BBCF/Taokaka/Frame Data: Difference between revisions

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  |level= |attribute=P1* |startup=30 |active= |recovery=Total 52 |frameAdv= |invul=
  |level= |attribute=P1* |startup=30 |active= |recovery=Total 52 |frameAdv= |invul=
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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  |level= |attribute=P1* |startup=30 |active=Until Offscreen |recovery= |frameAdv= |invul=
  |level= |attribute=P1* |startup=30 |active=Until Offscreen |recovery= |frameAdv= |invul=
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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  |level= |attribute=P1* |startup=30 |active=Until Offscreen (120) Until Offscreen |recovery= |frameAdv= |invul=
  |level= |attribute=P1* |startup=30 |active=Until Offscreen (120) Until Offscreen |recovery= |frameAdv= |invul=
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=*Disappears after touching opponent
  |description=
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  |level= |attribute=P1* |startup=30 |active=Until Offscreen |recovery= |frameAdv= |invul=
  |level= |attribute=P1* |startup=30 |active=Until Offscreen |recovery= |frameAdv= |invul=
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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  |level=1 |attribute=P1* |startup=56 |active=Until Offscreen |recovery=Total 79 |frameAdv= |invul=
  |level=1 |attribute=P1* |startup=56 |active=Until Offscreen |recovery=Total 79 |frameAdv= |invul=
  |blockstun=11+0 |airHit=14+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun=11+0 |airHit=14+0 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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  |level=3 |attribute=B |startup=35 |active= |recovery= |frameAdv= |invul=
  |level=3 |attribute=B |startup=35 |active= |recovery= |frameAdv= |invul=
  |blockstun=16 |airHit=17 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun=16 |airHit=17 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Cat Spirit Encore! |subtitle=236C~B
  |version=Cat Spirit Encore! |subtitle=236C/A~B
  |cancel=R |damage=1000 |starter=Normal |p1=80 |p2=89 |guard=Low
  |cancel=R |damage=1000 |starter=Normal |p1=80 |p2=89 |guard=Low
  |level=3 |attribute=F |startup=11 |active=3 |recovery=33 |frameAdv=-19
  |level=3 |attribute=F |startup=11 |active=3 |recovery=33 |frameAdv=-19
  |description={{ColumnList |text=
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  |level= |attribute= |startup= |active= |recovery= |frameAdv= |invul=
  |level= |attribute= |startup= |active= |recovery= |frameAdv= |invul=
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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  |level=1 |attribute=H |startup=Until Wall+3 |active=Until L |recovery=54 |frameAdv= |invul=
  |level=1 |attribute=H |startup=Until Wall+3 |active=Until L |recovery=54 |frameAdv= |invul=
  |blockstun=12 |airHit=200 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |blockstun=12 |airHit=200 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tk/
  |description={{ColumnList |text=
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*All cancels from 6A are on the 2nd hit
*All cancels from '''6A''' are on the 2nd hit
*All cancels from 3C are on the 2nd or 3rd hit
*All cancels from '''3C''' are on the 2nd or 3rd hit
:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>

Revision as of 19:33, 16 November 2018

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 7 2 12 - - B -
300 All 6 2 12 - - B -
630 Mid 11 2 20 - - B -
300 Low/Air 6 2 14 - - F -
560 Low 10 7 24 - - F -
700 Mid 17 2 23 - - F -
420*2 Mid 12 2 (4) 2 20 - - B -
700 High/Air 26 4 3+14L - - H -
910 Mid 19 3 29 - - B -
1300 Mi 42 3 29 - - B -
300*2, 600 Low 10 1 (4) 2 (12) 5 18 - - F -
300 High/Air 6 2 9 - - H -
500 High/Air 9 6 15 - - H -
600 All 14 2 18 - - H -
700 High/Air 11 3 20 - - 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 19 8 Until L+24 - - H -
800 All 13 10 9+3L - - H -
1000 All 25 Until L 8 - - H -
900 All 11 12 Until L+20 - - H -
850 All 15 Until L 24 - - H -
550, 800 All 4 Until L (15) 10 9 - - H -
930 All 10 10+4L 9 - - H -
950 Until Wall+3 Until L 24 - - H -
Until Ground+20 18 28 - - -
17+13L - - -
17+14L - - -
17+14L - - -
Ground: 24
Air: 21
- - -
24 - - -
Ground: 30
Air: 16
- - -
16 - - -

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(70) 7 3 23 - - T -
1500 Theow(70) 7 3 23 - - T -
1500 Thtow(120) 7 3 23+3L - - T -
0 All 13 4 30 - - 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
30 Total 52 - - P1* -
500 All 30 Until Offscreen - - P1* -
500 All 30 Until Offscreen (120) Until Offscreen - - P1* -
500*2 All 30 Until Offscreen - - P1* -
500*2 All 56 Until Offscreen Total 79 - - P1* -
Until L+5 - - -
400*N All 12 2 19 - - B -
110*3 Mid 8 [2,2,6]*3 15 - - B -
300*4, 1000 All 9 4 (3) 4 (3) 4 (3) 4 (3) 4 15+9L - - H -
800 All 35 - - B -
1000 Low 11 3 33 - - F -
- - -

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: 720*4, 2160
OD: 720*4, 100*16, 2160
All 4+3 2 (6) 2 (4) 2 (6) 2 (18) 2 43 - - B -
Normal: 0, 4000
OD: 0, 4800
Unblockable 5+11 10  ??+50L - - T -
Normal: 800, 100*8, 800*4
OD: 800, 100*28, 800*5
All 4+5 3 Until L - - H -

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, 440, 0, 40*18, 1200
AF: 600, 440, 0, 60*18, 1200*3
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
0,100*5,10*5,20,21000 All Until Wall+3 Until L 54 - - H -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B 5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special
5C[1] - - 2C, 6C, 3C 5D, 2D, 4D Jump, Special
5D - - - - D Followups[+]
2A[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
2B 6A 5B 5C, 2C, 6C 5D, 2D, 4D Special
2C[1] - - 5C, 6C, 3C 5D, 2D, 4D Special
2D - - - - D Followups[+]
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump
6B - - - j.D, j.2D, j.4D, j.8D Special
6C - - - 5D, 2D, 4D Special
6D - - - - D Followups[+]
4D - - - - D Followups[+]
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special
j.B - j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.2B - j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.C - - - j.D, j.2D, j.4D, j.8D Jump, Special
j.D - - - - D Followups[+]
j.2D - - - - D Followups[+]
j.4D - - - - D Followups[+]
j.8D - - - - D Followups[+]
  • All cancels from 6A are on the 2nd hit
  • All cancels from 3C are on the 2nd or 3rd hit
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

Template:CharLinks-BBCF