BBTag/Vatista/Frame Data

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Vatista


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
Vatista 17,000 4F 27F (1~7F Inv All)

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 1000 All 8 3 15 -4 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5AA 600×3 All 11 2(2)2(2)2 25 -10 B 100 80 CST(J)P 3 16 17 22 22 36 2×2, 11 +0 +2
5AAA 1700 All 14 5 22 -8 B 100 85 CS(J)P 4 18 19 19 24 34 12 +0 +5
5AAAA 800×5 All 10 3(3)2(15)2(2)3(2)7 24 -12 B 100 85×5 P 4 18 19×4, Launch 60 24×4, Launch 75 2 +0 +5
2A 1000 Low 8 3 15 -4 F 90 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 13 2 20 -5 B 100 80 CS(J)P 3 16 17 17 22 31 11 +0 +2
5BB 350×6 All 14 3×6 23 -7 B 100 85 CS(J)P 4 18 19 19 24 34 4 +0 +5
2B 650×3 All 10 2(2)2(2)2 25 -10 B 100 80 CS(J)P 3 16 17 20 22 34 2×2, 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 1100×2 Low 14 2(7)2 29 -12 F 90 75 S(J)P 4 18 Launch 30 Launch 45 8 +0 +5
j.A 1500 High 9 6 18 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.AA 1500 High 7 4 24 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.B 500×5 All 13 2×5 6 H 80 80 SJP 3 16 17 19 22 33 4 +0 +2
j.C 750×N High 18 2×N 20L -5 H 80 70 P 3 16 22 30 + Down 23 27 44 + Down 23 4 +0 +2
j.[C] 1500 All 17 6 20 -12 B 80 70 P 3 13 Launch 60 + WBounce Launch 74 + WBounce 11 +0 +2


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, 2000 Throw 7-30 3 23 T 100 50 S 0, 4 Launch 60 + WBounce+ Down 23 0, 1
AD Ruber Angelus 800×5 Air Unblockable 12 2,1,1,1,3 22+26L -32 B 1~19 All 80 60 4 18 Launch 80 Launch 95 10×2, 3×4 +0 +5
AD > X Ruber Angelus Followup 1300 All 13 5 Until L+14L H 48 100 4 18 Launch 42 + Down 33 Launch 57 + Down 33 12 +0 +5


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 Mico Ruceo 2000 All 17 10 Total 65 -14 P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
236B B Mico Ruceo 2000 All 17 10 Total 59 -14 P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
j.236A Air A Mico Ruceo 2000 All 14 10 Until L+5L P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
j.236B Air B Mico Ruceo 2000 All 14 10 Until L+5L P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
214A A Lumen Stella 1500 All 15 Until hit Total 49 -7 P1 80 80 P 3 16 24 30 29 44 11 +0 +2
214B B Lumen Stella 1500 All 15 Until hit Total: 35+14L -7 P1 80 80 P 3 16 24 30 29 44 11 +0 +2
j.214A Air A Lumen Stella 1500 All 13 Until hit Total: 51+5L P 80 80 P 3 16 24 30 29 44 11 +0 +2
j.214B Air B Lumen Stella 1500 All 13 Until Hit Total: 51+5L P1 80 80 P 3 16 24 30 29 44 11 +0 +2


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
236C Lux Fortis 2500 All 17 10 16(42T) +3 P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
j.236C Air Lux Fortis 2500 All 14 10 Total 42+5L P1 80 85 P 5 20 Launch 60 Launch 76 0/+9 +9 +17
214C Sideus Fragmentum 23 300 Total 23
j.214C Air Sideus Fragmentum 25 300 Total 32
214C Detonate Sideus Fragmentum (Detonate) 500×5, 1000 All 3 4×4(3)3,3 P2 80 80 4 18 Launch 90 Launch 104 0/+13×5, 0/+3 +1×5, +3 +1×5, +3


Partner 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
5P UNI Dash C -> Satelus Triangulum 500×5, 1200 All (18)+14 3,3,3,1,2
[(35)10]
30 [18+9L] -12 B×5, P 70 85, 90 4 18 Launch 60×5, 100 4×5, 0/+4 +0×5, +4
6P Lumen Stella El Lance 900×3 All (18)+39 5×N Total: (18)+63 +18 P1 70 80 3 16 Launch 50 0/+5 +5
4P Mico Ruceo 2000 All (18)+17 10 Total: (18)+64 P1 70 85 3 20 Launch 90 0/+9 +9


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)

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 Lacteus Orbis 500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 -38 P 1~16 All 80 60 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9
j.236BC Air Lacteus Orbis 500×20
[430×30]
All 4+(51 Flash)+13 6×20
[6×30]
51 P2 1~16 All 80 60 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9
214BC Ruber Angelus Animus 950×13
[950×13, 2600]
All 4+(40 Flash)+5 3(3)2×3(16)4×3(7)3(3)2×4,3
[3(3)2×3(16)4×3(7)3(3)2×4,3(15)3]
49 -33 B×4, H×3, B×7 1~16 All 80 60 4 18 Launch 60 + Down 23×7, 60×6
[60 + Down 23×7, 60×6, 42 + Down 38]
Launch 75 + Down 23×7, 75×6
[75 + Down 23×7, 75×6, 57 + Down 38]
12, 4×6, 12, 4×6
[12, 4×6, 12, 4×6, 16]
+0 +5
Distortion Skill Duo Lacteus Orbis 100×20
[100×25]
All 1+(92 Flash)+1 6×20
[6×25]
59 -46 P 1~5 All 100 100 4 18 Launch 60 + WBounce Launch 75 + WBounce 0/+4 +4 +9


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 Zahhisio 5300, 40000 All 4+(80 Flash)+6 13 26 -18 H 1~22 All 5 20 13


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Vatista 5A.pngGuard:
All
Startup:
8
Recovery:
15
Advantage:
-4
5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Vatista 5AA.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-10
5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Vatista 5AAA.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-8
5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAABBTag Vatista 5AAAA.pngGuard:
All
Startup:
10
Recovery:
24
Advantage:
-12
- - - -
2ABBTag Vatista 2A.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
[3]
2A - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Vatista 5B.pngGuard:
All
Startup:
13
Recovery:
20
Advantage:
-5
- 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Vatista jB.pngGuard:
All
Startup:
14
Recovery:
23
Advantage:
-7
- - 5C Reverse Beat, Jump[-], Special, Super
2BBBTag Vatista 2B.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-10
- - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Vatista 5C.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2CBBTag Vatista 2C.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
- - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Vatista jA.pngGuard:
High
Startup:
9
Recovery:
18
Advantage:
-
j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Vatista jAA.pngGuard:
High
Startup:
7
Recovery:
24
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.BBBTag Vatista jB.pngGuard:
All
Startup:
13
Recovery:
6
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.CBBTag Vatista jC.pngGuard:
High
Startup:
18
Recovery:
20L
Advantage:
-5
- - - -
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.

Sources

Navigation

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