BBCF/Iron Tager/Frame Data: Difference between revisions

From Dustloop Wiki
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  |blockstun= |airHit=100, Hard Knockdown |groundHit=Forces Air Hit |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tg/
  |blockstun= |airHit=100, Hard Knockdown |groundHit=Forces Air Hit |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tg/
  |description={{ColumnList |text=*100% minimum damage
  |description={{ColumnList |text=*100% minimum damage
*Hold A to extend active frames
*On successful throw, can cancel into Gadget Finger last 5F  
*On successful throw, can cancel into Gadget Finger last 5F  
*Catches Standing or Crouching only
*Catches Standing or Crouching only
*Counterhit state for entire move
*Counterhit state for entire move
*Attractive from 1-end of active frames
*Attraction forces: (3450X, 0Y) from frame 1, (1150X, 0Y) from frame 8, (2300X, 0Y) during extended active frames.
}}
}}
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*Counterhit state for entire move
*Counterhit state for entire move
*Cannot reduce health below 1
*Cannot reduce health below 1
*Attractive from 6-31F
*Attraction forces: (1000X, 1000Y) from frame 6, (10000X, 1000Y) from frame 21, (2000X, 0Y) from frames 24 to 31.
}}
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}}
}}

Revision as of 16:49, 18 December 2018

Template:CharNav-BBCF

System Data

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:



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
400 All 7 3 11 - - B -
540 Low 10 3 14 - - F -
1000 Mid 15 7 15 - - B -
350 All 8 3 10 - - B -
580 Low 11 3 9 - - F -
1100 Mid 15 2 37 - - B -
800 All 21~52 7 37 - - B -
1000 All 52 7 37 - - B -
620 All 16 2 18 - - B -
1500 High 28 2 33 - - F -
810 Low 13 3 22 - - B -
400 High/Air 7 3 9 - - H -
700 High/Air 10 16 20 - - H -
1050 High/Air 13 5 12 - - H -
1200 High/Air 18 (3) Until L+2 18 - - 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
1100 All 23 7 20 - - B -
1200 All 26 10 18 - - F -
800 All 13 4 14 - - B -
1120 High/Air 23 4 28+7L - - H -

Universal Mechanics

  • All Universal Mechanic moves are in a counterhit state for the entire move.
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 Throw 7 3 23 - - T -
1500 Throw 7 3 23 - - T -
1500 Throw 7 3 23+3L - - T -
0 All 16 2 31 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 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
1200 All 20 3 18 - - B -
1300 (1500) All 35~56 4 20 - - B -
1370 High 22 6 30 - - B -
0, 2500 Throw 6 1-10 29 (Miss), 44 (Hit) - - T -
0, 1200 Unblockable 30 4 30 (Miss), 41 (Hit) - - T -
0, 1400 N/A - - 44 - - T -
2700 Throw 6 3-200 Until L+12 (Miss), 44 (Hit) - - T -
100 Unblockable 7 8-47 16 (Whiff), 27 (Hit) - - T -
1000(250) - - -
1500 All 12 Until Offscreen Total 47 - - P2* -
1500 All 12 Until Offscreen Total 47 - - P2* -
800 All 15 3 13+3L - - H -
1500 All Until Landing 9 33 - - H -
39-113 - - -
1370 High 13 6 30 - - F -
0, 2250 (1350) Unblockable 17~160 3 19 - - T -

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
Normal: 4620
OD: 5220
Throw 5+0 3~138 41 - - T -
220*19, 1800 All, High/Air 7+12 4,2*18 (15) 3 72 - - B -
180*31, 1800 All, High/Air 7+12 4,2*30 (15) 3 72 - - B -
Normal: 3600
OD: 4200
All 9+29 9 35 - - 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
Normal: 600, 0, 70*21, 1150
AF: 600, 0, 75*30, 3300
All Fast: 10
Slow: 20
3 34 - - B -

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
16000 Unblockable 5+16 4 76 - - T -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B[3*] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5C 6A 6B 6C, 3C 5D, 2D, 4D Special
5D - - - - Special
2A[3] 2A 5B, 2B 2C, 3C 5D, 2D, 4D Throw, Jump, Special
2B[3*] - 5B 2C, 3C 2D Special
2C - - 3C - Special
2D - - - - -
6A** - 6B 2C, 6C 5D, 2D, 4D Special
6B[2] - 6B 2C, 6C 5D, 2D, 4D Special
6C - - - 5D, 2D, 4D Jump[-], Special
3C - - - - Special
4D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Special
j.B j.A - j.C j.D Jump***, Special
j.C - j.B - j.D Special
j.D - - - - Special
j.2C - - - - -
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
5B and 2B can be used a combined total of 3 times per string
**6A is the only move that can be special cancelled into Tager's command throws
***j.B is listed as jump cancellable in the frame data, but this is not possible in normal play

Template:CharLinks-BBCF