BBCF/Bang Shishigami/Frame Data: Difference between revisions

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Revision as of 06:18, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
  • Fatal Counter
  • Bonus Proration 110%
  • First 6 active frames only hit above Bang
2A
2B
2C
6A
6B
  • Fatal Counter
6C
3C
  • Fatal Counter
  • 110% Bonus Proration
j.A
j.AA, j.AAA
j.B
j.C
j.2C
j.4B

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
2D
  • Guards High and Mid attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
6D
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
j.D
  • Guards High and Mid attacks
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
  • Fatal Counter
  • Cannot do any actions until landing and is in CH state after inv during the fall.

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Ground Throw
  • 100% Minimum Damage
  • Can cancel into air dash on hit
Air Throw
  • 100% Minimum Damage
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Bang's Unstoppable Double Palm Thrust
623B
Bang's Heavenly Double Palm Thrust
j.623B
Bang's Void Tempest Kick
623C
Bang's Void Tempest Kick EX
j.623C
A Bang-style Shuriken
j.236A
  • Can cancel into Flaming Air Attack (float) on 17
A Bang-style Shuriken *3
j.236AD
B Bang-style Shuriken
j.236B
  • Can cancel into Flaming Air Attack (float) on 17
B Bang-style Shuriken *3
j.236BD
C Bang-style Shuriken
j.236C
  • Can cancel into Flaming Air Attack (float) on 30
  • Sticks opponent in place for 60
C Bang-style Shuriken *3
j.236CD
  • Sticks opponent in place for 60
D Bang-style Shuriken
j.236D
Flaming Air Attack
j.22A
  • Can only be used once per jump
  • Costs 1 air action
  • Can cancel into actions on 9
Set Nail
214A/B/C/D
Air Set Nail
j.214A/B/C/D
Bang's Steel Rain
632146B
  • Shoots 60 nails total?
  • Nails appear in 2F intervals
Nail Dash
Direction while on Set Nail
FRKZ Dash
Direction during OD
  • FRKZ Dash has additional properties depending on what Seals Bang has active.
  • 5D Seal allows Bang to pass through opponents
  • 6D Seal gives the dash some Projectile Inv

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Shishigami-style Secret Technique: "Fatal Eruption"
2363214C
  • Values in [] are during OD
  • Minimum damage 15%: 1010 [1374]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"
236236A
  • Values in [] are during OD
  • Minimum Damage 20%: 740 [833]

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Bang's Dancing Petal Storm
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {595+39}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Shishigami-style Forbidden Technique: "The Ultimate Bang"
j.6321463214D
  • On autoguard, can cancel into shadowstep

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C 6A 6B 2C 5D, 2D, 6D Jump, Special
5D - - - - Jump[-], Special
2A[2] 2A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 6C, 2C, 3C 5D, 2D, 6D Jump[-], Special
2C - - - 5D, 2D, 6D Jump[-], Special
2D - - - - Jump, Special
6A[2] - 5B, 6B 6C, 2C - Special
6B - - - - -
6C - - - j.D Jump, Special
3C - - - - -
6D - - - - Jump[-], Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B - - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Jump[-], Special[-]
j.4B - - - - Jump, Special
j.2C - - - j.D Special
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
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Bang Shishigami/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.