BBTag/Hazama/Frame Data: Difference between revisions

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< BBTag‎ | Hazama
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  |damage=1300 |cancel= |p1=100 |p2=80 |level= |attribute= |guard=
  |damage=1300 |cancel= |p1=100 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=950*2 |cancel= |p1=100 |p2=85(once) |level= |attribute= |guard=
  |damage=950*2 |cancel= |p1=100 |p2=85(once) |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=1700 |cancel= |p1=100 |p2=85 |level= |attribute= |guard=  
  |damage=1700 |cancel= |p1=100 |p2=85 |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=1500 |cancel= |p1=100 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=100 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=2000 |cancel= |p1=100 |p2=90 |level= |attribute= |guard=
  |damage=2000 |cancel= |p1=100 |p2=90 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=1000 |cancel= |p1=90 |p2=75 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=90 |p2=75 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=- |cancel= |p1=- |p2=- |level= |attribute= |guard=
  |damage=- |cancel= |p1=- |p2=- |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1700 |cancel= |p1=90 |p2=75 |level= |attribute= |guard=
  |damage=1700 |cancel= |p1=90 |p2=75 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=800 |cancel= |p1=- |p2=- |level= |attribute= |guard=
  |damage=800 |cancel= |p1=- |p2=- |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=2000 |cancel= |p1=90 |p2=90 |level= |attribute= |guard=
  |damage=2000 |cancel= |p1=90 |p2=90 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1000 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1700 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |damage=1700 |cancel= |p1=80 |p2=85 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=0, 2000 |cancel= |p1=100 |p2=50 |level= |attribute= |guard=
  |damage=0, 2000 |cancel= |p1=100 |p2=50 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description={{ColumnList |text=
  |description={{ColumnList |text=
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  |damage=2300 |cancel= |p1=80 |p2=60 |level= |attribute= |guard=
  |damage=2300 |cancel= |p1=80 |p2=60 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage= |level= |attribute= |guard=  
  |damage= |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
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  |damage=1500, 1500 |cancel= |p1=100, 80 |p2=80 |level= |attribute= |guard=
  |damage=1500, 1500 |cancel= |p1=100, 80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=2200 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |damage=2200 |cancel= |p1=80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500, 1500 |cancel= |p1=100, 80 |p2=80 |level= |attribute= |guard=
  |damage=1500, 1500 |cancel= |p1=100, 80 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=2200 |cancel= |p1=90 |p2=80 |level= |attribute= |guard=
  |damage=2200 |cancel= |p1=90 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=0, 3300 |cancel= |p1=100 |p2=85(once) |level= |attribute= |guard=
  |damage=0, 3300 |cancel= |p1=100 |p2=85(once) |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=0 |cancel= |p1=100 |p2=50 |level= |attribute= |guard=
  |damage=0 |cancel= |p1=100 |p2=50 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=1500 |cancel= |p1=70 |p2=80 |level= |attribute= |guard=
  |damage=1500 |cancel= |p1=70 |p2=80 |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |damage=0, 3300  |cancel= |p1=70 |p2=85(once) |level= |attribute= |guard=
  |damage=0, 3300  |cancel= |p1=70 |p2=85(once) |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
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  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 344: Line 344:
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 356: Line 356:
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 368: Line 368:
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 381: Line 381:
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description={{ColumnList |text=
  |description={{ColumnList |text=
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  |damage=DESTROYED |level= |attribute= |guard=
  |damage=DESTROYED |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=

Revision as of 09:26, 5 January 2019

Template:CharNav-BBTag

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.
1300 - - - - - - - 950*2 - - - - - - - 1700 - - - - - - - 1500 - - - - - - - 2000 - - - - - - - 1000 - - - - - - - 1500 - - - - - - - - - - - - - - - 1700 - - - - - - - 1500 - - - - - - - 800 - - - - - - - 2000 - - - - - - - 1000 - - - - - - - 1000 - - - - - - - 1000 - - - - - - - 1000 - - - - - - - 1000 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1500 - - - - - - - 1500 - - - - - - -

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, 2000 - - - - - - - 2300 - - - - - - - - - - - - - - -

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, 1500 - - - - - - - 2200 - - - - - - - 1500, 1500 - - - - - - - 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.
0, 3300 - - - - - - - 0 - - - - - - -

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 - - - - - - - 0, 3300 - - - - - - -
1700*2 - - - - - - -

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.
3980 All - - - - - - 4980 All - - - - - - 500*10, 3000 All - - - - - - 500*2, 250*24, 1250*2 All - - - - - -
- 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.
DESTROYED - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 2A, 5A 5B, 2B 5C, 2C Throw, Jump, Special
5A[1] 2A, 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special
5AA 2A, 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special
5AAA 5AAAA 5B, 2B 5C, 2C Special
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Jump, Special
5B - 5BB[+] - Special
5BB j.A[+] 5BBB[+] j.C[+] -
5BBB j.A j.B, j.2B j.C Jump
2B 5A 2BB 5C, 2C Throw, Jump, Special
2BB - 2BBB[+] - -
2BBB j.A[+] 2BBBB[+] j.C[+] -
2BBBB j.A j.B, j.2B j.C Jump
5C - - - -
2C - - - Special
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B, j.2B j.C Jump
j.AA j.AAA[+] j.B, j.2B j.C Jump
j.AAA j.AAAA[+] j.B, j.2B j.C Jump
j.AAAA j.AAAAA[+] j.B, j.2B j.C Jump
j.AAAAA - j.B, j.2B j.C Jump
j.B, j.2B - j.BB[+] - -
j.BB j.A[+] j.BBB[+] j.C[+] -
j.BBB j.A j.B, j.2B j.C Jump
j.C - - - -
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
  • Note that you have to wait for a period of time (12F, BBCF2 data) to do j.A, j.Bs and j.C after doing chain follow-ups (5BB, 2BBB, j.BB, j.2BB). So technically the chain follow-ups DO NOT cancel into these attacks.

Sources

Early Proration Data from Hima based on the Beta


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