BBCF/Yuuki Terumi/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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*Only does followup hit if first hit hits opponent (not blocked).
*Only does followup hit if first hit hits opponent (not blocked).
*Can pass through opponent 1-42.
*Can pass through opponent 1-42.
*Minimum Damage 15%
*Minimum Damage 15% (216)
}}
}}
}}
}}
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  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Only does followup hit if first hit hits opponent (not blocked)
*Only does followup hit if first hit hits opponent (not blocked)
*1st hit Minimum Damage 20%, 2nd hit 15% (336)
}}
}}
}}
}}
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  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Only does followup hit if first hit hits opponent (not blocked)
*Only does followup hit if first hit hits opponent (not blocked)
*Minimum Damage 15% (360)
}}
}}
}}
}}
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  |description={{ColumnList |text=*Fatal Counter.
  |description={{ColumnList |text=*Fatal Counter.
*Only does followup hit if first hit hits opponent (not blocked)
*Only does followup hit if first hit hits opponent (not blocked)
*1st hit Minimum Damage 20%, 2nd hit 15% (560)
}}
}}
}}
}}
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  |level=4 |attribute=B*2, H |startup=4+3 |active=4,8 (15) 6 |recovery=27+21L |frameAdv=-35 |invul=1-10 All
  |level=4 |attribute=B*2, H |startup=4+3 |active=4,8 (15) 6 |recovery=27+21L |frameAdv=-35 |invul=1-10 All
  |blockstun=18 |airHit=48 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun=18 |airHit=48 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*1st and 2nd hit Minimum Damage 30%, final hit 10% (840)
}}
}}
}}
}}
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  |blockstun= |airHit=60 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=60 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Only does final hit if opponent gets hit by preceding hit
  |description={{ColumnList |text=*Only does final hit if opponent gets hit by preceding hit
*1st-4th hits Minimum Damage 25%, final hit 10% (1100)
}}
}}
}}
}}
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  |level=4 |attribute=H |startup=4+7 |active=4,8 (15) 6 |recovery=Until L+21 |frameAdv= |invul=1-14 All
  |level=4 |attribute=H |startup=4+7 |active=4,8 (15) 6 |recovery=Until L+21 |frameAdv= |invul=1-14 All
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=
  |description={{ColumnList |text=*1st and 2nd hit Minimum Damage 30%, final hit 10% (840)
}}
}}
}}
}}
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  |blockstun= |airHit=60 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=60 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Only does final hit if opponent gets hit by preceding hit
  |description={{ColumnList |text=*Only does final hit if opponent gets hit by preceding hit
*1st-4th hits Minimum Damage 25%, final hit 10% (1100)
}}
}}
}}
}}
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  |level=3 |attribute=F |startup=13+2 |active=2 |recovery=28 |frameAdv=-13 |invul=13-16 All
  |level=3 |attribute=F |startup=13+2 |active=2 |recovery=28 |frameAdv=-13 |invul=13-16 All
  |blockstun= |airHit=90, Wall 40, Slide 10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=90, Wall 40, Slide 10 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Minimum Damage 15%, final hit has Minimum Damage 10%
  |description={{ColumnList |text=*Minimum Damage 15%, final hit 10% (545)
}}
}}
}}
}}
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  |level=3 |attribute=F |startup=13+2 |active=2 |recovery=28 |frameAdv=-13 |invul=13-16 All
  |level=3 |attribute=F |startup=13+2 |active=2 |recovery=28 |frameAdv=-13 |invul=13-16 All
  |blockstun= |airHit=90 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=90 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Minimum Damage 15%, final hit has Minimum Damage 10%
  |description={{ColumnList |text=*Minimum Damage 15%, final hit 10% (1360)
}}
}}
}}
}}
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  |level=3 |attribute=B |startup=13+2 |active=2 |recovery=16 |frameAdv=-1 |invul=13-16 All
  |level=3 |attribute=B |startup=13+2 |active=2 |recovery=16 |frameAdv=-1 |invul=13-16 All
  |blockstun= |airHit=90, Wall 40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=90, Wall 40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*First and Last hits have Minimum Damage 15%, other hits have Minimum Damge 10%
  |description={{ColumnList |text=*First and Last hits have Minimum Damage 15%, other hits 10% (675)
}}
}}
}}
}}
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  |level=3 |attribute=B |startup=13+2 |active=2 |recovery=16 |frameAdv=-1 |invul=13-16 All
  |level=3 |attribute=B |startup=13+2 |active=2 |recovery=16 |frameAdv=-1 |invul=13-16 All
  |blockstun= |airHit=90, Wall 40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=90, Wall 40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Minimum Damage 15%, final hit has Minimum Damage 10%
  |description={{ColumnList |text=*1st-16th hits Minimum Damage 15%, final hit 10% (1360)
}}
}}
}}
}}
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  |level=5 |attribute= |startup= |active=6 |recovery= |frameAdv= |invul=
  |level=5 |attribute= |startup= |active=6 |recovery= |frameAdv= |invul=
  |blockstun= |airHit=90 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=90 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Minimum Damage 100%
  |description={{ColumnList |text=*Minimum Damage 100% (Normal: 2800 OD: 3200)
}}
}}
}}
}}
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  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv=0 |invul=1-41 All
  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv=0 |invul=1-41 All
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Fires second chain 21F after first chain if first chain hits/blocked.
  |description={{ColumnList |text=*Minimum Damage 20% (1740)
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chains guard break.
*Chains guard break.
}}
}}
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  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv=0 |invul=1-41 All
  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv=0 |invul=1-41 All
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Last 2 hits have minimum damage 15%.
  |description={{ColumnList |text=*Last 2 hits have minimum damage 15%, all other hits 20% (2330)
*All other hits have minimum damage 20%.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chain is unblockable.
*Chain is unblockable
*Costs 100 Heat
}}
}}
}}
}}
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  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv= |invul=1-44 All
  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv= |invul=1-44 All
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Fires second chain 21F after first chain if first chain hits/blocked.
  |description={{ColumnList |text=*Minimum Damage 20% (1740)
*Chains guard break.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chains guard break
*Costs 100 Heat
}}
}}
}}
}}
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  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv= |invul=1-44 All
  |level=5 |attribute=P* |startup=9+18 |active=Until Offscreen |recovery=Total 103 |frameAdv= |invul=1-44 All
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |blockstun= |airHit=100 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/tm/
  |description={{ColumnList |text=*Last 2 hits have minimum damage 15%.
  |description={{ColumnList |text=*Last 2 hits have minimum damage 15%, all other hits 20% (2330)
*All other hits have minimum damage 20%.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chain is unblockable.
*Chain is unblockable
*Costs 100 Heat
}}
}}
}}
}}

Revision as of 09:42, 19 January 2018

System Data

Health: 10,500
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5
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 5 3 9 - - B -
500 Mid 8 3 12 - - B -
490*2 All 11 2 (11) 2 2+18L - - B -
300 All 7 2 10 - - F -
480 Low 9 3 19 - - F -
720 Mid 13 4 25 - - F -
550 Mid 9 3 24 - - B -
650 Mid 24 3 12 - - B -
31 - - -
500, 300, 650 All 13 2 (8) 3 (17) 2 31 - - B -
700 Low 10 2 30 - - F -
300 High/Air 7 3 9 - - H -
380*2 High/Air 10 4 (2) 2 14 - - H -
350*2, 550 High/Air 11 2 (3) 2 (4) 2 18 - - 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
620 All 13 4 18 - - BP -
680 All 40 15 Total 61 - - P1* -
350*3 All 40 3*5 Total 61 - - P1* -
350 All 18 3 24 - - B -
300*2, 550 All - - B -
250*4, 550 All - - B -
600 All 10 6 16 - - B -
660 All 20 4 23 - - HP -
640 All 15 8 Until L+7 - - 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 7 3 23 - - T -
300, 1200 Throw 7 3 23 - - T -
300, 1200 Throw 7 3 23+3L - - T -
0 All 13 4 35 - - 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
520 All 16 3 13 - - B -
300, 1000 - - -
0, 196*14 Throw(160) 25 3 43 - - T -
800 19 3 18 - - B -
400*2, 1100 U 11 3 25 - - F -
400*2, 250*3, 1100 U 11 3 25 - - 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
1440 All 4+6 10 39 - - B -
600, 1440 (2040) All 4+6 10 (22) 4 36 - - B -
0, 2400 All 4+3 Until L 21 - - H -
0, 1000, 2400 All 4+3 Until L 20 - - H -
1100*2, 1800 Mid 4+3 4,8 (15) 6 27+21L - - B*2, H -
1000*5 Mid 1+4 4,4,4 (15) 6 (14) 4 9+21L - - B*4, H -
1100*2, 1800 All 4+7 4,8 (15) 6 Until L+21 - - H -
1000*4 All 4+7 4,4,4 (15) 6 (14) 4 Until L+8 - - H -
800, 500, 1000, 2000 Low 13+2 2 28 - - F -
800, 400*14, 1000, 2500 Low 13+2 2 28 - - F -
800, 200*4, 1000, 2500 High 13+2 2 16 - - B -
800, 400*14, 1000, 2500 High 13+2 2 16 - - B -
0 Unblockable 0 112* 187 - - -
Normal: 2800
OD: 80*5, 2800
U 6 - - -
800*2, 250*N, 800, see notes All 7+10 4 34 - - B -
800*3, see notes All 7+10 4 34 - - B -
800*4, 2000, 3500 Barrier 9+18 Until Offscreen Total 103 - - P* -
800*8, 3000, 4000 Unblockable 9+18 Until Offscreen Total 103 - - P* -
800*4, 2000, 3500 Barrier 9+18 Until Offscreen Total 103 - - P* -
800*8, 3000, 4000 Unblockable 9+18 Until Offscreen Total 103 - - P* -

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, 400*6
AF: 600, 1200, 500*8
All Fast: 10
Slow: 20
3 19+15L - - 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, 400x36, 20000 All 5+16 16 Total 76 - - P* -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
5C[1] - 6B 2C, 6C, 3C 5D, 2D, 6D, 4D Jump (first hit),Special
5D - 6B 6C 2D, 6D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2D - - - - -
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
6B - - 6C[-] 6D[-] Special[-]
6B feint - - - - Throw[+]
6C - - - - -
6D - - 6C[-] - Special[-]
3C - - 6C 5D, 6D, 2D Special
4D - - - - Jump,Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump, Special
j.B - - j.C j.D, j.2D Jump, Special
j.C - - - j.D, j.2D Jump, Special
j.D - - - j.2D Special
j.2D - - - - 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