BBCF/Yuuki Terumi/Frame Data: Difference between revisions

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*Only does the 0 damage hits on block
*Only does the 0 damage hits on block
*Can pass through opponent 1-42.
*Can pass through opponent 1-42.
*Minimum Damage 15% [20%*3, 15%](216 [336])
*Minimum Damage 15% [20%*3, 15%]: 216 [336]
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*Only does the 0 damage hits on block
*Only does the 0 damage hits on block
*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% [20%*3, 15%](360 [560])
*Minimum Damage 15% [20%*3, 15%]: 360 [560]
*Minimum Damage 15% (360)
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 30%*2, 10% [25%*4, 10%] (840 [1100])
*Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
*[Only does final hit if opponent gets hit by preceding hit]
*[Only does final hit if opponent gets hit by preceding hit]
*Counterhit state for entire move
*Counterhit state for entire move
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 30%*2, 10% [25%*4, 10%] (840 [1100])
*Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
*[Only does final hit if opponent gets hit by preceding hit]
*[Only does final hit if opponent gets hit by preceding hit]
*Counterhit state for entire move
*Counterhit state for entire move
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15%*3, 10% [15%*16, 10%] (545 [1360])
*Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
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}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 15%, 10%*5, 15% [15%*16, 10%] (675 [1360])
*Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 100% (2800 [3200])
*Minimum Damage 100%: 2800 [3200]
}}
}}
}}
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 20% [20%*8, 15%*2](1740 [2330])
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chains guard break [unblockable]
*Chains guard break [unblockable]
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{{Description
{{Description
|18|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 20% [20%*8, 15%*2](1740 [2330])
*Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
*Fires second chain 21F after first chain if first chain hits/blocked.
*Fires second chain 21F after first chain if first chain hits/blocked.
*Chains guard break [unblockable]
*Chains guard break [unblockable]
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|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10% (300 {580+58})
*Minimum Damage 10%: 300 {580+58}
}}
}}
}}
}}

Revision as of 06:22, 15 October 2019

System Data


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
5A
5B
5C
2A
2B
2C
6A
6B
  • Fatal Counter
6[B]
Feint
  • Can cancel into throw 24-31
6C
3C
j.A
j.B
j.C

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
5D
  • Bigger Hitbox during OD
2D
  • Bonus Proration 110%
2D OD
  • Bonus Proration 110%.
  • Max 3 hits
6D
  • Fatal Counter.
  • If within range, does followup
6D Followup
6D Followup OD
4D
  • Can block during last 8F of recovery
j.D
  • Bigger Hitbox during OD
j.2D

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
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

Specials

  • All Terumi's specials are super cancelable.
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
Snakebite
236D
  • Goes into followup on ground hit.
  • On block, immediately goes into recovery animation (24F)
Snakebite
Followup
Retaliating Fang
214D
  • Hits standing or crouching opponents only
Agonizing Fang
214C
  • Forces Crouching on hit
Cleaving Fang
22C
  • Hits downed or airborne state only
Cleaving Fang
22CCC...

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
  • Under Terumi's Overdrive, Distortion Drives have the following properties:
    • Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
    • No Heat Gauge Cooldown is applied
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
Gleaming Fang
41236C
  • Values in [] are during OD
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 15% [20%*3, 15%]: 216 [336]
Air Gleaming Fang
j.41236C
  • Values in [] are during OD
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 15% [20%*3, 15%]: 360 [560]
Divine Twin Blades
623B
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Air Divine Twin Blades
j.623B
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
A Serpent's Laceration
63214A
  • Values in [] are during OD
  • Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
B Serpent's Laceration
63214B
  • Values in [] are during OD
  • Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
Venomous Bite (catch)
236236A
  • Attack freezes opponent in hitstun
  • Hitbox only activates when guardpoint is activated.
  • Counterhit state for entire move.
Venomous Bite (attack)
  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]
Serpent's Cursed Sting
632146D
  • Values in [] are during OD
  • Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits.
  • Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.]
  • Finisher depends on amount of meter Terumi has when he hit the opponent.
  • 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10%
  • 25~49 Heat finisher has base damage 1500*2 [1000*3, 2000]. P2=94, 20 [94*3, 20]. Minimum damage 10%
  • 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94*2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%]
Screeches of the Condemned
236236D
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat
Screeches of the Condemned
214214D
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat

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
Dungeon of Serpents
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

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
Unholy Wrath of the Basilisk
222D

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

Navigation


To edit frame data, edit values in BBCF/Yuuki Terumi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.