BBTag/Carmine/Frame Data: Difference between revisions

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< BBTag‎ | Carmine
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5A
  |damage= |level= |attribute= |guard=
  |damage=1100 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9 |active=3 |recovery=25 |frameAdv=-11
  |blockstun= |groundHit= |aiHit=
  |blockstun=16 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage= |level= |attribute= |guard=  
  |damage=1100 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active=7 |recovery=16 |frameAdv=-6
  |blockstun= |groundHit= |aiHit=
  |blockstun=16 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage= |level= |attribute= |guard=
  |damage=1300 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=3 |recovery=30 |frameAdv=-14
  |blockstun= |groundHit= |aiHit=
  |blockstun=18 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAAA
  |version=5AAAA
  |damage= |level= |attribute= |guard=  
  |damage=0*2, 640*4 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active=3 |recovery=31 |frameAdv=-15
  |blockstun= |groundHit= |aiHit=
  |blockstun=18 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage= |level= |attribute= |guard=
  |damage=800 |level= |attribute=F |guard=Low
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active=5 |recovery=13 |frameAdv=-6
  |blockstun= |groundHit= |aiHit=
  |blockstun=11 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage= |level= |attribute= |guard=
  |damage=1500 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery=32 |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage= |level= |attribute= |guard=
  |damage=2200 |level= |attribute=P |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active= |recovery= |frameAdv=-3
  |blockstun= |groundHit= |aiHit=
  |blockstun=18 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version= 2B
  |damage= |level= |attribute= |guard=
  |damage=1100 |level= |attribute=B |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=8 |active=5 |recovery=31 |frameAdv=-19
  |blockstun= |groundHit= |aiHit=
  |blockstun=16 |groundHit= |airHit=
  |invul= |hitbox=
  |invul=5-9 H |hitbox=
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute=H |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active=3 |recovery=19 |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun=17 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage= |level= |attribute= |guard=
  |damage=1300 |level= |attribute=F |guard=Low
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=2 |recovery=29 |frameAdv=-12
  |blockstun= |groundHit= |aiHit=
  |blockstun=18 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage= |level= |attribute= |guard=
  |damage=1000 |level= |attribute=H |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=2*2 |recovery=18 |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun=16 |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage= |level= |attribute= |guard=
  |damage=1500 |level= |attribute=P |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=19 |active= |recovery=Till L + 16 |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun=23 |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.BB
|damage=2200 |level= |attribute= |guard=
|startup=15 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |version=Pulverize!
  |version=Pulverize!
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
  |damage=500*11 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active=1*11 |recovery=43 |frameAdv=-27
  |blockstun= |groundHit= |aiHit=
  |blockstun=16 |groundHit= |airHit=
  |invul= |hitbox=
  |invul=1-22 All |hitbox=
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
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  |damage= |level= |attribute= |guard=  
  |damage= |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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|-
|-
! j.B
! j.B
| - || j.BB || - || Reverse Beat, Special
| - || j.BB || - || Special
|-
|-
! j.BB
! j.BB

Revision as of 10:57, 21 June 2018

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 - - High 26 3 19 -4 H - 1300 Low 11 2 29 -12 F - 1000 High 11 2*2 18 - H - - - - - - - - - 1500 All 19 - Till L + 16 - P - 2200 - 15 - - - - - - - - - - - - -

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.
- - - - - - - - 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge
    • Skill Gauge Cooldown ???F
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.
- - - - - - - - - - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F
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.
- - - - - - - - - - - - - - - -

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 - - Reverse Beat, Throw, Jump, Special
5AA 5AAA - - Reverse Beat, Throw, Jump[-], Special
5AAA 5AAAA - - Reverse Beat, Throw, Jump[-], Special
5AAAA - - - -
2A[3] 2A[+] - - Reverse Beat, Throw, Jump, Special
5B - 5BB - Reverse Beat, Jump[-], Special
5BB - - - Reverse Beat, Jump[-], Special
2B - - - Reverse Beat, Jump[-], Special
5C - - - -
2C - - - Reverse Beat, Jump[-], Special
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special
j.AA - - - Reverse Beat, Jump, Special
j.B - j.BB - Special
j.BB - - - Reverse Beat, Special
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 that has not been used in the current string.

Sources