BBCF/Mai Natsume/Frame Data: Difference between revisions

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==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lst:BBCF/Mai Natsume/Data|System Data}}
{| class='wikitable'
|-
! Health
|| {{#lst:BBCF/Mai Natsume/Data|health}}
|-
! Combo Rate
|| {{#lst:BBCF/Mai Natsume/Data|comborate}}
|-
! Prejump
|| {{#lst:BBCF/Mai Natsume/Data|prejump}}
|-
! Backdash
|| {{#lst:BBCF/Mai Natsume/Data|backdash}}
|-
|}
 
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Revision as of 23:42, 7 August 2020

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System Data

Health
Combo Rate
Prejump
Backdash


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
  • Fatal Counter
5xA
5xB
  • Hold button to go into 5x[B] on 22F
5xC
5xAA
  • Fatal Counter
5xCC
  • Press C to do 6 more hits. Max 24 hits.
5xAB/5xAC
  • Only attacks the first time this move is used in a string.
  • Bonus Proration 110%
5xAB/5xAC
shot
  • Values in [] are for 5xAC version
5x[B]
  • Can cancel into attacks during Guard Point frames
  • When re-entering stance from 5x[B]A, Guard Point starts on 9F
  • On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F
5x[B]>A
  • If B button is held, then cancels recovery and enters stance on 21.
  • Bonus Proration 110%
5x[B]>6A
  • Fatal Counter
5x[B]>8A
5xCA
5xCB
2A
2B
2C
2xC
j.A
j.B
  • Only does 1 hit.
  • Last set of active frames hits crossup
j.C

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
5D
5D
Charged
j.D
j.D
Charged
Redirect
D > D
  • Damage, attack level, proration, etc. is same as how much you charged it
OD Redirect
D > D
  • Values in [] are when used after max charge D/j.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
Ground 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
Juncture
236
  • Can cancel into attacks on 7
Moon Blossom
214
  • Can cancel into attacks on 16
Air Moon Blossom
j.214
  • Can cancel into attacks on 7
A Himeyuri
236A
  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • If input on first possible frame(?) of 236, then base damage increased by 10%
A Himeyuri OD
236A
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Normal version first hit always does 1100, remaining hits do 250
  • If input on first possible frame(?) of 236, then base damage increased by 10%
B Himeyuri
236B
  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • If input on first possible frame(?) of 236, then base damage increased by 10%
B Himeyuri OD
236B
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Normal version first hit always does 1375, remaining hits do 125
  • If input on first possible frame(?) of 236, then base damage increased by 10%
Himeyuri: Dipper
236C
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17
  • If input on first possible frame(?) of 236, then base damage increased by 10%
Himeyuri: Dipper OD
236C
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17.
  • Normal version first hit alwasy does 1430, remaining hits do 143
  • If input on first possible frame(?) of 236, then base damage increased by 10%
Suzuran
214A
  • OD Version automatically does Delayed version
Suzuran: Blaze
214B
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran: Dipper
214C
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran Delayed
214A
Suzuran:Blaze Delayed
214B
Suzuran:Dipper Delayed
214C

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
Sylvan Hurricane Assault
236D
  • Values in [] are during OD
  • Minimum Damage 20%: 920 [1100]
Floral Blizzard Blossom
214D
  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 450 [540]
Floral Blizzard Blossom (Max Charge)
214[D]
  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 900 [1080]

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
Shearing Cherry Blossom Storm
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {590+59}

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
Royal Crimson Sprout: New Moon Lotus
222D

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5xA[+] 5xB[+] 5xC[+] 5D Throw, Jump, Special
5B 5xA[+] 5xB[+] 5xC[+] 5D Jump[-], Special
5C - - 5xC[+] 5D Jump[-], Special
5xA - 5xAB[+] 5xAC[+] 5D Jump, Special
5xB - - - 5D Jump[-], Special
5xC 5xCA[+] 5xCB[+] 5xCC[+] 5D Special
5xAB - 5xAB[+] 5xAC[+] - Special[+]
5xAC - 5xAB[+] 5xAC[+] - Special[+]
5xCA - - - 5D Special
5xCB - - - - -
2A[2] 2A[+] 2B 2xC 5D Throw, Special
2B - - 2xC 5D Special
2C - - - 5D Jump, Special
2xC - - - 5D Special
5D - - - 5DD[+] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - j.DD[+] 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/Mai Natsume/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.