BBCF/Mu-12/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Mu-12
Line 322: Line 322:
{{FrameData-BBCF
{{FrameData-BBCF
  |version=Blessed Mirror |subtitle=632146D
  |version=Blessed Mirror |subtitle=632146D
  |cancel= |damage=640 |starter=Normal|p1=80 |p2=92 |guard= All
  |cancel= |damage=640 [760]|starter=Normal|p1=80 |p2=92 |guard= All
  |level=4 |attribute=P2* |startup=5+33 |active=Until Offscreen |recovery=Total 52 |frameAdv= |invul=
  |level=4 |attribute=P2* |startup=5+33 |active=Until Offscreen |recovery=Total 52 |frameAdv= |invul=
  |blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |description={{ColumnList |text=*Shoots a laser for each Stein deployed plus one final laser.
  |description={{ColumnList |text=*Values in [] are during OD
*Startup listed is for the final, guaranteed laser.
*Startup listed is for the final, guaranteed laser.
*Shoots 1 [2] laser for each Stein deployed plus one final laser.
*Startup for these lasers are 5+9, 5+15, 5+21, 5+27.
*Startup for these lasers are 5+9, 5+15, 5+21, 5+27.
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected
*Minimum Damage 10% (64 per laser)
*[Damage while traveling to Steins is 640, becomes 760 after reflect]
}}
*Minimum Damage 10% (64 [76])
}}
|-
{{FrameData-BBCF
|version=Blessed Mirror OD |subtitle=632146D
|cancel= |damage=760 |starter=Normal |p1=80 |p2=92 |guard= All
|level=4 |attribute=P2* |startup=5+33 |active=Until Offscreen |recovery=Total 52 |frameAdv= |invul=
|blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
|description={{ColumnList |text=*Startup listed is for the final, guaranteed laser.
*Shoots 2 lasers for each Stein deployed: one that travels to Stein and is reflected, one that shoots directly at opponent.
*Startup for these lasers are 5+9, 5+15, 5+21, 5+27.
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected.
*Damage while traveling to Steins is 640
*Minimum Damage 10%
}}
}}
}}
}}
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Air Blessed Mirror |subtitle=j.632146D
  |version=Air Blessed Mirror |subtitle=j.632146D
  |cancel= |damage=640 |starter=Normal |p1=80 |p2=92 |guard= All
  |cancel= |damage=640 [760]|starter=Normal|p1=80 |p2=92 |guard= All
  |level=4 |attribute=P2* |startup=5+42 |active=Until Offscreen |recovery=Total Until L+5 |frameAdv= |invul=
  |level=4 |attribute=P2* |startup=5+42 |active=Until Offscreen |recovery=Total Until L+5 |frameAdv= |invul=
  |blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |description={{ColumnList |text=*Startup listed is for the final, guaranteed laser.
  |description={{ColumnList |text=*Values in [] are during OD
*Shoots a laser for each Stein deployed plus one additional laser.
*Startup listed is for the final, guaranteed laser.
*Shoots 1 [2] laser for each Stein deployed plus one final laser.
*Startup for these lasers are 5+18, 5+24, 5+30, 5+36.
*Startup for these lasers are 5+18, 5+24, 5+30, 5+36.
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected
*Minimum Damage 10% (64 per laser)
*[Damage while traveling to Steins is 640, becomes 760 after reflect]
}}
*Minimum Damage 10% (64 [76])
}}
|-
{{FrameData-BBCF
|version=Air Blessed Mirror OD |subtitle=j.632146D
|cancel= |damage=760 |starter=Normal |p1=80 |p2=92 |guard= All
|level=4 |attribute=P2* |startup=5+42 |active=Until Offscreen |recovery=Total Until L+5 |frameAdv= |invul=
|blockstun= |airHit=40+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
|description={{ColumnList |text=*Startup listed is for the final, guaranteed laser.
*Shoots 2 lasers for each Stein deployed: one that travels to Stein and is reflected, one that shoots directly at opponent.
*Startup for these lasers are 5+18, 5+24, 5+30, 5+36.
*Lasers that go through Steins can hit twice: once when traveling to Stein, and again after being reflected.
*Damage while traveling to Steins is 640
*Minimum Damage 10%
}}
}}
}}
}}
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Wisdom of the Divines |subtitle=632146C
  |version=Wisdom of the Divines |subtitle=632146C
  |cancel= R |damage=Normal: 1200, 400*8<br/>OD:1400, 250*24 |starter=Normal |p1=100 |p2=92 |guard= All
  |cancel= R |damage=1200, 400*8<br/>[1400, 250*24] |starter=Normal |p1=100 |p2=92 |guard= All
  |level= |attribute=B |startup=5+5 |active=8 |recovery=42 |frameAdv=-24 |invul=1-17 All
  |level= |attribute=B |startup=5+5 |active=8 |recovery=42 |frameAdv=-24 |invul=1-17 All
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
  |description={{ColumnList |text= *Rapid cancel only available on block
  |description={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 20% (Normal: 880 OD: 1480)
*Rapid cancel only available on block
*Minimum Damage 20% (880 [1480])
}}
}}
}}
}}

Revision as of 23:16, 16 March 2019

Template:CharNav-BBCF

System Data

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:



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 5 7 - - B -
600 Mid 8 3 20 - - B -
860 Mid 12 3 22 - - B -
300 All 7 4 10 - - F -
560 Low 8 4 10 - - F -
880 Mid 14 3 27 - - B -
700 Mid 11 6 17 - - B -
600*2 Mid, High 16 2 (4) 4 26 - - B -
1000 All 18 6 42 - - BP -
820 Low 14 3 24 - - F -
300 High/Air 8 2 10 - - H -
580 High/Air 10 6 21 - - H -
840 High/Air 12 6 18+4L - - H -
900 High/Air 14 6 18+4L - - H -

Drive Moves

For all Drive moves Startup listed is for the stien's own attack. Mu herself only animates the move for the listed recovery time.

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
500 All 144 12 Total 41 - - P1* -
850 All 76 40 Total 41 - - P2* -
850 All 176 40 Total 54 - - P2* -
500 All 151 12 Total 43 - - P1* -
850 All 84 40 Total 43 - - P2* -
850 All 184 40 Total 59 - - P2* -

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 7 3 23 - - T -
1500 Throw 7 3 23+3L - - T -
0 All 13 3 32 - - B -
1000 Barrier 20 1 25 - - BP -
1000 Barrier 30~61 1 25 - - BP -

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
1200 All 14 8 37 - - B -
1200 All 14 8 Until L+15 - - H -
750 All 24 Total 72 - - P1* -
800 [800, 700] All 30 Total 39 - - P1* -
1000 [1500] Mid 17~39 [40] 7 22 - - B -
1100 High/Air 31 3 Until L - - H -
360*3 All 13 Until Ofscreen Total 51 - - P1* -
360*3 All 13 Until Ofscreen Total 51+3L - - P1* -

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
640 [760] All 5+33 Until Offscreen Total 52 - - P2* -
640 [760] All 5+42 Until Offscreen Total Until L+5 - - P2* -
1200, 400*8
[1400, 250*24]
All 5+5 8 42 - - 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
600, 2430 All 20 [10] 3 34 - - B -
600, 525*10 All 20 [10] 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, 37000 All 8+9 4 50 - - F -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C xD Throw, Jump, Special
5B[2*] 6A 2B, 6B 5C, 2C, 3C xD Jump, Special
5C[2*] - 6B 2C, 6C, 3C xD Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C xD Throw, Special
2B[2*] 6A 5B, 6B 5C, 2C, 3C xD Special
2C[2*] - 6B 5C, 6C, 3C xD Jump, Special
6A[2] - 5B, 2B, 6B 5C, 2C, 6C, 3C xD Jump, Special
6B[1] - - 5C, 2C, 6C, 3C (all 2nd hit) xD -
6C[1] - - - xD Special
3C - - - xD Jump, Special
xD[2] - 6B 5C, 2C, 6C, 3C xD[+] Jump[+]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.xD Throw, Jump, Special
j.B j.A - j.C, j.2C j.xD Jump, Special
j.C - j.B j.2C j.xD Jump[-], Special
j.2C - - - j.xD Special
j.xD[2] - - j.C, j.2C j.xD[+] Jump[+]
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
  • : 2C/5C are tied together, you can only chain twice any combination of them (ex: 2C 5D 2C does not allow you to chain into 5C afterward). The same applies to 2B/5B

Template:CharLinks-BBCF