BBCF/Iron Tager/Frame Data: Difference between revisions

From Dustloop Wiki
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{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF}}
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{{FrameData-BBCF
|version=Genesic Emerald Tager Buster
|subtitle=720C
|cancel=
|damage=Normal: 4260<br/>OD: 5220
|starter=
|p1=
|p2=
|guard=
|level=
|attribute=
|startup=5+0
|active=2-??
|recovery=41
|frameAdv=
|invul=1-6 All
|blockstun=
|airHit=
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/tg/
|description={{ColumnList |text=Minimum Damage 100%
}}
}}
|-
{{FrameData-BBCF
|version=Magna Tech Wheel
|subtitle=236236B
|cancel=
|damage=220*19, 1800
|starter=
|p1=80
|p2=82
|guard=
|level=4
|attribute=
|startup=7+12
|active=4,2*18 (15) 3
|recovery=72
|frameAdv=-56
|invul=1-58 Guard All
|blockstun=
|airHit=60*19, 80
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/tg/
|description={{ColumnList |text=
}}
}}
|-
{{FrameData-BBCF
|version=Magna Tech Wheel OD
|subtitle=236236B
|cancel=
|damage=180*31, 1800
|starter=
|p1=80
|p2=82
|guard=
|level=4
|attribute=
|startup=7+12
|active=4,2*30 (15) 3
|recovery=72
|frameAdv=-56
|invul=1-82 Guard All
|blockstun=
|airHit=60*31, 80
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/tg/
|description={{ColumnList |text=
}}
}}
|-
{{FrameData-BBCF
|version=Terra Break
|subtitle=MTW > 236236B
|cancel=
|damage=Normal: 3600<br/>OD: 4200
|starter=
|p1=80
|p2=82
|guard=
|level=4
|attribute=
|startup=9+46
|active=9
|recovery=35
|frameAdv=-25
|invul=1-13 All
|blockstun=
|airHit=80
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/tg/
|description={{ColumnList |text=
}}
}}
|-
|-
|}
|}

Revision as of 09:33, 23 December 2016

System Data

Health: 13,000
Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20
Movement Options

Magnetism, no Double Jump, no Airdash, no Run


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 7 3 11 - - -
540 10 3 14 - - -
1000 15 7 15 - - -
350 8 3 10 - - -
580 11 3 9 - - -
1100 15 2 37 - - -
800 19~52 7 37 - - -
620 16 2 18 - - -
1500 28 2 33 - - -
810 13 3 22 - - -
400 7 3 9 - - -
700 10 16 20 - - -
1050 13 5 12 - - -
1200 18 Until L+2 18 - - -

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
Normal: 1100
OD: 1200
23 7 20 - - -
1200 26 10 18 - - -
Normal: 800
OD: 1200
13 4 14 - - -
Normal: 1120
OD: 1200
23 4 28+7L - - -

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 7 3 23 - - -
1500 7 3 23 - - -
1500 7 3 23+3L - - -
0 16 2 31 - - -
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
1200 20 3 18 - - -
1300 35 4 15 - - -
1500 56 4 15 - - -
1370 22 6 30 - - -
0, 2500 6 1-10 29 - - -
0, 1200 30 4 30 - - -
0, 1400 - - -
2700 6 1-11 Until L+12 - - -
100 7 8-47 16 - - -
1500 12 Until Offscreen Total 47 - - -
800, 1500 15 3 13+3L - - -
39-113 - - -
0, 2250 17 5-?? 19 - - -

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
Normal: 4260
OD: 5220
5+0 2-?? 41 - - -
220*19, 1800 7+12 4,2*18 (15) 3 72 - - -
180*31, 1800 7+12 4,2*30 (15) 3 72 - - -
Normal: 3600
OD: 4200
9+46 9 35 - - -

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

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

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
Air Revolver Action Table
A B C D Cancels
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