BBCF/Valkenhayn R. Hellsing/Frame Data: Difference between revisions

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*All Distortion Drives have the following properties unless otherwise stated:
*All Distortion Drives have the following properties unless otherwise stated:
**Cost 50 Heat
**Cost 50 Heat
**Minimum Damage 20%
**Heat Gauge Cooldown 180F
**Heat Gauge Cooldown 180F
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
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  |level=4, 3*17, 5 |attribute=B |startup=1+9 |active=3 |recovery=38 |frameAdv=-22 |invul=1-12 All
  |level=4, 3*17, 5 |attribute=B |startup=1+9 |active=3 |recovery=38 |frameAdv=-22 |invul=1-12 All
  |blockstun=18 |airHit=-, 40*18 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |blockstun=18 |airHit=-, 40*18 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*Minimum Damage 20% (1012)
}}
}}
}}
}}
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  |level=4, 3*20, 5*2 |attribute=B |startup=1+9 |active=3 |recovery=38 |frameAdv=-22 |invul=1-12 All
  |level=4, 3*20, 5*2 |attribute=B |startup=1+9 |active=3 |recovery=38 |frameAdv=-22 |invul=1-12 All
  |blockstun=18 |airHit=-, 40*22 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |blockstun=18 |airHit=-, 40*22 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*Minimum Damage 20% (1280)
}}
}}
}}
}}
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  |level=4 |attribute=H |startup=4+2 |active=Until L, 3 |recovery=37 |frameAdv= |invul=
  |level=4 |attribute=H |startup=4+2 |active=Until L, 3 |recovery=37 |frameAdv= |invul=
  |blockstun=18 |airHit=60, 180, 120 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |blockstun=18 |airHit=60, 180, 120 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*Minimum Damage 20% (1000)
}}
}}
}}
}}
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  |level=4 |attribute=H |startup=4+2 |active=Until L, 3 |recovery=37 |frameAdv= |invul=
  |level=4 |attribute=H |startup=4+2 |active=Until L, 3 |recovery=37 |frameAdv= |invul=
  |blockstun=18 |airHit=60, 180, 120*5 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |blockstun=18 |airHit=60, 180, 120*5 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*Minimum Damage 20% (1280)
}}
}}
}}
}}
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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/vh/
  |blockstun=26 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/vh/
  |description={{ColumnList |text=*Minimum Damage 10%
  |description={{ColumnList |text=*Minimum Damage 10% (Normal: 295 OD: 570)
}}
}}
}}
}}

Revision as of 08:43, 19 January 2018

System Data

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time Human: 22/ Wolf: 25 / Invul: Human and Wolf: 1-7
Movement Options

Double Jump, Air Dash, Wolf Movement, Dash type: Step


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 9 - - B -
600 Mid 10 3 15 - - B -
900 Mid 14 6 22 - - B -
300 All 7 2 10 - - F -
550 Low 9 4 13 - - F -
820 Mid 12 3 26 - - B -
800 Mid 10 3 27 - - B -
800 High 21 3 23 - - B -
600*2 Mid 19 6 (4) 2 13 - - B -
860 Low 12 3 18 - - F -
300 High/Air 7 3 9 - - H -
600 High/Air 9 3 14 - - H -
900 High/Air 11 3 24+1L - - 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
12 - - -
9 - - -
12 - - -
9 - - -
300 All 6 3 12 - - F -
600 Mid 7 6 20 - - B -
900 Low 10 3 21 - - F -
300 High/Air 6 4 19 - - H -
300 High/Air 6 2 7 - - H -
300 High/Air 6 3 9 - - H -
650 High/Air 9 3 12 - - H -
900 High/Air 15 3 16 - - H -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -

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 Throw(70) 7 3 23 - - T -
1500 Throw(120) 7 3 23+3L - - T -
1400 Throw(70) 7 3 22 - - T -
1400 Throw(90) 7 3 22+11L - - T -
0 All 13 4 30 - - -
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
900 All 14 16 23 - - B -
900 Low/Air 19 4 17 - - F -
1000 All 15 5 25 - - B -
1050 Mid 21 4 25 - - B -
900 All 13 5 Until L+16 - - H -
1000 All 20 8 19 - - H -
1000 All 20 8 Until L+12 - - H -
1000 All 20 8 Until L+12 - - H -
1000 All 22 8 Until L+12 - - H -
1000 All 20 8 Until L+12 - - H -
1000 All 22 8 Until L+12 - - H -
1000 All 22 Until L 18L - - H -
1000 All 22 Until L 18L - - H -
1000 All 22 Until L 18L - - 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
800, 180*17, 1200 All 1+9 3 38 - - B -
800, 180*20, 1000*2 All 1+9 3 38 - - B -
1000*2, 3000 All 4+2 Until L, 3 37 - - H -
1000*2, 350*4, 3000 All 4+2 Until L, 3 37 - - 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*3, 0, 1150
AF: 600,1200*2, 0, 2700
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
0,800,900*21,6000 Mid 7+7 1,1,1 15+55L - - B -

Revolver Action Table

Human Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C - Jump, Special
5C - - 6C Wolf Dash[+] Jump[-], Special
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C - Special
2C - 6B 5C, 6C, 3C Wolf Dash[+] Jump, Special
6A - - - - -
6B - - - 5D, 4D -
6C - 6B 3C Wolf Dash[+] Special
3C - - - Wolf Dash[+] Special
Human 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 - - - - Special
Wolf Ground Revolver Action Table
A B C D Cancels
5A[3] 5A 5B 5C Wolf Dash Throw, Jump, Special
5B - - 5C Wolf Dash Jump, Special
5C - - - Wolf Dash Special
Wolf Air Revolver Action Table
A B C D Cancels
j.A[3] j.A j.B j.C Wolf Dash Throw, Jump, Special
j.B - - j.C Wolf Dash Jump, Special
j.C - - - Wolf Dash Jump, 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