BBTag/Es/Frame Data: Difference between revisions

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{{AttackVersion|name=Ground Throw|subtitle=}}
{{AttackVersion|name=Ground Throw|subtitle=}}
{{#lsth:BBTag/Es/Data|Ground Throw Full}}
{{#lsth:BBTag/Es/Data|BC Full}}
}}
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{{AttackVersion|name=Type: Slasher "Griflet" |subtitle=Reversal Action}}
{{AttackVersion|name=Type: Slasher "Griflet" |subtitle=Reversal Action}}
{{#lsth:BBTag/Es/Data|Reversal Action Full}}
{{#lsth:BBTag/Es/Data|AD Full}}
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|-
{{AttackVersion|name=Air Type: Slasher "Griflet" |subtitle=Reversal Action}}
{{AttackVersion|name=Air Type: Slasher "Griflet" |subtitle=Air Reversal Action}}
{{#lsth:BBTag/Es/Data|Air Reversal Action Full}}
{{#lsth:BBTag/Es/Data|j.AD Full}}
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{{AttackVersion|name=Crest Followup|subtitle=|rowspan=2}}
{{AttackVersion|name=Crest Followup|subtitle=|rowspan=2}}
{{#lsth:BBTag/Es/Data|Reversal Action Followup Full}}
{{#lsth:BBTag/Es/Data|AD > A/B/C Full}}
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{{Description|14|{{ColumnList |text=
{{Description|14|{{ColumnList |text=
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{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Es/Data|Cross Burst Attack Full}}
{{#lsth:BBTag/Es/Data|DP Full}}
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Revision as of 22:36, 21 February 2019

System Data


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.
4A
5A
5AA
5AAA
5AAAA
2A
5B

{{{text}}}

5BB

{{{text}}}

2B
5C
2C
j.A
j.AA
j.B
j.C

{{{text}}}

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.
Ground Throw
Type: Slasher "Griflet"
Reversal Action
Air Type: Slasher "Griflet"
Air Reversal Action
Crest Followup

{{{text}}}

Cross Burst Attack

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.
A Type: Shooter "Breunor"
236A
B Type: Shooter "Breunor"
236B
Followup Breunor
Breunor > A/B
Powered Up Shot
Air A Type: Shooter "Breunor"
j.236A
Air B Type: Shooter "Breunor"
j.236B
Followup Air Breunor
Air Breunor > A/B
Type: Assaulter "Erec"
214A

{{{text}}}

Type: Slasher "Gawain"
214B

{{{text}}}

Type: Slasher "Mordred"
214C
Mordred Followup
Mordred > A/B/C

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.
EX Type: Shooter "Breunor"
236C
EX Air Type: Shooter "Breunor"
j.236C

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F and this invincibility is removed.
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.
5P
Type: Slasher "Mordred"
6P
Type: Shooter "Breunor"
4P
BBCF 6D

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.
Type: Shooter "Palamedes"
236B+C

{{{text}}}

Air Type: Shooter "Palamedes"
j.236B+C

{{{text}}}

Type: Slasher "Galahad"
214B+C

{{{text}}}

Type: Slasher "Galahad"
Distortion Skill Duo

{{{text}}}

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.
Type: Exterminator "Artorius"
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA - 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Jump[-], Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C 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

Sources

Navigation


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