BBTag/Chie Satonaka/Frame Data: Difference between revisions

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  |version=4AAA
  |version=4AAA
  |damage=1000*2 |p1=100 |p2=80  
  |damage=1000*2 |p1=100 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 6|active= |recovery= |frameAdv=
  |startup= 6|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=4AAAA
  |version=4AAAA
  |damage= 2040 |p1=100 |p2=85  
  |damage= 2040 |p1=100 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 14|active= |recovery= |frameAdv=
  |startup= 14|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5A
  |version=5A
  |damage=1500 |p1=100 |p2=80  
  |damage=1500 |p1=100 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 7|active= |recovery= |frameAdv= -4
  |startup= 7|active= |recovery= |frameAdv= -4
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5AA
  |version=5AA
  |damage=950*2 |p1=100 |p2=75  
  |damage=950*2 |p1=100 |p2=75  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup= 7|active= |recovery= |frameAdv=
  |startup= 7|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5AAA
  |version=5AAA
  |damage=750*3 |p1=100 |p2=85  
  |damage=750*3 |p1=100 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 10|active= |recovery= |frameAdv=
  |startup= 10|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5AAAA
  |version=5AAAA
  |damage=2040 |p1=100 |p2=85  
  |damage=2040 |p1=100 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 14|active= |recovery= |frameAdv=
  |startup= 14|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=2A
  |version=2A
  |damage=1000 |p1=90 |p2=70  
  |damage=1000 |p1=90 |p2=70  
  |level= |attribute= |guard=
  |level= |attribute= |guard=Low
  |startup= 7|active= |recovery= |frameAdv= -2
  |startup= 7|active= |recovery= |frameAdv= -2
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5B
  |version=5B
  |damage=1700 |p1=90 |p2=85  
  |damage=1700 |p1=90 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 12|active= |recovery= |frameAdv=
  |startup= 12|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5BB
  |version=5BB
  |damage=1100*2 |p1=90 |p2=85  
  |damage=1100*2 |p1=90 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 19|active= |recovery= |frameAdv=
  |startup= 19|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version= 2B
  |version= 2B
  |damage=1500 |p1=90 |p2=80  
  |damage=1500 |p1=90 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 10|active= |recovery= |frameAdv=
  |startup= 10|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5C
  |version=5C
  |damage=800 |p1= |p2=  
  |damage=800 |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=High
  |startup= 22|active= |recovery= |frameAdv=
  |startup= 22|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=2C
  |version=2C
  |damage=1700 |p1=90 |p2=85  
  |damage=1700 |p1=90 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=Low
  |startup= 9|active= |recovery= |frameAdv=
  |startup= 9|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=j.A
  |version=j.A
  |damage=1500 |p1=80 |p2=80  
  |damage=1500 |p1=80 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=High
  |startup= 8|active= |recovery= |frameAdv=
  |startup= 8|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 147: Line 147:
  |version=j.AA
  |version=j.AA
  |damage=1500 |p1=80 |p2=80  
  |damage=1500 |p1=80 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=High
  |startup= 7|active= |recovery= |frameAdv=
  |startup= 7|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 156: Line 156:
  |version=j.B
  |version=j.B
  |damage=1500 |p1=80 |p2=80  
  |damage=1500 |p1=80 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=High
  |startup= 13|active= |recovery= |frameAdv=
  |startup= 13|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=j.C
  |version=j.C
  |damage=300*6, 1500|p1=80 |p2=80 (once)
  |damage=300*6, 1500|p1=80 |p2=80 (once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= 19|active= |recovery= |frameAdv=
  |startup= 19|active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 02:37, 16 January 2019

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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.
1000 - 6 - - -2 - - 400*6 - 9 - - - - - 1000*2 All 6 - - - - - 2040 All 14 - - - - - 1500 All 7 - - -4 - - 950*2 All 7 - - - - - 750*3 All 10 - - - - - 2040 All 14 - - - - - 1000 Low 7 - - -2 - - 1700 All 12 - - - - - 1100*2 All 19 - - - - - 1500 All 10 - - - - - 800 High 22 - - - - - 1700 Low 9 - - - - - 1500 High 8 - - - - - 1500 High 7 - - - - - 1500 High 13 - - - - - 300*6, 1500 All 19 - - - - -

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*2, 2000 - 4 - - - - - - - - 1-14 Catch - - - - 950x5 - - - - - - - 950x5 - - - - - - - - - - - - - - -

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.
800*3 - 11 - - - - - 550*N - - - - - - - 1200*2 - 6 - - - - - 3000 - - - - - - - 3000 - - - - - - - 3000 - - - - - - - 1800 - 11 - - - - - 2200 - - - - - - -

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.
4500 - - - - - - - 4500 - - - - - - - 2500 - - - - - - -

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.
1500, 1700 - - - - - - - 2500 - - - - - - - 1000*2, 1700 - - - - - - -

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.
5000 [5000, 3000] - - - - - - - - - - - - - - - 740*N [960*N] - - - - - - -
2000 [1000, 1500] 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 Cancels
4A[3*] 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[3*] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Jump, Special, Super
5BB - - 5C, 2C 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
  • 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
  • X[+] = X is available only on whiff

Sources

@Elite_Soba - Blame this guy if anything is inaccurate


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