BBCF/Hakumen/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Hakumen
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  |guard=all
  |level=
  |level=0
  |attribute=
  |attribute=BT
  |startup=
  |startup=16
  |active=
  |active=10
  |recovery=
  |recovery=10
  |frameAdv=
  |frameAdv=-10
  |invul=
  |invul=all
  |blockstun=
  |blockstun=9
  |airHit=
  |airHit=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
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  |level=
  |attribute=BT
  |attribute=BT
  |startup=6
  |startup=13
  |active=10
  |active=8
  |recovery=10
  |recovery=10
  |frameAdv=-1
  |frameAdv=
  |invul=All
  |invul=all
  |blockstun=18
  |blockstun=26
  |airHit=42
  |airHit=42
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
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  |attribute=FT
  |startup=
  |startup=16
  |active=
  |active=10
  |recovery=
  |recovery=15
  |frameAdv=
  |frameAdv=-15
  |invul=
  |invul=all
  |blockstun=
  |blockstun=9
  |airHit=
  |airHit=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk2DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk2DGrip
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  |attribute=FT
  |attribute=FT
  |startup=6
  |startup=14
  |active=10
  |active=7
  |recovery=15
  |recovery=31
  |frameAdv=-6
  |frameAdv=
  |invul=All
  |invul=
  |blockstun=18
  |blockstun=
  |airHit=50
  |airHit=50
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk5DGrip
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  |attribute=
  |startup=
  |startup=16
  |active=
  |active=10
  |recovery=
  |recovery=10
  |frameAdv=
  |frameAdv=-10
  |invul=
  |invul=all
  |blockstun=
  |blockstun=9
  |airHit=
  |airHit=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk6DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk6DGrip
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  |attribute=BT
  |startup=6
  |startup=1
  |active=10
  |active=3
  |recovery=10
  |recovery=25
  |frameAdv=-1
  |frameAdv=
  |invul=All
  |invul=
  |blockstun=18
  |blockstun=
  |airHit=33
  |airHit=18+W30
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk6DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/Atk6DGrip
  |description=
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  |attribute=HT
  |startup=
  |startup=30 (9) 42
  |active=
  |active=3, 3
  |recovery=
  |recovery=16
  |frameAdv=
  |frameAdv=-9
  |invul=
  |invul=all
  |blockstun=
  |blockstun=9
  |airHit=
  |airHit=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/AtkAIR5DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/AtkAIR5DGrip
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  |airHit=83
  |airHit=83
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/AtkAIR5DGrip
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/ha/AtkAIR5DGrip

Revision as of 18:38, 11 January 2017

System Data

Health: 12,000
Combo Rate: 60%
Prejump:
Backdash Time 21 / Invul: 1-21 Throw
Forward Dash Time 18 / Invul: None
Movement Options

Double Jump, Air Dash, Dash type: Step


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
300 HL 5 3 6 - - B -
730 HL 10 2 15 - - B -
1100 HL 14 2 20 - - B -
300 all 7 3 9 - - F -
650 L 8 6 15 - - F -
1050 HL 13 3 33 - - B -
1200 L 8 3 28 - - F -
720 HL 12 4 14 - - B -
590, 590 H, HL 18 3, 3 20 - - B,B -
1500 HL 20 3 25 - - B -
1700 HL 25 3 25 - - B -
2000 HL 60 3 25 - - B -
900 HL 10 3 18 - - B -
300 HA 7 3 9 - - H -
650 HA 9 3 20 - - H -
1000 all 12 8 26 - - H -
700 HA 11 12 12 - - H -
1200 HA 16 4 30 - - H -

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
6 14 20 - - -
6 24 20 - - -
6 34 20 - - -
all 16 10 10 - - BT -
0, 1600 13 8 10 - - BT -
1 8 30 - - -
all 16 10 15 - - FT -
0, 1600 14 7 31 - - FT -
1 9 25 - - -
all 16 10 10 - - -
0, 1600 1 3 25 - - BT -
Until landing - - -
all 30 (9) 42 3, 3 16 - - HT -
0, 1600 4 10 6 - - HT -

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
1500 T 7 3 23 - - T -
750*2 T 7 3 23 - - T -
200, 1300 T 7 3 23+3L - - T -
0 all 13 12 18 - - B -
1000 B 20 1 25 - - B -
1000 B 30~61 1 25 - - B -

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
950 all 14 3 15 - - B -
1000*2 L,HL 9 3 (12) 3 21 - - F, B -
2100, 800 HA,LA 21 3 (14) 3 18 - - B,F -
18T - - -
1060 HL 6 7 16 - - B -
950 all 12 16 Total 35 - - HBFP* -
1500 HL 11 3 35 - - H -
2500 B 15 3 22 - - H -
all 4 24 8~13 (Placeholder) - - BT -
all 1 3 6 - - BT -
0, 1500 all 1, 25 4 (23) 3 24 - - BT -
900 all 1 92 - - HBFP* -

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
3500 All 14+7 4 41 - - B -
5000 UNB 14+86 4 41 - - B -
Normal: 2500
OD: 3000
all 14+11 Until Offscreen - - HBFP*(3) -
16+120 - - -
1 27 17 - - -
Normal: 3200
OD: 1800, 150*18, 2100
UNB 1+33 12 39 - - B -

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
4 20 - - -

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
Death 1+0 20 1+37 - - HBF -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special
5B 5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special
5C - - - - Special
2A[3] 5A[*], 2A[*], 6A 5B[*] 3C[*] Yes Throw, Special
2B 5A[*], 2A[*] - - Yes Special
2C - - - - Jump[-], Special
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Super
Air Revolver Action Table
A B C D Cancels
j.A j.A[*] j.B[*] - - Throw, Special
j.B j.A[*], j.2A[*] - - - Jump, Special
j.C - - - - Special
j.2A - - j.C[*] - Jump, Special
j.2C - - - - Special
* = Delayed cancel
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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only