BBTag/Es/Frame Data: Difference between revisions

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{{#lsth:BBTag/Es/Data|Nav}}
{{NavTabs|game=BBTag|chara=Es|active=frame_data}}
{{#lst:BBTag/Es/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Es/Data|SystemData}}
{{#lst:BBTag/Es/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Es/Data|4A Full}}
{{#lst:BBTag/Es/Data|4A Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Es/Data|5A Full}}
{{#lst:BBTag/Es/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Es/Data|5AA Full}}
{{#lst:BBTag/Es/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Es/Data|5AAA Full}}
{{#lst:BBTag/Es/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Es/Data|5AAAA Full}}
{{#lst:BBTag/Es/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Es/Data|2A Full}}
{{#lst:BBTag/Es/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Es/Data|5B Full}}
{{#lst:BBTag/Es/Data|5B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Es/Data|5BB Full}}
{{#lst:BBTag/Es/Data|5BB Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name= 2B|subtitle=}}
{{#lsth:BBTag/Es/Data| 2B Full}}
{{#lst:BBTag/Es/Data| 2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Es/Data|5C Full}}
{{#lst:BBTag/Es/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBTag/Es/Data|2C Full}}
{{#lst:BBTag/Es/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Es/Data|j.A Full}}
{{#lst:BBTag/Es/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Es/Data|j.AA Full}}
{{#lst:BBTag/Es/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Es/Data|j.B Full}}
{{#lst:BBTag/Es/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Es/Data|j.C Full}}
{{#lst:BBTag/Es/Data|j.C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=}}
{{AttackVersion|name=Ground Throw|subtitle=}}
{{#lsth:BBTag/Es/Data|BC Full}}
{{#lst:BBTag/Es/Data|BC Full}}
|-
|-
{{AttackVersion|name=Type: Slasher "Griflet" |subtitle=Reversal Action}}
{{AttackVersion|name=Type: Slasher "Griflet" |subtitle=Reversal Action}}
{{#lsth:BBTag/Es/Data|AD Full}}
{{#lst:BBTag/Es/Data|AD Full}}
|-
|-
{{AttackVersion|name=Air Type: Slasher "Griflet" |subtitle=Air Reversal Action}}
{{AttackVersion|name=Air Type: Slasher "Griflet" |subtitle=Air Reversal Action}}
{{#lsth:BBTag/Es/Data|j.AD Full}}
{{#lst:BBTag/Es/Data|j.AD Full}}
|-
|-
{{AttackVersion|name=Crest Followup|subtitle=|rowspan=2}}
{{AttackVersion|name=Crest Followup|subtitle=|rowspan=2}}
{{#lsth:BBTag/Es/Data|AD > A/B/C Full}}
{{#lst:BBTag/Es/Data|AD > X Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Es/Data|DP Full}}
{{#lst:BBTag/Es/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=A Type: Shooter "Breunor" |subtitle=236A}}
{{AttackVersion|name=A Type: Shooter "Breunor" |subtitle=236A}}
{{#lsth:BBTag/Es/Data|236A Full}}
{{#lst:BBTag/Es/Data|236A Full}}
|-
|-
{{AttackVersion|name=B Type: Shooter "Breunor" |subtitle=236B}}
{{AttackVersion|name=B Type: Shooter "Breunor" |subtitle=236B}}
{{#lsth:BBTag/Es/Data|236B Full}}
{{#lst:BBTag/Es/Data|236B Full}}
|-
|-
{{AttackVersion|name=Followup Breunor |subtitle=Breunor > A/B}}
{{AttackVersion|name=Followup Breunor |subtitle=Breunor > A/B}}
{{#lsth:BBTag/Es/Data|Followup Breunor Full}}
{{#lst:BBTag/Es/Data|Followup Breunor Full}}
|-
|-
{{AttackVersion|name=Powered Up Shot|subtitle=}}
{{AttackVersion|name=Powered Up Shot|subtitle=}}
{{#lsth:BBTag/Es/Data|Powered Up Shot Full}}
{{#lst:BBTag/Es/Data|Powered Up Shot Full}}
|-
|-
{{AttackVersion|name=Air A Type: Shooter "Breunor" |subtitle=j.236A}}
{{AttackVersion|name=Air A Type: Shooter "Breunor" |subtitle=j.236A}}
{{#lsth:BBTag/Es/Data|j.236A Full}}
{{#lst:BBTag/Es/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=Air B Type: Shooter "Breunor" |subtitle=j.236B}}
{{AttackVersion|name=Air B Type: Shooter "Breunor" |subtitle=j.236B}}
{{#lsth:BBTag/Es/Data|j.236B Full}}
{{#lst:BBTag/Es/Data|j.236B Full}}
|-
|-
{{AttackVersion|name=Followup Air Breunor|subtitle=Air Breunor > A/B}}
{{AttackVersion|name=Followup Air Breunor|subtitle=Air Breunor > A/B}}
{{#lsth:BBTag/Es/Data|Followup Air Breunor Full}}
{{#lst:BBTag/Es/Data|Followup Air Breunor Full}}
|-
|-
{{AttackVersion|name=Type: Assaulter "Erec" |subtitle=214A|rowspan=2}}
{{AttackVersion|name=Type: Assaulter "Erec" |subtitle=214A|rowspan=2}}
{{#lsth:BBTag/Es/Data|214A Full}}
{{#lst:BBTag/Es/Data|214A Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Type: Slasher "Gawain" |subtitle=214B|rowspan=2}}
{{AttackVersion|name=Type: Slasher "Gawain" |subtitle=214B|rowspan=2}}
{{#lsth:BBTag/Es/Data|214B Full}}
{{#lst:BBTag/Es/Data|214B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Type: Slasher "Mordred" |subtitle=214C}}
{{AttackVersion|name=Type: Slasher "Mordred" |subtitle=214C}}
{{#lsth:BBTag/Es/Data|214C Full}}
{{#lst:BBTag/Es/Data|214C Full}}
|-
|-
{{AttackVersion|name=Mordred Followup |subtitle=Mordred > A/B/C}}
{{AttackVersion|name=Mordred Followup |subtitle=Mordred > A/B/C}}
{{#lsth:BBTag/Es/Data|Mordred > A/B/C Full}}
{{#lst:BBTag/Es/Data|214C X Full}}
|}
|}


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|-
|-
{{AttackVersion|name=EX Type: Shooter "Breunor" |subtitle=236C}}
{{AttackVersion|name=EX Type: Shooter "Breunor" |subtitle=236C}}
{{#lsth:BBTag/Es/Data|236C Full}}
{{#lst:BBTag/Es/Data|236C Full}}
|-
|-
{{AttackVersion|name=EX Air Type: Shooter "Breunor" |subtitle=j.236C}}
{{AttackVersion|name=EX Air Type: Shooter "Breunor" |subtitle=j.236C}}
{{#lsth:BBTag/Es/Data|j.236C Full}}
{{#lst:BBTag/Es/Data|j.236C Full}}
|}
|}


==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
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|-
|-
{{AttackVersion|name=5P |subtitle=Type: Slasher "Mordred"|rowspan=2}}
{{AttackVersion|name=5P |subtitle=Type: Slasher "Mordred"|rowspan=2}}
{{#lsth:BBTag/Es/Data|5P Full}}
{{#lst:BBTag/Es/Data|5P Full}}
|-
|-
{{Description|18|text=
{{Description|18|text={{ColumnList|text=
*Values in [] are for followup
*Only performs followup on hit
}}
}}
}}
|-
|-
{{AttackVersion|name=6P |subtitle=Type: Shooter "Breunor"|rowspan=2}}
{{AttackVersion|name=6P |subtitle=Type: Shooter "Breunor"|rowspan=2}}
{{#lsth:BBTag/Es/Data|6P Full}}
{{#lst:BBTag/Es/Data|6P Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
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|-
|-
{{AttackVersion|name=4P |subtitle=BBCF 6D|rowspan=2}}
{{AttackVersion|name=4P |subtitle=BBCF 6D|rowspan=2}}
{{#lsth:BBTag/Es/Data|4P Full}}
{{#lst:BBTag/Es/Data|4P Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
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|-
|-
{{AttackVersion|name=Type: Shooter "Palamedes" |subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Type: Shooter "Palamedes" |subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Es/Data|236BC Full}}
{{#lst:BBTag/Es/Data|236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 35% (1400 [1750])
*Minimum Damage: 1400 [1750]
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Air Type: Shooter "Palamedes" |subtitle=j.236B+C|rowspan=2}}
{{AttackVersion|name=Air Type: Shooter "Palamedes" |subtitle=j.236B+C|rowspan=2}}
{{#lsth:BBTag/Es/Data|j.236BC Full}}
{{#lst:BBTag/Es/Data|j.236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 35% (1400 [1750])
*Minimum Damage: 1400 [1750]
*Frame advantage given from lowest possible height
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Type: Slasher "Galahad" |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Type: Slasher "Galahad" |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Es/Data|214BC Full}}
{{#lst:BBTag/Es/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage: 500, 1419 (1919) [500, 62*6, 1290 (2162)]
}}
}}
  }}
  }}
|-
|-
{{AttackVersion|name=Type: Slasher "Galahad" |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Type: Slasher "Galahad" |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Es/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Es/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage: 2500 [3000]
}}
}}
  }}
  }}
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|-
|-
{{AttackVersion|name=Type: Exterminator "Artorius" |subtitle=222B+C}}
{{AttackVersion|name=Type: Exterminator "Artorius" |subtitle=222B+C}}
{{#lsth:BBTag/Es/Data|222BC Full}}
{{#lst:BBTag/Es/Data|222BC Full}}
|}
|}


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|-
|-
! j.B
! j.B
| - || - || j.C || Special, Super
| - || - || <span style="color:red">j.C<sup>[-]</sup></span> || <span style="color:red">Special<sup>[-]</sup></span>, <span style="color:red">Super<sup>[-]</sup></span>
|-
|-
! j.C
! j.C
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==Navigation==
==Navigation==
{{#lsth:BBTag/Es/Data|Links}}
{{#lst:BBTag/Es/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Es/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Es/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}

Revision as of 00:46, 23 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

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
5A
5AA
5AAA
5AAAA
2A
5B
  • Frame advantage listed assumes crest hits opponent
  • Crest has startup 25F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes
5BB
  • Frame advantage listed assumes crest hits opponent
  • Crest has startup 19F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes
2B
5C
2C
j.A
j.AA
j.B
j.C
  • Crest has startup 24F after j.C becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes

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
Type: Slasher "Griflet"
Reversal Action
Air Type: Slasher "Griflet"
Air Reversal Action
Crest Followup
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack

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.
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
  • Can only hit standing opponents not in blockstun (hitstun is ok)
Type: Slasher "Gawain"
214B
  • Values in [] are for charged version
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)
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 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
Type: Slasher "Mordred"
  • Values in [] are for followup
  • Only performs followup on hit
6P
Type: Shooter "Breunor"
4P
BBCF 6D
  • Crest has startup 16F after 4P becomes active (unaffected by Es's hitstop). Active 3F

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.
Type: Shooter "Palamedes"
236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]
Air Type: Shooter "Palamedes"
j.236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]
Type: Slasher "Galahad"
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 500, 1419 (1919) [500, 62*6, 1290 (2162)]
Type: Slasher "Galahad"
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.
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.