BBCF/Rachel Alucard/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
Line 30: Line 30:
  |p2=80(once)
  |p2=80(once)
  |starter=
  |starter=
  |guard=all
  |guard=
  |level=1
  |level=1
  |attribute=
  |attribute=
Line 183: Line 183:
  |guard=
  |guard=
  |level=3
  |level=3
  |attribute=B
  |attribute=
  |startup=13
  |startup=13
  |active=5
  |active=5
Line 204: Line 204:
  |guard=
  |guard=
  |level=3
  |level=3
  |attribute=B
  |attribute=
  |startup=11
  |startup=11
  |active=3
  |active=3
Line 225: Line 225:
  |guard=
  |guard=
  |level=4
  |level=4
  |attribute=B
  |attribute=
  |startup=26
  |startup=26
  |active=4
  |active=4
Line 268: Line 268:
  |guard=
  |guard=
  |level=3
  |level=3
  |attribute=F
  |attribute=
  |startup=10
  |startup=10
  |active=4*3
  |active=4*3
Line 310: Line 310:
  |guard=
  |guard=
  |level=1
  |level=1
  |attribute=H
  |attribute=
  |startup=8
  |startup=8
  |active=3
  |active=3
Line 350: Line 350:
  |p2=89
  |p2=89
  |starter=
  |starter=
  |guard=all
  |guard=
  |level=3
  |level=3
  |attribute=
  |attribute=
Line 397: Line 397:
  |p2=79
  |p2=79
  |starter=
  |starter=
  |guard=all
  |guard=
  |level=3
  |level=3
  |attribute=
  |attribute=
Line 418: Line 418:
  |p2=89
  |p2=89
  |starter=
  |starter=
  |guard=all
  |guard=
  |level=4
  |level=4
  |attribute=
  |attribute=

Revision as of 11:22, 31 December 2016

System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 23 / Invul: 1-7
Movement Options

Wind, Double Jump, 1 Airdash, 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*2 6 2(6)3 11 - - -
600 8 6 15 - - -
850 13 8 22 - - -
850 9 8 24 - - -
300 7 4 9 - - -
550 10 6 18 - - -
1200 23 13 42 - - -
700 13 5 17 - - -
700 11 3 15 - - -
750 26 4 17 - - -
83-711 13 3*N 13L - - -
400*3 10 4*3 15 - - -
400*7 11 4*7 15 - - -
300 8 3 12 - - -
600 9 6 12 - - -
800 8 6 20 - - -
16L - - -
800 13 till L 31L - - -
1200 13 till L 31L - - -
1800 13 till L 31L - - -

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
- - -

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 7 3 23 - - T -
0, 1500 7 3 23 - - T -
0, 1500 7 3 23+3L - - T -
0 All 13 4 33 - - B -
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
850 11 47T - - -
850 20 52T - - -
850 20 52T - - -
850 9 53T - - -
850 22 55T - - -
850 22 55T - - -
25 540 49T [till L] - - -
250*6 27 2*6 - - -
61 [] 32T [30T] - - -
900 19 8 42T - - -
900 22 8 45+3LT - - -
600 54 36T - - -

Distortion Drives

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
450*6
OD: 350*12
13+4 2*6
OD:2*12
- - -
250*4 2*4 - - -
300*8
OD:300*11
all 10+9 73T - - -
300*9, 400
OD: 300*14, 400
10+1 73T - - -
300*11, 400
OD:300*12 400*3
10+0 73T - - -
300*5, 400*3, 500*3 all 10+0 73T - - -
400*5, 500*3, 800*3 10+0 73T - - -

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, 1000, 1400
Active Flow:600, 1000, 4200
20 3 18 - - - -

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
death all 1+10 40 26 - - HBF -

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5A 5A up to 3 times[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B two times, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5C - - Followup, 6C, 3C Special
5CC - - 3C Special
2A 5A, 2A up to 3 times[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2B - 5B two times, 6B, 4B 5C, 2C, 6C, 3C Special
2C - - - -
6A - 5B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6B - - 5C, 6C, 3C Throw, Jump, Special
4B[1] - - - -
6C - - j.C, j.2C Special
3C - - - Special on first 2 hits
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Throw, Jump, Special
j.C - - j.2C Jump, Special
j.2C - - - Special on landing and hit
  • 5A and 2A can each only be used up to 3 times in a single gatling string.
  • j.2C can cancel ground recovery into ground normals on landing
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only