BBTag/Heart Aino/Frame Data: Difference between revisions

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{{#lst:BBTag/Heart Aino/Data|5B Full}}
{{#lst:BBTag/Heart Aino/Data|5B Full}}
|-
|-
{{Description|18|text=*Values in [] refer to charged version
{{Description|21|text=*Values in [] refer to charged version
*On Guard Point, hitstop for Heart and Opponent 19F
*On Guard Point, hitstop for Heart and Opponent 19F
  }}
  }}
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{{#lst:BBTag/Heart Aino/Data|5BB Full}}
{{#lst:BBTag/Heart Aino/Data|5BB Full}}
|-
|-
{{Description|18|text=*Can homing cancel
{{Description|21|text=*Can homing cancel
  }}
  }}
|-
|-
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{{#lst:BBTag/Heart Aino/Data|2B Full}}
{{#lst:BBTag/Heart Aino/Data|2B Full}}
|-
|-
{{Description|18|text=*Values in [] refer to charged version
{{Description|21|text=*Values in [] refer to charged version
*On Guard Point, hitstop for Heart and Opponent 19F
*On Guard Point, hitstop for Heart and Opponent 19F
*Can homing cancel on charged hit only
*Can homing cancel on charged hit only
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{{#lst:BBTag/Heart Aino/Data|j.A Full}}
{{#lst:BBTag/Heart Aino/Data|j.A Full}}
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|-
{{Description|18|text=*Can homing cancel
{{Description|21|text=*Can homing cancel
  }}
  }}
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|-
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{{#lst:BBTag/Heart Aino/Data|j.AA Full}}
{{#lst:BBTag/Heart Aino/Data|j.AA Full}}
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{{Description|18|text=*Can homing cancel
{{Description|21|text=*Can homing cancel
  }}
  }}
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{{#lst:BBTag/Heart Aino/Data|j.B Full}}
{{#lst:BBTag/Heart Aino/Data|j.B Full}}
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{{Description|18|text=*Can homing cancel
{{Description|21|text=*Can homing cancel
  }}
  }}
|-
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{{#lst:BBTag/Heart Aino/Data|j.BB Full}}
{{#lst:BBTag/Heart Aino/Data|j.BB Full}}
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{{Description|18|text=*Can homing cancel
{{Description|21|text=*Can homing cancel
  }}
  }}
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{{#lst:BBTag/Heart Aino/Data|j.C Full}}
{{#lst:BBTag/Heart Aino/Data|j.C Full}}
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{{Description|18|text=*Costs 1 skill gauge if done as a cancel
{{Description|21|text=*Costs 1 skill gauge if done as a cancel
*Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
*Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
*j.1/4/7C have invul on frame 1 until they begin homing
*j.1/4/7C have invul on frame 1 until they begin homing
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{{#lst:BBTag/Heart Aino/Data|BC Full}}
{{#lst:BBTag/Heart Aino/Data|BC Full}}
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|-
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
{{Description|21|text=*100% minimum damage: 0, 2000 (2000)
  }}
  }}
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|-
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{{#lst:BBTag/Heart Aino/Data|236A Full}}
{{#lst:BBTag/Heart Aino/Data|236A Full}}
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|-
{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|236B Full}}
{{#lst:BBTag/Heart Aino/Data|236B Full}}
|-
|-
{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
*On Guard Point, hitstop for Heart and Opponent 19F
*On Guard Point, hitstop for Heart and Opponent 19F
}}
}}
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{{#lst:BBTag/Heart Aino/Data|214A Full}}
{{#lst:BBTag/Heart Aino/Data|214A Full}}
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{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|j.214A Full}}
{{#lst:BBTag/Heart Aino/Data|j.214A Full}}
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|-
{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|214B Full}}
{{#lst:BBTag/Heart Aino/Data|214B Full}}
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{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
*Each shot is active for 300F
*Each shot is active for 300F
}}
}}
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{{#lst:BBTag/Heart Aino/Data|j.214B Full}}
{{#lst:BBTag/Heart Aino/Data|j.214B Full}}
|-
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{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
*Each shot is active for 300F
*Each shot is active for 300F
}}
}}
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{{#lst:BBTag/Heart Aino/Data|j.236A Full}}
{{#lst:BBTag/Heart Aino/Data|j.236A Full}}
|-
|-
{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|j.236B Full}}
{{#lst:BBTag/Heart Aino/Data|j.236B Full}}
|-
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{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|Roz Sfaira Clash Full}}
{{#lst:BBTag/Heart Aino/Data|Roz Sfaira Clash Full}}
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{{Description|18|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=


}}
}}
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{{#lst:BBTag/Heart Aino/Data|236BC Full}}
{{#lst:BBTag/Heart Aino/Data|236BC Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Heart immediately enters recovery on hit/block
*Heart immediately enters recovery on hit/block
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{{#lst:BBTag/Heart Aino/Data|214BC Full}}
{{#lst:BBTag/Heart Aino/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Values in <> are when first hit successfully hits opponent
*Values in <> are when first hit successfully hits opponent
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{{#lst:BBTag/Heart Aino/Data|j.236BC Full}}
{{#lst:BBTag/Heart Aino/Data|j.236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Only does second hit if first hit whiffs
*Only does second hit if first hit whiffs
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{{#lst:BBTag/Heart Aino/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Heart Aino/Data|Distortion Skill Duo Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Values in <> are on hit
*Values in <> are on hit
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{{#lst:BBTag/Heart Aino/Data|222BC Full}}
{{#lst:BBTag/Heart Aino/Data|222BC Full}}
|-
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{{Description|18|text=
{{Description|21|text=
{{ColumnList |text=
{{ColumnList |text=



Revision as of 04:34, 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
5A
5AA
5AAA
5AAAA
2A
5B
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
5BB
  • Can homing cancel
5BBB
2B
  • Values in [] refer to charged version
  • On Guard Point, hitstop for Heart and Opponent 19F
  • Can homing cancel on charged hit only
5C
2C
j.A
  • Can homing cancel
j.AA
  • Can homing cancel
j.B
  • Can homing cancel
j.BB
  • Can homing cancel
j.C
  • Costs 1 skill gauge if done as a cancel
  • Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2
  • j.1/4/7C have invul on frame 1 until they begin homing

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)
Heartful Punch
Reversal Action
Air Heartful Punch
Air Reversal Action
Followup 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 Iron Fist Punch
236A
B Iron Fist Punch
236B
  • On Guard Point, hitstop for Heart and Opponent 19F
Roz Sfaira
214A
Air Roz Sfaira
j.214A
Tria Sfaira
214B
  • Each shot is active for 300F
Air Tria Sfaira
j.214B
  • Each shot is active for 300F
A Special Kick
j.236A
B Special Kick
j.236B
Roz Sfaira
Clash with Projectile

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 Iron Fist Punch
236C
Roz Toxo
214C
Air Roz Toxo
j.214C
EX Special Kick
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
Iron Fist Punch
6P
Roz Toxo
4P
2B

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.
Iron Fist Punch of Love
236BC
  • Values in [] are for Enhanced version
  • Heart immediately enters recovery on hit/block
  • Minimum Damage 1612 [1798]
Amazing Heartful Punch
214B+C
  • Values in [] are for Enhanced version
  • Values in <> are when first hit successfully hits opponent
  • Minimum Damage 450, 120*14 (2130) [300, 90*22 (2280)]
  • If first hit whiffs, only does a second hit with base damage 3500 and minimum damage 30% (1050)
Amazing Special Kick
j.236BC
  • Values in [] are for Enhanced version
  • Only does second hit if first hit whiffs
  • Minimum Damage 1914 [2108]
Iron Fist Punch of Love
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Values in <> are on hit
  • Minimum Damage 2000 [2500]

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.
Super Amazing Iron Fist Punch of Love
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[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB - Special, Super
5BBB - - - Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B - Jump, Special, Super
j.AA - j.B - Jump, Special, Super
j.B - j.BB - Jump, Special, Super
j.BB - - - 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/Heart Aino/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.