Line 47: | Line 47: | ||
|version=5AAAA | |version=5AAAA | ||
|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=-23 | ||
|blockstun= |groundHit= |airHit= | |blockstun= |groundHit= |airHit= | ||
|invul= |hitbox= | |invul= |hitbox= | ||
Line 92: | Line 92: | ||
|version=5C |subtitle=(Crush Attack) | |version=5C |subtitle=(Crush Attack) | ||
|damage=800 |cancel= |p1=- |p2=- |level= |attribute= |guard= | |damage=800 |cancel= |p1=- |p2=- |level= |attribute= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=22 |active= |recovery= |frameAdv=-10 | ||
|blockstun= |groundHit= |airHit= | |blockstun= |groundHit= |airHit= | ||
|invul= |hitbox= | |invul= |hitbox= |
Revision as of 02:53, 11 January 2019
System Data
Health:
Prejump:
Backdash Time / Invul:
Normal Moves
Universal Mechanics
Skills
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)
Partner Skills
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)
Astral Heat
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 |
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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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •