BBCF/Lambda-11/Frame Data: Difference between revisions

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(Undo revision 66046 by Shtkn (talk))
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==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Spike Chaser</font> ======
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{{MoveData
|-
|image=BBCP_Lambda_SpikeChaser.png
{{FrameDataHeader-BBCF}}
|input=214D
|-
|caption=Use, but don't abuse
{{FrameData-BBCF
|name=Spike Chaser
  |version=Act Parser Zwei
|data=
|subtitle=236A
{{AttackData-BBCF
|cancel=
|damage=1200
|starter=
|p1=80
|p2=
|guard=
|level=5
|attribute=
|startup=27
|active=Normal: 31<br/>OD: Until Offscreen
|recovery=Total 69
|frameAdv=
|invul=
|blockstun=
|airHit=40+0
|description=Lambda summons a wave of spikes that travel half of the screen. Lambda summons the spikes sooner than in previous games. Used as a tool to hinder the opponent's approach, or to make them move a certain way; also has some use in combos. In OD, Spike Chaser travels the entire screen.
}}
}}
 
====== <font style="visibility:hidden" size="0">Sickle Storm</font> ======
{{MoveData
|image=BBCP_Lambda_SickleStorm.png
|caption=Pizza Cutter
|input=236D
|name=Sickle Storm
|data=
{{AttackData-BBCF
|cancel=
|damage=400*4
|starter=
|p1=80
|p2=79
|guard=
|level=3
|attribute=
|startup=37
|active=Until Offscreen
|recovery=Total 61
|frameAdv=
|invul=
|blockstun=
|airHit=30+4
|description=Lambda summons a circular saw in front of her, hits multiple times. Lambda summons the saw sooner than in previous games. Mainly used as a tool/oki to lock the opponent down. The OD version summons two saws that move in opposite directions.
}}
}}
 
====== <font style="visibility:hidden" size="0">Crescent Saber</font> ======
{{MoveData
|image=BBCP_Lambda_CrescentSaber.png
|input=j.214D
|caption=Less horizontal range than Nu's
|name=Crescent Saber
|data=
{{AttackData-BBCF
|cancel=
|damage=1000
|starter=
|p1=80
|p2=
|guard=
|level=3
|attribute=
|startup=16
|active=9
|recovery=Total Until L+9
|frameAdv=
|invul=
|blockstun=
|airHit=40+7
|description=Lambda summons a curved blade that starts above her and arcs downward. Mainly used to end air D combos. The OD version bounds, allowing Lambda to pickup with 2B for a combo afterwards.
}}
}}
 
====== <font style="visibility:hidden" size="0">Gravity Seed</font> ======
{{MoveData
|image=BBCS_Lambda_GravitySeed.png
|input=214A/B/C
|caption=Combo tool. Field is useful for zoning.
|name=Gravity Seed
|data=
{{AttackData-BBCF
|version=Gravity Seed
|cancel=
|damage=300
|starter=
|p1=80
|p2=99
|guard=
|level=4
|attribute=
|startup=13
|active=3
|recovery=18
|frameAdv=
|invul=
  |blockstun=
|airHit=45
}}
{{AttackData-BBCF
|version=Gravity Seed (Field)
|damage=-
|cancel=
|p1=--
|p2=--
|smp=
|starter=
|guard=
|startup=35
|active=3
|recovery=220
|frameAdv=-
|hitbox=lambda/214a
|description=
*Fatal Counter
Lambda creates a field that slows down the opponent and appears either close (A), medium (B) or long (C) range. When casting the field, there is a hitbox in Lambda's hands; on hit, the opponent floats. Uses up Lambda's Gravity Gauge, which needs to refill before using it again. Only takes about 30% of the Gravity Gauge if the actual hit of the move whiffs.
}}
}}
 
====== <font style="visibility:hidden" size="0">Act Parser Zwei</font> ======
{{MoveData
|image=BBCS_Lambda_ActParserA.png
|input=236A
|caption=Advancing on your position
|name=Act Parser Zwei
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=
  |damage=
Line 937: Line 810:
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
|description=Lambda teleports towards the opponent. Has some use in certain combos, but is mainly used as a tool to continue pressure after a D string or fake the opponent out with gimmicky shenanigans. At any point during the move, Lambda can cancel into a throw, Act Parser Tri, Act Parser Tri: Cavalier or Exiga Nail.
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=*Can go through opponent 8-13.
*Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">Act Parser Tri</font> ======
{{FrameData-BBCF
{{MoveData
|version=Act Parser Tri
|image=BBCF_Lambda_ActParserTri.png
|subtitle=236B
|input=236B
|caption=Breaking midsections
|name=Act Parser Tri
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=800
  |damage=800
Line 964: Line 834:
  |blockstun=16
  |blockstun=16
  |airHit=31
  |airHit=31
|description=Lambda teleports towards the opponent and attacks with a double kick. This move has three follow-ups, and Lambda can cancel into them before the double kick comes out.
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=*Can cancel into Act Parser followups on hit/block.
*Can cancel into Act Parser followups on whiff ??-??
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">Act Parser Tri: Spada</font> ======
{{FrameData-BBCF
{{MoveData
|version=Act Parser Tri: Spada
|image=BBCS_Lambda_ActParserSpada.png
|subtitle=236B > A
|input=6A (During Tri)
|caption=Backflip
|name=Act Parser Tri: Spada
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=1100
  |damage=1100
Line 991: Line 858:
  |blockstun=18
  |blockstun=18
  |airHit=45
  |airHit=45
|description=
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
Lambda performs a backflip that can cross the opponent up depending on the distance it is used from. The backflip is an overhead, but follow-ups are only possible with Counter Hit or an RC.
|description={{ColumnList |text=
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">Act Parser Tri: Blade</font> ======
{{FrameData-BBCF
{{MoveData
|version=Act Parser Tri
|image=BBCS_Lambda_ActParserB.png
|subtitle=236B > B
|input=6B (During Tri)
|caption=Breaking Ankles
|name=Act Parser Tri: Blade
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=950
  |damage=950
Line 1,019: Line 881:
  |blockstun=16
  |blockstun=16
  |airHit=40
  |airHit=40
|description=Lambda teleports towards the opponent and hits low. This is her 236B from past games. With 50 meter or the corner, Lambda can combo after this move.
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">Act Parser Tri: Cavalier</font> ======
{{FrameData-BBCF
{{MoveData
|version=Act Parser Tri: Cavalier
|image=BBCS_Lambda_ActParserC.png
|subtitle=236C or 236B > C
|input=236C (or 6C during Tri)
|caption=CHARGE
|name=Act Parser Tri: Cavalier
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=1500
  |damage=1500
Line 1,046: Line 904:
  |blockstun=20
  |blockstun=20
  |airHit=60, 36 after Wall
  |airHit=60, 36 after Wall
|description=
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
*Fatal Counter
|description={{ColumnList |text=
Lambda teleports towards the opponent and tackles them. Covers more distance than in previous games. Used at midscreen and in the corner as a main combo route.
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">Exiga Nail</font> ======
{{FrameData-BBCF
{{MoveData
|version=Sickle Storm
|image=BBCP_Lambda_Exiga_Nail.png
|subtitle=236D
|input=22D
|cancel=
|caption= Not a reversal
|damage=400*4
|name=Exiga Nail
|starter=
|data=
|p1=80
{{AttackData-BBCF
|p2=79
|guard=
|level=3
|attribute=
|startup=37
|active=Until Offscreen
|recovery=Total 61
|frameAdv=
|invul=
|blockstun=
|airHit=30+4
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=During OD, fires 2 blades with same properties
}}
}}
|-
{{FrameData-BBCF
|version=Crescent Saber
|subtitle=j.214D
|cancel=
|damage=1000
|starter=
|p1=80
|p2=
|guard=
|level=3
|attribute=
|startup=16
|active=9
|recovery=Total Until L+9
|frameAdv=
|invul=
|blockstun=
|airHit=40+7
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=Hits crossup during last 4 active frames
}}
}}
|-
{{FrameData-BBCF
|version=Spike Chaser
|subtitle=214D
|cancel=
|damage=1200
|starter=
|p1=80
|p2=
|guard=
|level=5
|attribute=
|startup=27
|active=Normal: 31<br/>OD: Until Offscreen
|recovery=Total 69
|frameAdv=
|invul=
|blockstun=
|airHit=40+0
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=
}}
}}
|-
{{FrameData-BBCF
|version=Exiga Nail
|subtitle=22D
  |cancel=
  |cancel=
  |damage=1000
  |damage=1000
Line 1,075: Line 996:
  |blockstun=
  |blockstun=
  |airHit=18+12, 44 after Wall
  |airHit=18+12, 44 after Wall
|description=
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
Lambda jumps away from the ground and fires a sword downward. Mainly used in corner combos and is a good tool for baiting mash, DP's, and Counter Assaults. Good damage off of CH. It is very punishable on startup, so it's not recommended that you use this outside of its two aforementioned purposes. In OD, its recovery is reduced, allowing Lambda to attack or air-dash without touching the ground.
|description={{ColumnList |text=
}}
}}
|-
{{FrameData-BBCF
|version=Exiga Nail OD
|subtitle=22D
|cancel=
|damage=1000
|starter=
|p1=80
|p2=
|guard=
|level=4
|attribute=
|startup=26
|active=30
|recovery=Total 39
|frameAdv=
|invul=1-7 All
|blockstun=
|airHit=18+12, 44 after Wall
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=
}}
}}
|-
{{FrameData-BBCF
|version=Gravity Seed
|subtitle=214A/B/C
|cancel=
|damage=300
|starter=
|p1=80
|p2=99
|guard=
|level=4
|attribute=
|startup=13
|active=3
|recovery=18
|frameAdv=
|invul=
|blockstun=
|airHit=45
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rm/
|description={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
<br clear=all/>
|-
|}


==Distortion Drives==
==Distortion Drives==

Revision as of 02:13, 5 February 2017

System Data

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time 25 / Invul: 1-7
Movement Options

Double Jump, Air Dash, 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 6 3 12 - - -
510 8 3 17 - - -
160*8 16 3 Total 71 - - -
300 7 4 12 - - -
480 9 4 13 - - -
140*8 14 1*6,2*2 24 - - -
620 11 6 17 - - -
680 24 2 15+8L - - -
180*8 22 1*6 24 - - -
140*8 11 1*8 22 - - -
300 8 2 10 - - -
600 9 4 12 - - -
150*8 11 1*2,2*6 25 - - -
150*8 15 1*8 10 - - -

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
600 15 18 Total 47 - - -
Normal: 300
OD: 600
17 13 Total 42 - - -
600 12 25 Total 44 - - -
Normal: 300
OD: 600
17 13 Total 45 - - -
600 14 22 Total 44 - - -
Normal: 300
OD: 600
19 13 Total 54 - - -
600 27 3 Total 56 - - -
Normal: 300
OD: 600
17 13 Total 48 - - -
600 13 10 Total 56 - - -
Normal: 300
OD: 600
18 13 Total 43 - - -
600 11 25 Total 56 - - -
Normal: 300
OD: 600
18 13 Total 43 - - -
600 13 6 Total 55 - - -
Normal: 300
OD: 600
18 13 Total 43 - - -

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+3L - - -
0 13 2 32 - - -
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
34 - - -
800 18~24 3 19 - - -
1100 21 4 18+10L - - -
950 11 6 16 - - -
1500 30 4 22 - - -
400*4 37 Until Offscreen Total 61 - - -
1000 16 9 Total Until L+9 - - -
1200 27 Normal: 31
OD: Until Offscreen
Total 69 - - -
1000 26 30 Total ??+0L - - -
1000 26 30 Total 39 - - -
300 13 3 18 - - -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • 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: 2400
OD: 2800
10+1 9 Total 52 - - -
Normal: 2400
OD: 2800
8+5 9 Total Until L+5 - - -
Normal: 130*24
OD: 130*37
16+9 Until Offscreen Total 57 - - -

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
3 21 - - -

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
13+7 9 21 - - -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
5C - - 2C, 6C, 3C - Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B[1] 6A 6B 5C, 2C, 6C, 3C - Special
2C - - 5C, 6C, 3C - Jump, Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
6B - - - - -
6C - - - 5D, 2D, 6D, 4D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.2C - Throw, Special
j.B j.A - j.C, j.2C - Throw, Jump, Special
j.C - - j.2C j.D, j.2D, j.6D Jump, Special
j.2C - - - j.D, j.2D, j.6D Jump, 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