BBCF/Mai Natsume/Frame Data: Difference between revisions

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  |level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All
  |level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All
  |blockstun=26 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/ma/
  |blockstun=26 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/ma/
  |description={{ColumnList |text=*Minimum Damage 10% (Normal: 300 OD: 590)
  |description={{ColumnList |text=*Minimum Damage 10% (Normal: 300 AF: 590+59)
}}
}}
}}
}}

Revision as of 22:16, 26 April 2018

System Data

Health: 11,000
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 All 6 3 10 - - B -
600 Mid 9 4 16 - - B -
900 Mid 13 4 16 - - B -
600 Mid 8 3 13 - - B -
900 Mid 10 4 14 - - B -
850 Mid 9 5 18 - - B -
1200 Mid 16 4 18 - - B -
230*6~24 All 8 3*6~24 22 - - B -
600 All - - B -
600 All, Low 18 Total 57 - - P1* -
- - -
600 Low 13 3 14 - - F -
1000 Mid 13 9 21 - - B -
800 High 20 3 23 - - H -
900 High 21 6 15 - - B -
980 High 28 3 6 - - H -
300 Low/Air 7 3 10 - - F -
700 Low 10 3 18 - - F -
850 Mid 10 4 30 - - B -
900 Low 12 6 19 - - F -
300 High/Air 6 3 9 - - H -
750 High/Air 9 4 (2) 2 12 - - H -
900 High/Air 11 4 24 - - 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
800 All 25~80 Total: 72~127 - - P1* -
800 All 20~55 Total: 67~102 - - P1* -
900 Unblockable 81 Total: 128 - - P1* -
900 Unblockable 56 Total: 103 - - P1* -
800 All 27~81 Total: Until L+8 - - P1* -
800 All 22~56 Total: Until L+8 - - P1* -
900 Unblockable 82 Total: Until L+8 - - P1* -
900 Unblockable 57 Total: Until L+8 - - P1* -
800/900 All 5? - - P1* -
800*2/900*2 All 5? - - P1* -

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
0, 1500 Throw(70) 7 3 23 - - T -
0, 1500 Throw(70) 7 3 23+3L - - T -
0 All 13 3 32 - - 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
28 - - -
Until L+4 - - -
Until L+4 - - -
Normal: 1000
Tip: 1100
All 6 2 20 - - B -
Normal: 1000, 250
Tip: 1100
All 6 2,2 20 - - B -
Normal: 1250
Tip: 1375
All 17 6 19 - - B -
Normal: 1250, 125*3
Tip: 1375
All 17 2,2,2,2 19 - - B -
Normal: 1300
Tip: 1430
Mid 9 8 Until L+14? - - B -
Normal: 1300, 130*3
Tip: 1430
Mid 9 2,2,2,2 Until L+14? - - B -
900 All 11 Until L 18 - - H -
1000 All 11 Until L 20 - - H -
1100 All 11 Until L 20 - - H -
900*2 All 26 Until L,2 16 - - H -
1000*2 All 21 Until L,2 18 - - H -
1100*2 All 21 Until L,2 18 - - H -

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: 1200*2, 2200
OD:1200, 300*7, 2200
All 4+2 1,Until Offscreen, Until Ground  ??+10L - - N -
Normal: 1500
OD: 1800
All 8+7 8 49 - - B -
Normal: 3000
OD: 3600
All 72+7 8 49 - - B -

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, 200*12
AF: 600, 200*18, 1700
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, 2000, 22000 All 7+8 3 75 - - B -

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