch 45 24, Launch 60 12 +0 +5
j.623C Air Type: Slasher "Griflet" 880×2 All 10 3 (12) 6 Until L+12 H 1~12 All 60 82 Very Short R 4 18 19,Launch 45 24, Launch 60 12 +0 +5
623C Crest Griflet Crest 800 All Ground: 56
Air: 53
6 -18 P1 60 100 Long 1 11 17 40 21 51 0/+9 +9 +9
623C Followup Griflet Followup 600 22 8 40 Total P1 60 100 Long R 4 16 Launch 60 + GBounce 60 Launch 75 + GBounce 60 0/+9 +9 +14
214C Type: Slasher "Mordred" 1000 All 16~22 4 22 -7 B 90 82 Long R 4 18 24 40 29 55 12 +0 +5
214C Crest Mordred Crest 800 All 21 6 +3 P1 70 100 Long 1 11 17 40 21 51 0/+9 +9 +9
214C 214C Mordred Followup 1000 All 11 4 23+7L -16 B 80 82 Long R 4 18 Spin Fall 35 55 Spin Fall 43 73 12 +0 +5
214C 214C Crest Morded Followup Crest 800 All 23 4 -4 P1 70 100 Long 1 11 Crumple 55 55 Crumple 71 66 0/+9 +9 +9
214B Type: Slasher "Gawain" 1000 High/Air 27 4 Until L+13 -3 H 9~30 FT 90 82 Normal R 4 18 22 40 + GBounce 37 55 + GBounce 12 +0 +5
214[B] Type: Slasher "Gawain" (Charged) 1300 High/Air 36 3 13 +3 H 9~38 FT 90 82 Normal R 4 18 24 40 + GBounce 29 55 + GBounce 12 +0 +0
214B Crest Gawain (Crest) 800 All 12 +4 [+10] P1 70 100 Long 1 11 17 40 21 51 0/+9 +9 +9
214A Type: Assaulter "Erec" 0, 3000 Throw(70) 31 9 Until L+24 HT 80 100,70 Normal R 0, 3 Launch 100 0 +0
214D Type: Enchanter "Bors" 36
j.2B Type: Assaulter "Tristan" 600 All 10 12 8+4L H 80 90 Long R 2 13 14 20 18 32 10 +0 +1
j.2BB Type: Assaulter "Tristan" 2 600 All 10 6 7+4L H 80 90 Long R 2 13 19 25 23 37 10 +0 +1
j.2BBB Type: Assaulter "Tristan" 3 900 All 15 4 12+8L H 80 90 Long R 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146A/B Type: Shooter "Palamedes" 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit 23+12L -10 P2 1~2 P
3 All
4~12 P
70 72 Very Short R 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0]
j.632146A/B Type: Shooter "Palamedes" 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit Until L+15 P2 1~2 P
3 All
4~12 P
70 72 Very Short R 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0]
632146C Type: Slasher "Galahad" 1000, 2500
[1000, 150×6, 2500]
All 6+(40 Flash)+15 9 24 -14 B 1~23 All 100 100, 70 [100×7, 70] Very Short R 4 18 Stagger 74 Stand Stagger 74 Stand 12, 0 +0 +5, +0
632146D Type: Enchanter "Percival" 4+(109 Flash)+10 4~End All


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Type: Braver "Lancelot" 600×5 {600×5, 550×5} All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 + Down 43 20 20, 6×2, 0/+2, 0/+12
{20, 6×5, 0/+3×4, 0/+20}
+0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C Type: Exterminator "Artorius" 30000 All 4+(55 Flash)+14 3 64 -26 B 1~18 All Long 5 20 0/+20


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Es 5A.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Super
5BBBCF Es 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-9
[1]
- 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special, Super
5CBBCF Es 5C.pngGuard:
Mid
Startup:
12
Recovery:
21
Advantage:
-7
[1]
- - 2C, 3C 5D, 2D, 6D Jump[-], Special, Super
2ABBCF Es 2A.pngGuard:
All
Startup:
7
Recovery:
9
Advantage:
±0
[3]
5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C , 3C 5D, 2D, 6D Throw, Special, Super
2BBBCF Es 2B.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-9
[1]
- 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Super
2CBBCF Es 2C.pngGuard:
Mid
Startup:
10
Recovery:
32
Advantage:
-18
[1]
- - 5C, 3C 5D, 2D, 6D Jump, Special, Super
6ABBCF Es 6A.pngGuard:
High
Startup:
26
Recovery:
20
Advantage:
-6
- 6B 3C 5D. 2D. 6D Special, Super
6BBBCF Es 6B.pngGuard:
Mid
Startup:
14
Recovery:
22
Advantage:
-9
- - - - Jump[-], Special, Super
6CBBCF Es 6C.pngGuard:
Mid
Startup:
17
Recovery:
18
Advantage:
-4
- - - 5D, 2D, 6D Special, Super
3CBBCF Es 3C.pngGuard:
Low
Startup:
13
Recovery:
24
Advantage:
-10
- - - 5D, 2D, 6D Special, Super
5DBBCF Es 5D.pngGuard:
Mid
Startup:
25 [23]
Recovery:
29
Advantage:
0
- - - - Special, Super
2DBBCF Es 2D.pngGuard:
Mid
Startup:
30 [27]
Recovery:
17
Advantage:
-5
- - - - Jump, Special, Super
6DBBCF Es 6D.pngGuard:
Mid
Startup:
25 [23]
Recovery:
14+10L
Advantage:
-11
- - - - Jump[-], Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Es jA.pngGuard:
High/Air
Startup:
7
Recovery:
7
Advantage:
-
j.A j.B j.C j.D Throw, Jump, Special, Super
j.BBBCF Es jB.pngGuard:
High/Air
Startup:
9
Recovery:
18
Advantage:
-
- j.BB[+] j.C j.D Jump, Special, Super
j.BBBBCF Es jBB.pngGuard:
High/Air
Startup:
7
Recovery:
19
Advantage:
-
- - j.C j.D Jump, Special, Super
j.CBBCF Es jC.pngGuard:
High/Air
Startup:
12
Recovery:
26
Advantage:
-
- - - j.D[-] Special[-], Super[-]
j.DBBCF Es jD.pngGuard:
High/Air
Startup:
23 [21]
Recovery:
23+8L
Advantage:
-
- - - - Special, Super
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


External References

Navigation

Es
Ambox notice.png To edit frame data, edit values in BBCF/Es/Data.