BBCF/Es/Frame Data: Difference between revisions

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< BBCF‎ | Es
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{{FrameData-BBCF
|version=Type: Exterminator "Artorius"
|subtitle=236236C
|cancel=
|damage=
|starter=
|p1=
|p2=
|guard=
|level=5
|attribute=
|startup=4+14
|active=3
|recovery=64
|frameAdv=
|invul=1-18 All
|blockstun=
|airHit=
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/es/
|description={{ColumnList |text=
}}
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Revision as of 00:30, 23 December 2016

System Data

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time 24 / Invul: 1-5
Movement Options

Double Jump, 1 Arched Airdash, Dash type: Run


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 6 4 9 - - -
600 8 5 18 - - -
750 12 3 26 - - -
300 7 3 9 - - -
530 10 3 20 - - -
800 10 3 32 - - -
790 13 3 24 - - -
650 26 3 20 - - -
760 14 4 22 - - -
700 17 3 18 - - -
700 7 3 18 - - -
300 7 6 7 - - -
630 9 3 18 - - -
770 7 3 19 - - -
850 12 4 26 - - -

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 25 5 29 - - -
730 23 5 29 - - -
740 49 3 - - -
740*2 49 3 (7) 3 - - -
760 30 6 21 - - -
760 27 6 21 - - -
740 113 3 - - -
740*2 113 3 - - -
850 25 6 14+10L - - -
850 23 6 14+10L - - -
740 78 3 - - -
740*2 78 3 (7) 3 - - -
800 23 5 23 - - -
800 21 5 23 - - -
740 141 3 - - -
740*2 141 3 (7) 3 - - -

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
500*3 7 3 23 - - -
1500 7 3 23 - - -
1500 7 3 23+3L - - -
0 13 3 32 - - -
1000 20 1 25 - - -
1000 30~61 1 25 - - -

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 15 30? Total 44 - - -
800 27 122? Total 48 - - -
800 16 30? Total 42 - - -
1200 - - -
800 17 Until Ground/Offscreen Total 47 + 9L - - -
800 26 Until Ground/Offscreen Total 47 + 9L - - -
800 13 Until Ground/Offscreen Total 39 + 9L - - -
880*2 13 3 (12) 9 Until L+12 - - -
880*2 10 3 (12) 6 Until L+12 - - -
800 Ground: 56
Air: 53
6 - - -
600 22 8 40 Total - - -
1000 8~22 4 22 - - -
800 8~22 6 - - -
1000 11 4 23+7L - - -
800 19 4 - - -
1000 27 4 Until L+13 - - -
1300 36 3 Until L+13 - - -
800 12 - - -
0, 3000 28 12 Until L+24 - - -
36 - - -
600 10 12 8 - - -
600 10 6 7 - - -
900 15 4 12 - - -

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 3+6 Until Offscreen 23+12L - - -
2200, 220*N 3+6 Until Offscreen 23+12L - - -
2200 3+6 Until Offscreen Until L+15 - - -
2200, 220*N 3+6 Until Offscreen Until L+15 - - -
Normal: 1000, 2500
OD: 1000, 150*6, 2500
6+15 9 24 - - -
4+16 - - -

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
Fast: 10
Slow: 20
3 18+8L - - -

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
4+14 3 64 - - -

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