BBTag/Azrael/Frame Data: Difference between revisions

From Dustloop Wiki
< BBTag‎ | Azrael
No edit summary
No edit summary
Line 35: Line 35:
{{#lsth:BBTag/Azrael/Data|5AAAA Full}}
{{#lsth:BBTag/Azrael/Data|5AAAA Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
}}
}}
Line 44: Line 44:
{{#lsth:BBTag/Azrael/Data|2A Full}}
{{#lsth:BBTag/Azrael/Data|2A Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
}}
}}
Line 57: Line 57:
{{#lsth:BBTag/Azrael/Data|5BB Full}}
{{#lsth:BBTag/Azrael/Data|5BB Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
}}
}}
Line 66: Line 66:
{{#lsth:BBTag/Azrael/Data|5BB Followup  Full}}
{{#lsth:BBTag/Azrael/Data|5BB Followup  Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Only available after Weakpoint version of 5BB
*Only available after Weakpoint version of 5BB
}}
}}
Line 83: Line 83:
{{#lsth:BBTag/Azrael/Data|2C  Full}}
{{#lsth:BBTag/Azrael/Data|2C  Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
}}
}}
Line 100: Line 100:
{{#lsth:BBTag/Azrael/Data|j.B Full}}
{{#lsth:BBTag/Azrael/Data|j.B Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
}}
}}
Line 121: Line 121:
{{#lsth:BBTag/Azrael/Data|Ground Throw Full}}
{{#lsth:BBTag/Azrael/Data|Ground Throw Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Minimum Damage 100%
*Minimum Damage 100%
}}
}}
Line 176: Line 176:
{{#lsth:BBTag/Azrael/Data|236C Full}}
{{#lsth:BBTag/Azrael/Data|236C Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
*Automatically becomes Weakpoint version if charged to max
*Automatically becomes Weakpoint version if charged to max
Line 188: Line 188:
{{#lsth:BBTag/Azrael/Data|214C Full}}
{{#lsth:BBTag/Azrael/Data|214C Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Weakpoint version
*Values in [] are for Weakpoint version
*Automatically becomes Weakpoint version if charged to max
*Automatically becomes Weakpoint version if charged to max
Line 231: Line 231:
{{#lsth:BBTag/Azrael/Data|236B+C Full}}
{{#lsth:BBTag/Azrael/Data|236B+C Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
}}
}}
Line 240: Line 240:
{{#lsth:BBTag/Azrael/Data|214B+C Full}}
{{#lsth:BBTag/Azrael/Data|214B+C Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
}}
}}
Line 248: Line 248:
{{#lsth:BBTag/Azrael/Data|Distortion Skill Duo Full}}
{{#lsth:BBTag/Azrael/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|17|{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage 100% (2000 [2500])

Revision as of 02:03, 20 February 2019

System Data

Weakpoints
  • Timing a button press right when certain attacks hit the opponent give additional benifits.


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
5A
5AA
5AAA
5AAAA

{{{text}}}

2A

{{{text}}}

5B
5BB

{{{text}}}

5BB Followup

{{{text}}}

2B
5C
2C

{{{text}}}

j.A
j.AA
j.B

{{{text}}}

j.C

Universal Mechanics

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw

{{{text}}}

Panzer Striker
Reversal Action
Cross Burst Attack

Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Gustav Buster
236A
Tiger Magnum
236B
Cobra Spike
Tiger > A/B/C
Leopard Launcher
Cobra > A/B/C
Growler Field
214A
Phalanx Cannon
Growler > A
Sentinel Dump
214B

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Valiant Crash
236C

{{{text}}}

Valiant Chaser
Valiant Crash > 6
Hornet Bunker
214C

{{{text}}}

Hornet Chaser
Hornet Bunker > 8

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F and this invincibility is removed.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
Leopard Launcher
6P
BBCF 6C
4P
Growler
Phalanx Cannon
Absorb Projectile

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Black Hawk Stinger
236B+C

{{{text}}}

Full Spartan
214B+C

{{{text}}}

Black Hawk Stinger
Distortion Skill Duo

{{{text}}}

Astral Heat

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Patriot Apocalypse
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA[+], 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A - 5C, 2C Special, Super
5AAA 5AAAA, 2A - 5C, 2C Special, Super
5AAAA - - - -
2A - - - Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - - - -
5BB Followup - - - Special[-], Super[-]
2B - - - Jump, Special, Super
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - j.C Jump
j.C - - - Special (on landing), Super (on landing)
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

Sources

Early Proration Data from Hima based on the Beta
Link

Navigation


To edit frame data, edit values in BBTag/Azrael/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.