BBCF/Jubei/Frame Data: Difference between revisions

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< BBCF‎ | Jubei
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Rising Justice|subtitle=236C
  |version=Rising Justice|subtitle=236C
  |cancel=R |damage=800 |starter=Normal |p1=80 |p2= |guard=All
  |cancel=R |damage=800 |starter=Normal |p1=80 |p2=85 |guard=All
  |level=2 |attribute=P1* |startup=30 |active=300 |recovery=Total 53 |frameAdv=0 |invul=
  |level=2 |attribute=P1* |startup=30 |active=300 |recovery=Total 53 |frameAdv=0 |invul=
  |blockstun=13+10 |airHit=14+10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jb/
  |blockstun=13+10 |airHit=14+10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jb/
  |description=
  |description=*300F Duration
}}
}}
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|-
{{FrameData-BBCF
{{FrameData-BBCF
  |version=Air Rising Justice|subtitle=j.236C
  |version=Air Rising Justice|subtitle=j.236C
  |cancel=R |damage=800 |starter=Normal |p1=80 |p2= |guard=All
  |cancel=R |damage=800 |starter=Normal |p1=80 |p2=85 |guard=All
  |level=2 |attribute=P1* |startup=30 |active=300 |recovery=Total 61+3L |frameAdv= |invul=
  |level=2 |attribute=P1* |startup=30 |active=300 |recovery=Total 61+3L |frameAdv= |invul=
  |blockstun=13+10 |airHit=14+10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jb/
  |blockstun=13+10 |airHit=14+10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jb/
  |description=
  |description=*300F Duration
}}
}}
|-
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Revision as of 09:39, 22 May 2018

System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 28 / Invul: 1-7
Movement Options

Double Jump, 1 Air Dash, Short Jump, Dash type: 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
300 All 6 2 13 - - B -
500 Mid 8 3 16 - - B -
570*2 Mid 12 3(8)3 19 - - B -
300 All 7 3 13 - - F -
550 Low 9 3 12 - - F -
660 Mid 12 6 17+16L - - B -
550*2 Mid, Low 13 3(11)3 21 - - F -
36 - - -
1200 Mid 9 4 14 - - B -
36 - - -
800*2 Low, Mid 9 3(3)3 19 - - F, B -
800 High 25 3 18 - - B -
300*2 High/Air 8 2(6)2 14 - - H -
600 High/Air, All 10 2(6)3 18 - - H -
700*2 High/Air 13 2(9)2 14 - - H -
800 High/Air 10 3 20 - - 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
300, 880 Mid 18 10 30 - - B -
300, 880 Mid 14 10 30 - - B -
300, 880 All 16 Until L 33 - - H -
300, 880 All 12 Until L 33 - - H -
300, 880 All 16 Until L 33 - - H -
300, 880 All 12 Until L 33 - - H -
550*4 All 28 10,10,10,10 17 - - D* -
550*4 Al 20 10,10,10,10 17 - - D* -

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 Throw(70) 7 3 23 - - T -
500, 1000 Throw(70) 7 3 23 - - T -
1500 Throw(70) 7 3 23+3L - - T -
0 All 13 3 30 - - 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
600*2, 900 All 13 2(4)2(10)3 11+7L - - B -
600*4, 900 All 13 2(4)2(4)2(7)4(13)3 18+14L - - B*4, H -
600*2, 900 All 13 2(4)2(10)3 Until L+7 - - H -
600*4, 900 All 13 2(4)2(4)2(7)4(13)3 Until L+14 - - H -
600 All 13 3 17 - - B -
600 All 11 3 17 - - H -
600 All 8 3 17 - - B -
600 All 8 3 17 - - H -
600 All 8 3 17 - - B -
600 All 8 3 17 - - H -
600 All 8 3 20 - - B -
600 All 8 3 20 - - H -
1200 All 9 3 23+9L - - H -
1200 All 9 3 Until L+9 - - H -
800 All 12 4 19+12L - - H -
800 All 12 4 Until L+12 - - H -
950 Low 13 2 22 - - F -
950 Low Until L+?? 2 22 - - F -
870 High/Air 15 3 12+11L - - H -
300*n, 600 All 19 6,3*n(8)4 24 - - H*n, B -
1100 All 22 3 16+9L - - B -
1600 Unblockable 48 1 16+9L - - B -
1100 All Until L+5? 3 16+9L - - B -
1600 All Until L+31? 1 16+9L - - B -
Total 25+5L - - -
Total 31+5L - - -
800 All 30 300 Total 53 - - P1* -
800 All 30 300 Total 61+3L - - P1* -
950 Low/Air 13 2 26 - - F -
870 High/Air 25 3  ??+10L - - H -
870 High/Air 17 3 13+11L - - H -
300*n, 600 All 16 6,3*n(8)4 24 - - H*n, B -
300*n, 600 All 15 3*n(8)4 24 - - H*n, B -
1100 All 21 3 16+9L - - B -
1600 Unblockable 49 1 16+9L - - B -
Total 23 - - -
Total 23 - - -
Total 20 - - -
Total 21 - - -

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: 1000, 200*n, 2500
OD: 1000, 200*n, 800*5
All 4+1 Until L 40 - - H -
Normal: 1250, 200*n, 2500
OD: 1250, 200*n, 800*5
All 4+1 Until L 40 - - H -
Normal: 1000*2, 2000
OD: 1000*2, 400*9
All 12+1 12 39 - - B -
Normal: 1250*2, 2000
OD: 1250*2, 400*9
All 12+1 12 39 - - B -
3+0 1 - - -

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, 1100*2
AF: 600, 1100*2, 3000
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
0, 4300*9, 9000, 20000 All 4+7 3 83 - - B -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5C 6A 6B 2C, 3C 5D Jump[-], Special
5D - - - - Special[-] (2nd hit)
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2B[1] 6A 6B 5C, 2C, 3C 5D Special
2C - - - j.D, j.6D Jump, Special
3C - - - 5D Jump[-], Special
6A (attack) - - - - Special
6B (attack) - - - - Jump (2nd hit), Special (2nd hit)
6C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D, j.6D Throw, Jump, Special
j.B - - - j.D, j.6D Jump, Special
j.C - - - j.D, j.6D Jump, Special
j.2C - - - j.D, j.6D Special
j.D - - - - Special[-] (2nd hit)
j.6D - - - - Special[-] (2nd hit)
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