BBCF/Kokonoe/Frame Data: Difference between revisions

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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% [20%] (187 [250])
*Minimum Damage 15% [20%]: 187 [250]
}}
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% [20%] (187 [250])
*Minimum Damage 15% [20%]: 187 [250]
}}
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% [20%] (187 [250])
*Minimum Damage 15% [20%]: 187 [250]
}}
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% [20%] (187 [250])
*Minimum Damage 15% [20%]: 187 [250]
}}
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% (648 [972])
*Minimum Damage 15%: 648 [972]
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15% (225 [300])
*Minimum Damage 15%: 225 [300]
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 100% (1000 [1200])
*Minimum Damage 100%: 1000 [1200]
}}
}}
}}
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|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Normal Black hole will appear offscreen if done too close to corner. OD version will appear in corner.
*Normal Black hole will appear offscreen if done too close to corner. OD version will appear in corner.
*Minimum Damage 100% (1200 [1800])
*Minimum Damage 100%: 1200 [1800]
}}
}}
}}
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*Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180
*Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180
*1st-59th hit have Minimum Damage 5%
*1st-59th hit have Minimum Damage 5%
*60th hit onwards have Minimum Damage 20%
*60th hit onward have Minimum Damage 20%
}}
}}
}}
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{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10% (294 {586+16})
*Minimum Damage 10%: 294 {586+16}
}}
}}
}}
}}

Revision as of 06:09, 15 October 2019

System Data


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
5A
5B
5C
2A
2B
2C
6A
  • Invincibility lasts until end of active frames
  • Values in [] are at Max charge
6B
  • Values in [] are at Max charge
6C
  • Fatal Counter
3C
j.A
  • First hit to hit the opponent will have base damage 220, remaining hits 110
j.B
j.C
j.2C
  • Fatal Counter

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
Summon Gravitron
D
  • Gravitron appears on 15
Retrieve Gravitron
214D (air OK)
Activate Gravitron
236D (air OK)
  • Values in [] are during OD
  • Only attacks when opponent is in hitstun

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
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

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
Armanent No.4 (Alpha) "Flame Cage v1.43"
214A/B/C (air OK)
Flame Cage Attack
Reflected Flame Cage
Armament No.2 "Broken Bunker Assault v2.21"
236A
Armament No.2 "Broken Bunker Assault v2.21"
236[A]
Broken Bunker Delayed Hit
Armanent No.5 "Banishing Rays v3.10" A
22A
Armanent No.5 "Banishing Rays v3.10" B
22B
  • Lightning Rod is planted on 36
Banishing Rays Detonate
Armanent No.3 "Absolute Zero v4.32"
236C
  • Freezes for 120. Freeze Count 5
  • Does N hits on block. Chip damage 10%
  • On hit immediately goes into Additional Attack
Absolute Zero Additional Attack
  • Startup listed is based on time between opponent getting hit and first bullet appearing
  • On hit and with 50 Heat, immediately goes into followup Crime of Greed
Armanent No.9 "Aerial Powerdrive Solid Wheel v3.37"
236B (air OK)
Armanent No.6 "Planar Haze v1.24"
22C

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
A Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214A
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
B Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214B
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
C Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214C
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Air Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
j.214214A/B/C
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Flaming Belobog
  • Values in [] are during OD
  • Minimum Damage 15%: 648 [972]
Reflected Flaming Belobog
  • Values in [] are during OD
  • Minimum Damage 15%: 225 [300]
Armanent No.8 "Crime of Greed v1.00"
  • Values in [] are during OD
  • Minimum Damage 100%: 1000 [1200]
Armanent No.7 "Jamming Dar v1.65"
632146D
  • Values in [] are during OD
  • Normal Black hole will appear offscreen if done too close to corner. OD version will appear in corner.
  • Minimum Damage 100%: 1200 [1800]
Armanent No.00 "Dreadnought Destroyer"
64641236C (air OK)
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th-79th: 180. 80th-99th: 140. 100th+: 100
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onwards have Minimum Damage 20%
Armanent No.01 "Super Dreadnought Exterminator"
During OD 64641236C (air OK)
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onward have Minimum Damage 20%

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
Armament No. 11 "Full Metal Heavy Weapon v2.05"
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 294 {586+16}

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
Armanent No.99 the "Match Destroyer: Ultimate Impact"
720D

Revolver Action Table

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

Navigation


To edit frame data, edit values in BBCF/Kokonoe/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.