BH Frame Data 3.17(base kits) by TWKsmash
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StartupActiveRecoveryTotal CountAdvantageCancelableDamageForceMax Range XMax Range YNotes
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These are the startup frames for each attack. The number here represents how many frames exist from the initial button press until the first hitbox is active. Charged moves will have a range (e.g. 13~73 means there are a minimum of 13 frames for the initialization/charge and maximum charge is achieved at 73 frames) as well as a number of additional startup frames that occur after button release or maximum charge, denoted by ]...[ (e.g. ]6[ means there are 6 startup frames after the button is released or maximum charge is achieved). The total startup is achieved by adding the charge time to the post-charge startup (e.g. nSig executed as quickly as possible with no extra charge would have 13 + ]6[ = 19 frames of startup from button press to the first active hitbox). Startup frames are useful in determining which attack will hit before another in a close exchange between two players, in determining the best punish option for certain situations, or even which attacks may be better aggressive options due to faster startup leaving less reaction time for the opponent, et al.These are the active frames for each attack. The duration of active hitboxes is listed here, with frame counts in-between active hitboxes for the same attack listed in (...) (e.g. dSig lists 7(8)5, meaning the attack has active hitboxes for 7 frames, followed by 8 frames with no hitboxes, and finally another 5 frames of active hitboxes). The total active window can be found by adding the frame counts (e.g. 7 + 8 + 5 = 20). If a range is displayed, such as dLight's 1~9, that portion of the active frames may be cut short due to conditions found in the Cancelable column, progressing to the next frame count portion immediately (e.g. dLight is cancelable on "hit", to a minimum of 1 active frame, then proceeds to play through its Recovery frames as it is only a single hit attack). Portions of the attack's active frames that only play on hit (i.e. the earlier active hitboxes have connected) are denoted by [...] (e.g. nLight lists 3(9)6 + [(6)3(14)5], meaning this attack has active hitboxes for 3 frames, no hitboxes for the next 9 frames, then active hitboxes for 6 frames. This occurs both on hit or miss. If the hitboxes did not hit a Legend, it will play through to the Recovery frames, ignoring the [...], but if it did hit the second portion would play, resulting in 6 more frames with no hitboxes, 3 frames with hitboxes, 14 without, and finally 5 more with hitboxes, before moving to the Recovery frames).These are the recovery frames for each attack. The value listed is how many frames exist between the final active hitbox and the player returning to a neutral state where new inputs can be registered. For attacks that have different recovery times based 'on hit' or 'on miss', the normal value is the 'on miss' recovery and the 'on hit' recovery is denoted by [...]. Attacks may have different recovery times on hit/miss due to game balance (for moves without additional active portions) or different animations (for moves that are cancelable on hit/ground or have additional active portions resulting in different animations and stun/advantage).These are the total frame counts for each attack. The value listed here is the total duration of the attack from input until returning to neutral state. For attacks with different hit/miss values, the 'on hit' totals are denoted by [...]. For cancelable or chargeable attacks, a range is shown (e.g. nSig has a total count of 45~105, meaning a minimum count of 45 frames and a maximum count of 105 frames). These values are useful for seeing the full dedication made with each attack, as no new actions can be made until returning to a neutral state.These are the frame advantage received from hitting with an attack. This value is obtained by comparing when the Attacking player returns to a neutral state (i.e. recovery finishes) with when the Attacked player returns to a neutral state (i.e. exits hitstun). Values listed are either positive (the Attacker enters a neutral state X frames before the Attacked enters a neutral state) or negative (the Attacked enters a neutral state X frames before the Attacker enters a neutral state). Provided that the players are in range after the attack, Combos (subsequent attacks with continuous hitstun) are possible with a positive enough advantage, while punishes on hit (Attacked player is able to hit Attacker before Attacker finishes recovery) are possible with negative enough advantage. Attacks with variable hitstun based on opponent's health are denoted by {...}. Attacks were deemed to have variable hitstun if there was a variance between attacks done at 0 (white health) and 100 (orange health). Negative variable hitstuns may become positive after certain health values. All advantages are recorded from hitting on the first possible frame. Additional advantage can be gained from "meaty" hits on many attacks (i.e. the last active portion of an attack strikes on a frame later than the first). For meaty hits, advantage can be adjusted using the frame number the attack connects (e.g. a sAir, with an advantage of 11, strikes on the 7th active frame instead of the 1st, resulting in the hitstun being shifted 6 frames later, giving a new advantage of 17 for that meaty hit).If a portion of the attack (generally active frames, but sometimes startup) can be cut short due to some condition, the condition will be listed here. Common conditions are hit (e.g. some combo starters, grab moves, etc.), ground (coming into contact with the ground, e.g. a dAir divekick), or release (e.g. letting go of a ground pound before it hits or connects with the ground).These are the values for damage inflicted from each attack's full hits against an opponent with armor equal to the Attacker's strength. Expect higher values when striking opponent's with less armor than the Attacker's strength, and lower values when striking opponent's with more armor than the Attacker's strength. For chargeable attacks, a range is shown. Some may have two values, for "sweetspots", generally for attacks with greater damage and force on the first frame, but with a significantly smaller hitbox than the rest of the active frames, denoted by a *.These are the force values for each attack. Each attack has a fixed force, which is constant for any health or strength value, and a variable force, which is modified by strength and the opponent's health. The variable force is denoted by {...}. The best KO attacks tend to have a large variable force, whereas combo starters have very low variable force (if any). Some attacks have portions with less force, however only each moves greatest knockback potential is listed. Some only had ranges available, where the force changes from the first value to the second value over the course of the active frames.This is each attack's maximum horizontal range, with the Legend's exact center point being at a value of 0. Positive values are in the direction of the Legend's facing, and negative values are opposite to the Legend's facing. Comparing ranges can be beneficial for determing which attack will strike before another attack when two player's are attacking towards one another with active hitboxes.This is each attack's maximum vertical range, with the Legend's exact center point being at a value of 0. Positive values are in the direction below the Legend, and negative values are in the direction above the Legend. Comparing ranges can be beneficial for determing which attack will strike before another attack when two player's are attacking towards one another with active hitboxes.Any worthy special notes about attacks are listed here. A " in any cell means it has the same value as the cell above it, generally in cases of different versions/conditions for the same attack.
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May need review due to custom hurtboxing now in effectMay need review due to custom hurtboxing now in effect
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Unarmed<-- The moveset. Each Legend will have 3 movesets; Unarmed and 1 each for their two weapons.
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nLight<-- The neutral Light attack on ground.
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sLight<-- The side Light attack on ground.
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dLight<-- The down Light attack on ground.
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nAir<-- The neutral Light attack in the air.
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sAir<-- The side Light attack in the air.
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dAir<-- The down Light attack in the air.
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dAir(ground)<-- The down Light attack in the air, touching the ground before recover time.
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nSig<-- The neutral Signature attack (neutral Heavy on the ground).
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sSig<-- The side Signature attack (side Heavy on the ground).
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dSig
<-- The down Signature attack (down Heavy on the ground).
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Rec<-- The Recovery attack (Heavy in the air, moves upward).
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GP<-- The Ground Pound attack (down Heavy in the air, moves downward).
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GP(release)<-- The Ground Pound attack, when releasing the hold without contact with an opponent or the ground.
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GP(ground)<-- The Ground Pound attack, when making contact with the ground.
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Example:Example:Example:Example:Example:Example:Example:Example:Example:Example:Example:Example:
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Unarmed
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nLight33(9)6 + [(6)3(14)5]0 [14]21 [63]72532 + {31}145-76
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sLight941326{2}1575~60 + {35~30}136-41
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dLight81~917 [3]34 [12~20]28hit84512497
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nAir65(8)5 + [(12)5]16 [15]40 [56]{0}2171 + {37}138-70
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sAir1671134{11}2045 + {52~44}175100
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dAir520184312235 + {25}81107
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dAir(ground)"2~202027~45-1ground2.2~22"""
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nSig13~73 + ]6[71945~105{-7}20.9~2540 + {65}95-185
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sSig15~82 + ]8[82354~121{-12}16.7~2040 + {55}166-62
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dSig3~73 + ]8[7(8)51647~117{-17} , {-2}16.2~2040 + {60}171101
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Rec119163611553 + {43}69-162
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GP17Until hit2037+active-2hit2243 + {50}-65135
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GP(release)"24~Release748+activerelease
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GP(ground)"Until ground + 41738+activeground
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