BBTag/Blitztank/Frame Data

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Blitztank


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
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Blitztank 20,000 6F 23F (1~7F Inv All) No Run
No Double Jump
No Air Dash

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 650×3 All 10 2,2,2 22 -7 B 4~11 Guard BP 90 80 3 16 21 21 26 35 3 +0 +2
5AA 650×3 All 1 2,2,2 25 -10 B 1~6 Guard BP 100 80 3 16 21 21 26 35 3 +0 +2
5AAA 650×3 All 1 2,2,2 25 -10 B 1~6 Guard BP 100 80 3 16 21 21 26 35 3 +0 +2
5AAAA 2500 All 7 3 36 -18 B 1~9 Guard BP 100 90 5 20 Launch 60 Launch 76 13 +0 +8
2A 1000 Low 8 3 18 -4 F 4~10 Guard BP 90 80 3 16 17 17 22 31 11 +0 +2
5B 1500 All 12 17 21 -19 B 4~14 Guard BP 90 85 4 18 19 30 24 45 11 +0 +5
5BB 2000 All 16 3 35 -19 B 4~18 Guard BP 90 85 4 18 Launch 40 Launch 55 12 +0 +5
2B 1000×2 Low 12 3(3)3 20 -6 F 4~14 Guard BP 90 80 3 16 17 17 22 31 11 +0 +2
5C 800 High 26 3 18 -4 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 2000 Low 25 3 17 +2 F 4~27 Guard BP 90 85 4 21 Launch 30 Launch 45 12 +0 +5
j.A 650×3 All 7 2,2,2 9 H 4~8 Guard HP 80 80 3 16 17 17 22 31 3 +0 +2
j.B 1800 High 14 3 25+11L H 4~16 Guard HP 80 85 4 18 Launch 60 + GBounce + Down 30 Launch 75 + GBounce + Down 30 3 +0 +5
j.C 800 Air Until L 1 Total Until L+ 29L P1 4~(Until L) Guard HP 60 90 5 Launch 19 Launch 34 12 +5


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 300×5, 500 Throw 7~30 3 23 T 100 50 0, 3×5, 5 Crumple 31×5, Launch 17×5, 60 0, 6×6
AD Reflector 44 1~25 Guard All
AD Attack Entladung 750×7 Air Unblockable 6 1,2,2,2,2,2,2 23 -6 B 1~16 All 80 60 4 18 Launch 60 Launch 75 2 +0 +0
j.AD Air Reflector 44 1~25 Guard All
j.AD Attack Air Entladung 750×7 All 6 1,2,2,2,2,2,2 Until L H 1~16 All 80 60 4 18 Launch 60 Launch 75 2 +0 +0


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Elektro Auge 1500 All 16 3 Total: 47 -4 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
236B B Elektro Auge 1500 All 16 3 Total: 53 -10 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
236C C Elektro Auge 1500 All 16 3 Total: 38 +5 P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
j.236A Air A Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
j.236B Air B Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
j.236C Air C Elektro Auge 1500 All 13 3 Total: Until L+10L P1 80 80 3 16 Launch 40 Launch 54 11 +0 +2
214A A Blitz Mine 0, 1500 All 22 Until Hit,3 Total: 50 P1 100 100, 85 2 13 14 14 18 26 0 +25 +25
214B B Blitz Mine 0, 1500 All 22 Until Hit,3 Total: 50 P1 100 100, 85 2 13 14 14 18 26 0 +25 +25
j.214A Air A Blitz Mine 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1 100 100, 85 2 13 14 14 18 26 0 +25 +25
j.214B Air B Blitz Mine 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1 100 100, 85 2 13 14 14 18 26 0 +25 +25
66 Ansturm 2000 All 7 12 27 -4 B 4~7 BP Guard 80 90 5 23 Launch 40 Launch 56 20 -4 +4


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 attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214C EX Blitz Mine (0, 1500)×3 All 15 Until Hit,3 Total: 37 P1 100 (100, 85)×3 2 13 14 14 18 26 0 +25 +25
j.214C Air EX Blitz Mine (0, 1500)×3 All 22 Until Hit,3 Total Until L+4L [Total 46] P1 100 (100, 85)×3 2 13 14 14 18 26 0 +25 +25


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 attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Ansturm 2200 All (18)+15 9 46 -28 B 70 85 4 18 Launch 60 20 +0
6P B Elektro Auge 1500 All (18)+30 3 Total: (18)+67 -10 P1 70 80 3 16 Launch 40 0/+11 +11
4P Entladung 750×7 All (18)+10 1,2,2,2,2,2,2 39 -22 B 70 85×7 4 18 Launch 60 2 +0


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 attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Gjallarhorn 600×26 [350×52] All 1+(80 Flash)+5 2×26 [2×52] Total 133 [Total 185] -39 P2 1~1 All 80 60 4 18 Launch 60 + WBounce Launch 75 + WBounce 20 +0 +5
214BC Blitzlauf 4000×2 [4700×2] All 1+(115 Flash)+5 10 60 -49 B 1~15 All 80 60×2 5 20 Crumple 31, Launch 500 + Down 23 Crumple 84 + Down 10, Launch 516 + Down 23 40, 0 +0 +8, +0
Distortion Skill Duo Gjallarhorn 100×20 [50×50] All 1+(105 Flash)+1 2×20 [2×50] Total 150 [Total 210] -73 P2 1~4 All 100 100 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+20 +0 +5


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Ragnarok All 1+(85 Flash)+9 9 92 -74 B 1~18 All 4 18 12


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A~5AAABBTag Blitztank 5A.pngGuard:
All
Startup:
10
Recovery:
22
Advantage:
-7
5AA~5AAAA[+], 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAAABBTag Blitztank 5AAAA.pngGuard:
All
Startup:
7
Recovery:
36
Advantage:
-18
- - - -
2ABBTag Blitztank 2A.pngGuard:
Low
Startup:
8
Recovery:
18
Advantage:
-4
- 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Blitztank 5B.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-19
[1]
- 5BB, 2B 5C, 2C Special, Super
5BBBBTag Blitztank 5BB.pngGuard:
All
Startup:
16
Recovery:
35
Advantage:
-19
- 2B 5C, 2C Special, Super
2BBBTag Blitztank 2B.pngGuard:
Low
Startup:
12
Recovery:
20
Advantage:
-6
[1]
- 5B 5C, 2C Special, Super
5CBBTag Blitztank 5C.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2CBBTag Blitztank 2C.pngGuard:
Low
Startup:
25
Recovery:
17
Advantage:
+2
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Blitztank jA.pngGuard:
All
Startup:
7
Recovery:
9
Advantage:
-
j.A[+] j.B j.C Special, Super
j.BBBTag Blitztank jB.pngGuard:
High
Startup:
14
Recovery:
25+11L
Advantage:
-
- - j.C Special, Super
j.CBBTag Blitztank jC Fall.pngGuard:
Air
Startup:
Until L
Recovery:
Total Until L+ 29L
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

Sources

Navigation

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