BBTag/Elizabeth/Frame Data: Difference between revisions

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==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lst:BBTag/Elizabeth/Data|System Data}}
{| class='wikitable'
|-
! Health
|| {{#lst:BBTag/Elizabeth/Data|health}}
|-
! Prejump
|| {{#lst:BBTag/Elizabeth/Data|prejump}}
|-
! Backdash
|| {{#lst:BBTag/Elizabeth/Data|backdash}}
|-
|}
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<br style="clear:both;"/>



Revision as of 03:45, 12 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data

Health
Prejump
Backdash


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
4AAAA
5A
5AA
5AAA
5AAAA
2A
5B
5BB
  • On Guard Point, hitstop for Persona is 0F. Opponent hitstop is unchanged.
5BBB
5B > 5C
5B > 2C
2B
5C
2C
j.A
j.AA
j.B
j.C

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
  • 100% minimum damage: 0, 2000 (2000)
Debilitate
Reversal Action
  • On Guard Point, hitstop for Elizabeth is 0F. Opponent hitstop is unchanged.
Air Debilitate
Air Reversal Action
  • On Guard Point, hitstop for Elizabeth is 0F. Opponent hitstop is unchanged.

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.
Magarudyne
236A
  • Values in <> are during Awakening and on hit
  • Values in [] are on non-Awakening hit
Maziodyne
236B
  • Values in <> are during Awakening
Air Magarudyne
j.236A
  • Values in <> are during Awakening and on hit
  • Values in [] are on non-Awakening hit
Air Maziodyne
j.236B
  • Values in <> are during Awakening
Mabufudyne
214A
  • Values in <> are during Awakening
Maragidyne
214B
  • Values in <> are during Awakening

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.
Mahamaon
236C
Mamudoon
j.236C
Diarahan
214C

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
5B
6P
Maziodyne
  • Values in <> are during Awakening
4P
Mabufudyne
  • Values in <> are during Awakening

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.
Ghastly Wail
236BC
  • Values in [] are for Enhanced version
  • Minimum Damage 2125 [2300]
  • If opponent is in hitstun, active frames increased to 3, recovery reduced by 2
Mind Charge
214B+C
  • Values in [] are for Enhanced version
Ghastly Wail
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

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.
Megidolaon (Catch)
222B+C
Megidolaon (Attack)

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA (last hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (last hit) 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA (last hit) - - -
5AAAA - - - -
2A[3*] 5A, 2A, 4A 5B, 2B 5C, 2C Jump, Special, Super
5B - 5BB (last hit), 2B (last hit) Persona 5C, Persona 2C Jump (last hit), Special, Super
5BB - 5BBB Persona 5C, Persona 2C Special, Super
5BBB - - - -
2B j.A j.B j.C Jump, Special
5C - - - -
2C - - - Special, Super
Persona 5C - - - Special[-], Super[-]
Persona 2C - - - Special
Air Revolver Action Table
A B C Cancel
j.A[1] j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - - Special, Super
j.C - - - Special[-], Super[-]
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
  • 4A and 2A can be used a combined total of 3 times per string
  • All cancels from 4AA are on the last hit
  • All cancels except Special from 5AA are on the last hit

Sources

Navigation

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