BBTag/Carmine/Frame Data: Difference between revisions

From Dustloop Wiki
< BBTag‎ | Carmine
No edit summary
Line 15: Line 15:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5A
  |damage=1100 |level= |attribute=B |guard=All
  |damage=1100 |p1=100 |p2=85
|level= |attribute=B |guard=All
  |startup=9 |active=3 |recovery=25 |frameAdv=-11
  |startup=9 |active=3 |recovery=25 |frameAdv=-11
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 23: Line 24:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage=1100 |level= |attribute=B |guard=All  
  |damage=1100 |p1=100 |p2=85
|level= |attribute=B |guard=All  
  |startup=14 |active=7 |recovery=16 |frameAdv=-6
  |startup=14 |active=7 |recovery=16 |frameAdv=-6
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 31: Line 33:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage=1300 |level= |attribute=B |guard=All
  |damage=1300 |p1=100 |p2=90
|level= |attribute=B |guard=All
  |startup=15 |active=3 |recovery=30 |frameAdv=-14
  |startup=15 |active=3 |recovery=30 |frameAdv=-14
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 38: Line 41:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAAA
  |version=5AAAA
  |damage=0*2, 640*4 |level= |attribute=B |guard=All  
  |damage=0*2, 640*4 |p1=100 |p2=85
|level= |attribute=B |guard=All  
  |startup=12 |active=3 |recovery=31 |frameAdv=-15
  |startup=12 |active=3 |recovery=31 |frameAdv=-15
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 45: Line 49:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage=800 |level= |attribute=F |guard=Low
  |damage=800 |p1=90 |p2=80
|level= |attribute=F |guard=Low
  |startup=7 |active=5 |recovery=13 |frameAdv=-6
  |startup=7 |active=5 |recovery=13 |frameAdv=-6
  |blockstun=11 |groundHit= |airHit=
  |blockstun=11 |groundHit= |airHit=
Line 53: Line 58:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage=1500 |level= |attribute=B |guard=All
  |damage=1500 |p1=80 |p2=85
|level= |attribute=B |guard=All
  |startup=14 |active= |recovery=32 |frameAdv=-2
  |startup=14 |active= |recovery=32 |frameAdv=-2
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 61: Line 67:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage=2200 |level= |attribute=P |guard=All
  |damage=2200 |p1=90 |p2=70
|level= |attribute=P |guard=All
  |startup=15 |active= |recovery= |frameAdv=-3
  |startup=15 |active= |recovery= |frameAdv=-3
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 69: Line 76:
{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version= 2B
  |damage=1100 |level= |attribute=B |guard=All
  |damage=1100 |p1=90 |p2=85
|level= |attribute=B |guard=All
  |startup=8 |active=5 |recovery=31 |frameAdv=-19
  |startup=8 |active=5 |recovery=31 |frameAdv=-19
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 76: Line 84:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage= |level= |attribute=H |guard=High
  |damage=800 |p1= |p2=
|level= |attribute=H |guard=High
  |startup=26 |active=3 |recovery=19 |frameAdv=-4
  |startup=26 |active=3 |recovery=19 |frameAdv=-4
  |blockstun=17 |groundHit= |airHit=
  |blockstun=17 |groundHit= |airHit=
Line 85: Line 94:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage=1300 |level= |attribute=F |guard=Low
  |damage=1300 |p1=90 |p2=80
|level= |attribute=F |guard=Low
  |startup=11 |active=2 |recovery=29 |frameAdv=-12
  |startup=11 |active=2 |recovery=29 |frameAdv=-12
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 93: Line 103:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage=1000 |level= |attribute=H |guard=High
  |damage=1000*2 |p1=80 |p2=85 (once)
|level= |attribute=H |guard=High
  |startup=11 |active=2*2 |recovery=18 |frameAdv=
  |startup=11 |active=2*2 |recovery=18 |frameAdv=
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 101: Line 112:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.AA
  |version=j.AA
  |damage= |level= |attribute= |guard=
  |damage=1100 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 109: Line 121:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage=1500 |level= |attribute=P |guard=All
  |damage=1500 |p1=80 |p2=85
|level= |attribute=P |guard=All
  |startup=19 |active= |recovery=Till L + 16 |frameAdv=
  |startup=19 |active= |recovery=Till L + 16 |frameAdv=
  |blockstun=23 |groundHit= |airHit=
  |blockstun=23 |groundHit= |airHit=
Line 117: Line 130:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.BB
  |version=j.BB
  |damage=2200 |level= |attribute= |guard=
  |damage=2200 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup=15 |active= |recovery= |frameAdv=
  |startup=15 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 125: Line 139:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage=1000*3 |level= |attribute= |guard=
  |damage=1000*3 |p1=80 |p2=80 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery=Till L+16 |frameAdv=
  |startup= |active= |recovery=Till L+16 |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 142: Line 157:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Ground Throw
  |version=Ground Throw
  |damage= |level= |attribute= |guard=
  |damage=0, 2000 |p1=100 |p2=50 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 151: Line 167:
  |version=Pulverize!
  |version=Pulverize!
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage=500*11 |level= |attribute= |guard=
  |damage=500*11 |p1=80 |p2=60 (once)
|level= |attribute= |guard=
  |startup=12 |active=1*11 |recovery=43 |frameAdv=-27
  |startup=12 |active=1*11 |recovery=43 |frameAdv=-27
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 174: Line 191:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Spin! |subtitle=236A
  |version=A Spin! |subtitle=236A
  |damage=1200*2 |level= |attribute= |guard=
  |damage=1200*2 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 182: Line 200:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Spin! |subtitle=236B
  |version=B Spin! |subtitle=236B
  |damage=1200*2 |level= |attribute= |guard=
  |damage=1200*2 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 190: Line 209:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air A Spin! |subtitle=j.236A
  |version=Air A Spin! |subtitle=j.236A
  |damage=1200*2 |level= |attribute= |guard=
  |damage=1200*2 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 198: Line 218:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air B Spin! |subtitle=j.236B
  |version=Air B Spin! |subtitle=j.236B
  |damage=1200*2 |level= |attribute= |guard=
  |damage=1200*2 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 206: Line 227:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Launch! |subtitle= 214A
  |version=A Launch! |subtitle= 214A
  |damage=2000 |level= |attribute= |guard=
  |damage=2000 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 214: Line 236:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Launch! |subtitle= 214B
  |version=B Launch! |subtitle= 214B
  |damage=2000 |level= |attribute= |guard=
  |damage=2000 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 222: Line 245:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=C Launch! |subtitle=214C
  |version=C Launch! |subtitle=214C
  |damage=2000 |level= |attribute= |guard=
  |damage=2000 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 241: Line 265:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Spin! |subtitle=236C
  |version=EX Spin! |subtitle=236C
  |damage=600*7 |level= |attribute= |guard=
  |damage=600*7 |p1=80 |p2=80(once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 249: Line 274:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air EX  Spin!|subtitle=236C
  |version=Air EX  Spin!|subtitle=236C
  |damage=600*7 |level= |attribute= |guard=
  |damage=600*7 |p1=80 |p2=80(once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 265: Line 291:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P |subtitle=Dash C
  |version=5P |subtitle=Dash C
  |damage=1700 |level= |attribute= |guard=
  |damage=1700 |p1=70 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 273: Line 300:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P |subtitle=Spin!
  |version=6P |subtitle=Spin!
  |damage=1200*2 |level= |attribute= |guard=
  |damage=1200*2 |p1=70 |p2=80 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 281: Line 309:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P |subtitle=Thrust!
  |version=4P |subtitle=Thrust!
  |damage=1500*2 |level= |attribute= |guard=
  |damage=1500*2|p1=70 |p2=80 (once)
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 300: Line 329:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Hahahaha! Be Devoured! |subtitle=236B+C
  |version=Hahahaha! Be Devoured! |subtitle=236B+C
  |damage= |level= |attribute= |guard=
  |damage=500x13, 2000<br/>[500x16, 2000] |p1=80 |p2=100
|level= |attribute= |guard=
  |startup=3+8 |active= |recovery= |frameAdv=  
  |startup=3+8 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
{{ColumnList |text=
*Values in [] are for Enhanced version
}}
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=No Escape...! |subtitle=214B+C
  |version=No Escape...! |subtitle=214B+C
  |damage=3000,38 |level= |attribute= |guard=
  |damage=3000, 100<br/>[4000, 100] |p1=80 |p2=60
|level= |attribute= |guard=
  |startup=12+11 |active= |recovery= |frameAdv=  
  |startup=12+11 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
{{ColumnList |text=
*Values in [] are for Enhanced version
}}
  }}
  }}


{{FrameData-BBTag
{{FrameData-BBTag
  |version=Hahahaha! Be Devoured! |subtitle=Distortion Skill Duo
  |version=Hahahaha! Be Devoured! |subtitle=Distortion Skill Duo
  |damage= |level= |attribute= |guard=All
  |damage= |p1= |p2=
|level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
{{ColumnList |text=
*Values in [] are for Enhanced version
*Minimum Damage 100%
}}
  }}
  }}
|}
|}
Line 334: Line 376:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=You Shit! This is the END! |subtitle=222B+C
  |version=You Shit! This is the END! |subtitle=222B+C
  |damage= |level= |attribute= |guard=
  |damage= |p1= |p2=
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 08:49, 6 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:


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.
1100 All 9 3 25 -11 B - 1100 All 14 7 16 -6 B - 1300 All 15 3 30 -14 B - 0*2, 640*4 All 12 3 31 -15 B - 800 Low 7 5 13 -6 F - 1500 All 14 - 32 -2 B - 2200 All 15 - - -3 P - 1100 All 8 5 31 -19 B - 800 High 26 3 19 -4 H - 1300 Low 11 2 29 -12 F - 1000*2 High 11 2*2 18 - H - 1100 - - - - - - - 1500 All 19 - Till L + 16 - P - 2200 - 15 - - - - - 1000*3 - - - Till L+16 - - -

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.
0, 2000 - - - - - - - 500*11 - 12 1*11 43 -27 - - - - - - - - - -

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.
1200*2 - - - - - - - 1200*2 - - - - - - - 1200*2 - - - - - - - 1200*2 - - - - - - - 2000 - - - - - - - 2000 - - - - - - - 2000 - - - - - - -

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.
600*7 - - - - - - - 600*7 - - - - - - -

Partner 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.
1700 - - - - - - - 1200*2 - - - - - - - 1500*2 - - - - - - -

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.
500x13, 2000
[500x16, 2000]
- 3+8 - - - - - 3000, 100
[4000, 100]
- 12+11 - - - - - - All - - - - - -

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.
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB[+] - Special, Super
5BB - - - Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - j.BB[+] - Special, Super
j.BB - - - Reverse Beat, Jump, Special, Super
j.C - - - -
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
  • 5BB whiff cancel is when 5B hits the floor
  • j.BB whiff cancel is when j.B hits the floor

Sources


Template:CharLinks-BBTag