BBTag/Chie Satonaka/Frame Data: Difference between revisions

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! A !! B !! C !! Cancels
! A !! B !! C !! Cancels
|-
|-
! <span style="color:blue">4A<sup>[3*]</sup></span>
! <span style="color:blue">4A<sup>[2]</sup></span>
| <span style="color: green">4A<sup>[+]</sup></span>, 4AA, 5A, 2A || 5B, 2B || 5C, 2C || Jump, Special, Super
| <span style="color: green">4A<sup>[+]</sup></span>, 4AA, 5A, 2A || 5B, 2B || 5C, 2C || Jump, Special, Super
|-
|-
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| - || - || - || -
| - || - || - || -
|-
|-
! <span style="color:blue">2A<sup>[3*]</sup></span>
! <span style="color:blue">2A<sup>[2]</sup></span>
| 4A, 5A, 2A || 5B, 2B || 5C, 2C || Throw, Special, Super
| 4A, 5A, 2A || 5B, 2B || 5C, 2C || Throw, Special, Super
|-
|-
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|}
|}


* '''4A''' and '''2A''' can only be done a max of 3 times per string total.
::For example, '''2A > 4A > 2A''' will work, but '''4A > 2A > 4A > 2A''' will not
* <span style="color:green">'''X<sup>[+]</sup>''' = X is available only on whiff</span>
* <span style="color:green">'''X<sup>[+]</sup>''' = X is available only on whiff</span>
* <span style="color:blue">'''X<sup>[#]</sup>''' = X can only be used # times per string</span>


==Sources==
==Sources==

Revision as of 09:09, 15 October 2019

System Data


Normal Moves

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
4AA
4AAA
5A
5AA
5AAA
5AAAA
4AAAA
2A
5B
5BB
2B
5C
2C
j.A
j.AA
j.B
j.C
  • Last hit scales again

Universal Mechanics

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
  • Minimum Damage 100%
Hyper Counter
Reversal Action (Catch)
Hyper Counter
Reversal Action (Attack)
Hyper Counter
Air Reversal Action
Dash Cancel

Skills

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.
Rampage
236A
Air Rampage
j.236A
Skullcracker
236A > X
Dragon Kick
236B or 236A > X > X
Air Dragon Kick
j.236B
A Herculean Strike
214A
B Herculean Strike
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)
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.
EX Dragon Kick
236C
Air EX Dragon Kick
j.236C
EX Herculean Strike
214C
  • Only does 2nd hit on block

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
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
6P
4P

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)
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.
God's Hand
236BC
  • Values in [] are for Enhanced version
Power Charge
214BC
  • Values in [] are for Enhanced version
  • Values in {} are when you hold the buttons
  • Base power of all attacks increases when Power Charge is active. Lv1: +100% Lv2: +200% Lv3: +300%
Agneyastra
j.236BC or j.214BC
  • Values in [] are for Enhanced version
  • Attacks appear at the top of the screen
God's Hand
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

Astral Heat

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.
Galactic Punt
222BC

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
4A[2] 4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA - 5C, 2C Jump (2nd hit), Special, Super
4AAAA - - - -
5A[3] 5AA, 2A 5B, 2B 5C, 2C Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Dash, Jump, Special, Super
5BB - - 5C, 2C Dash, Special
2B[1] 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Jump, Special, Super
Air Revolver Action Table
A B C Cancels
j.A j.AA j.B j.C Jump, Special, Super
j.AA[1] - j.B j.C Jump, Special, Super
j.B j.AA - j.C Jump, Special, Super
j.C - - - Special, Super
  • X[+] = X is available only on whiff
  • X[#] = X can only be used # times per string

Sources

@Elite_Soba - Blame this guy if anything is inaccurate

Navigation

To edit frame data, edit values in BBTag/Chie Satonaka/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.