BBCF/Es/Frame Data: Difference between revisions

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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCPE}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=5A
  |version=5A
  |damage=300
  |damage=300
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=5B
|version=5B
  |damage=600
  |damage=600
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=5C
|version=5C
  |damage=750
  |damage=750
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=2A
|version=2A
  |damage=300
  |damage=300
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=2B
|version=2B
  |damage=530
  |damage=530
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=2C
|version=2C
  |damage=800
  |damage=800
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=6A
|version=6A
  |damage=650
  |damage=650
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=6B
|version=6B
  |damage=760
  |damage=760
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=6C
|version=6C
  |damage=700
  |damage=700
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=dash 6C
|version=dash 6C
  |damage=700
  |damage=700
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=3C
|version=3C
  |damage=790
  |damage=790
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.A
|version=j.A
  |damage=300
  |damage=300
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.B
|version=j.B
  |damage=630
  |damage=630
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.BB
|version=j.BB
  |damage=770
  |damage=770
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.C
|version=j.C
  |damage=850
  |damage=850
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.2B
|version=j.2B
  |damage=600
  |damage=600
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.2BB
|version=j.2BB
  |damage=600
  |damage=600
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=j.2BBB
|version=j.2BBB
  |damage=900
  |damage=900
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=[[BBCPE/Defense#Counter_Assault|Counter Assault]]
  |version=[[BBCPE/Defense#Counter_Assault|Counter Assault]]
  |damage=0
  |damage=0
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=[[BBCPE/Offense#Crush_Trigger|Crush Trigger]]
  |version=[[BBCPE/Offense#Crush_Trigger|Crush Trigger]]
  |damage=
  |damage=
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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCPE}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=5D
|version=5D
|damage=730
|damage=730
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=5D (Overdrive)
|version=5D (Overdrive)
|damage=730
|damage=730
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}}
}}


{{FrameData-BBCPE
{{FrameData-BBCF
|version=5D Crest
|version=5D Crest
|damage=
|damage=
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version= 2D
|version= 2D
|damage=760
|damage=760
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version= 2D (Overdrive)
|version= 2D (Overdrive)
|damage=760
|damage=760
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=2D Crest
|version=2D Crest
|damage=
|damage=
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=6D
|version=6D
|damage=850
|damage=850
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=6D (Overdrive)
|version=6D (Overdrive)
|damage=850
|damage=850
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=6D Crest
|version=6D Crest
|damage=
|damage=
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{{FrameData-BBCPE
{{FrameData-BBCF
|version=jD
|version=jD
|damage=800
|damage=800
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=jD (Overdrive)
|version=jD (Overdrive)
|damage=800
|damage=800
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|-
|-


{{FrameData-BBCPE
{{FrameData-BBCF
|version=jD Crest
|version=jD Crest
|damage=
|damage=
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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCPE}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=Forward Throw
|version=Forward Throw
  |damage=1500
  |damage=1500
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=Backward Throw
|version=Backward Throw
  |damage=1500
  |damage=1500
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}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
|version=Air Throw
|version=Air Throw
  |damage=1500
  |damage=1500
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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCPE}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Shooter "Breunor" A
  |version=Type:Shooter "Breunor" A
  |subtitle=236A
  |subtitle=236A
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Shooter "Breunor" B
  |version=Type:Shooter "Breunor" B
  |subtitle=236B
  |subtitle=236B
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Shooter "Breunor" AB
  |version=Type:Shooter "Breunor" AB
  |subtitle=236AB
  |subtitle=236AB
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Shooter "Breunor" BA
  |version=Type:Shooter "Breunor" BA
  |subtitle=236BA
  |subtitle=236BA
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type:Shooter "Breunor" A
  |version=Air Type:Shooter "Breunor" A
  |subtitle=j.236A
  |subtitle=j.236A
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type:Shooter "Breunor" B
  |version=Air Type:Shooter "Breunor" B
  |subtitle=j.236B
  |subtitle=j.236B
Line 1,083: Line 1,083:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Slasher "Griflet"
  |version=Type:Slasher "Griflet"
  |subtitle=623C
  |subtitle=623C
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Buffed Type:Slasher "Griflet"
  |version=Buffed Type:Slasher "Griflet"
  |subtitle=623C
  |subtitle=623C
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type:Slasher "Griflet"
  |version=Air Type:Slasher "Griflet"
  |subtitle=j.623C
  |subtitle=j.623C
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Assaulter "Erec"
  |version=Type:Assaulter "Erec"
  |subtitle=214A
  |subtitle=214A
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Slasher "Gawain"
  |version=Type:Slasher "Gawain"
  |subtitle=214B
  |subtitle=214B
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Buffed Type:Slasher "Gawain"
  |version=Buffed Type:Slasher "Gawain"
  |subtitle=214B
  |subtitle=214B
Line 1,245: Line 1,245:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Charged Type:Slasher "Gawain"
  |version=Charged Type:Slasher "Gawain"
  |subtitle=214[B]
  |subtitle=214[B]
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Buffed Charged Type:Slasher "Gawain"
  |version=Buffed Charged Type:Slasher "Gawain"
  |subtitle=214[B]
  |subtitle=214[B]
Line 1,299: Line 1,299:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Slasher "Mordered"
  |version=Type:Slasher "Mordered"
  |subtitle=214C
  |subtitle=214C
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|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Buffed Type:Slasher "Mordered"
  |version=Buffed Type:Slasher "Mordered"
  |subtitle=214C
  |subtitle=214C
Line 1,353: Line 1,353:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Slasher "Mordred" Additional Attack
  |version=Type:Slasher "Mordred" Additional Attack
  |subtitle=214C -> 214C
  |subtitle=214C -> 214C
Line 1,380: Line 1,380:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Buffed Type:Slasher "Mordred" Additional Attack
  |version=Buffed Type:Slasher "Mordred" Additional Attack
  |subtitle=214C -> 214C
  |subtitle=214C -> 214C
Line 1,407: Line 1,407:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type:Enchanter "Bors"
  |version=Type:Enchanter "Bors"
  |subtitle=214D
  |subtitle=214D
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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCPE}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Shooter "Palamedes"
  |version=Type: Shooter "Palamedes"
  |subtitle=632146A
  |subtitle=632146A
Line 1,470: Line 1,470:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Shooter "Palamedes" (OD)
  |version=Type: Shooter "Palamedes" (OD)
  |subtitle=632146A
  |subtitle=632146A
Line 1,500: Line 1,500:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type: Shooter "Palamedes"
  |version=Air Type: Shooter "Palamedes"
  |subtitle=j.632146A
  |subtitle=j.632146A
Line 1,529: Line 1,529:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type: Shooter "Palamedes" (OD)
  |version=Air Type: Shooter "Palamedes" (OD)
  |subtitle=j.632146A
  |subtitle=j.632146A
Line 1,559: Line 1,559:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Shooter "Palamedes"
  |version=Type: Shooter "Palamedes"
  |subtitle=632146B
  |subtitle=632146B
Line 1,588: Line 1,588:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Shooter "Palamedes" (OD)
  |version=Type: Shooter "Palamedes" (OD)
  |subtitle=632146B
  |subtitle=632146B
Line 1,618: Line 1,618:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type: Shooter "Palamedes"
  |version=Air Type: Shooter "Palamedes"
  |subtitle=j.632146B
  |subtitle=j.632146B
Line 1,647: Line 1,647:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Air Type: Shooter "Palamedes" (OD)
  |version=Air Type: Shooter "Palamedes" (OD)
  |subtitle=j.632146B
  |subtitle=j.632146B
Line 1,677: Line 1,677:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Slasher "Galahad"
  |version=Type: Slasher "Galahad"
  |subtitle=632146C
  |subtitle=632146C
Line 1,706: Line 1,706:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Slasher "Galahad" (OD)
  |version=Type: Slasher "Galahad" (OD)
  |subtitle=632146C
  |subtitle=632146C
Line 1,736: Line 1,736:


|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Enchanter "Percival"
  |version=Type: Enchanter "Percival"
  |subtitle=632146D
  |subtitle=632146D
Line 1,766: Line 1,766:
}}
}}
|-
|-
{{FrameData-BBCPE
{{FrameData-BBCF
  |version=Type: Enchanter "Percival" (OD)
  |version=Type: Enchanter "Percival" (OD)
  |subtitle=632146D
  |subtitle=632146D

Revision as of 12:06, 25 October 2016

Normals

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
300 All 6 - - -
600 All 8 - - -
750 All 12 - - -
300 All 7 - - -
530 L 10 - - -
800 All 10 - - -
650 H 26 - - -
760 All 14 - - -
700 All 17 - - -
700 All 7 - - -
790 L 13 - - -
300 7 - - -
630 9 - - -
770 7 - - -
850 H 12 - - -
600 All 10 - - -
600 - - -
900 - - -
0 all - - -
B - - -

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
730 All 25 - - -
730 All 23 - - -
All 49 - - -
760 All 30 - - -
760 All 27 - - -
All 113 - - -
850 All 25 - - -
850 All 23 - - -
All 78 - - -
800 All 23 - - -
800 All 21 - - -
All 141 - - -

Throws

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
1500 - - ground throw -
1500 - - ground throw -
1500 - - air throw -

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
800 All 15 - - -
800 All 27 - - -
1200 All - - -
1200 All - - -
800 All - - -
800 All - - -
880, 880 All 13 - - -
880, 880, 800 All 13 - - -
880, 880 All 10 - - -
32 - - -
1000 H 27 - - -
1000, 800 H 27 - - -
1300 H 36 - - -
1300, 800 H 36 - - -
1000 All 17 - - -
1000 All 17 - - -
1000 All 17 - - -
1000 All 17 - - -
36 - - -

Distortion Drives

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
2200 2+6 - - -
2200, 220*n 2+6 - - -
2200 2+6 - - -
2200, 220*n 2+6 - - -
2200 All 2+6 - - -
2200, 220*n 2+6 - - -
2200 2+6 - - -
2200, 220*n 2+6 - - -
1000, 2500 5+9 - - -
1000, 150*6, 2500 5+9 - - -
3+10 - - -
3+10 - - -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special
5C - - 2C, 3C 5D, 2D, 6D Jump[-], Special
2A 5A, 6A 5B, 2B, 6B 5C, 2C, 6C , 3C 5D, 2D, 6D Throw, Special
2B - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - - 5C, 3C 5D, 2D, 6D Jump, Special
6A - 6B 3C 5D. 2D. 6D Special
6B - - - - Jump[-], Special
6C - - - 5D, 2D, 6D Special
3C - - - 5D, 2D, 6D Special
5D - - - - Special
2D - - - - Jump, Special
6D - j.2B - - Jump[-], Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C j.D Throw, Jump, Special
j.B - j.2B j.C j.D Throw, Jump[-], Special
j.C - j.2B[-] - j.D[-] Special[-]
j.D - - - - Special
j.2B - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only