BBTag/Hyde/Frame Data: Difference between revisions

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< BBTag‎ | Hyde
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5A
  |damage= |level=2 |attribute= |guard=
  |damage=1000 |p1=100 |p2=75
|level=2 |attribute= |guard=
  |startup=6 |active=2 |recovery=18 |frameAdv=-7
  |startup=6 |active=2 |recovery=18 |frameAdv=-7
  |blockstun=13 |groundHit= |aiHit=
  |blockstun=13 |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage= |level=2 |attribute= |guard=  
  |damage=1000 |p1=100 |p2=75
|level=2 |attribute= |guard=  
  |startup=9 |active=2,2 |recovery=18 |frameAdv=-7
  |startup=9 |active=2,2 |recovery=18 |frameAdv=-7
  |blockstun=13 |groundHit= |aiHit=
  |blockstun=13 |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage= |level=3 |attribute= |guard=
  |damage=1500*2 |p1=100 |p2=70 (once)
|level=3 |attribute= |guard=
  |startup=8 |active=2(10)2 |recovery=24 |frameAdv=-8
  |startup=8 |active=2(10)2 |recovery=24 |frameAdv=-8
  |blockstun=18 |groundHit= |aiHit=
  |blockstun=18 |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAAA
  |version=5AAAA
  |damage= |level=5 |attribute= |guard=  
  |damage=2000 |p1=100 |p2=90
|level=5 |attribute= |guard=  
  |startup=11+until landing |active=2 |recovery=30 |frameAdv=-12
  |startup=11+until landing |active=2 |recovery=30 |frameAdv=-12
  |blockstun=20 |groundHit= |aiHit=
  |blockstun=20 |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage= |level=2 |attribute= |guard=
  |damage=1000 |p1=90 |p2=75
|level=2 |attribute= |guard=
  |startup=7 |active=2 |recovery=16 |frameAdv=-5
  |startup=7 |active=2 |recovery=16 |frameAdv=-5
  |blockstun=13 |groundHit= |aiHit=
  |blockstun=13 |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage= |level=3 |attribute= |guard=
  |damage=1500 |p1=100 |p2=80
|level=3 |attribute= |guard=
  |startup=14 |active=5 |recovery=19 |frameAdv=-8
  |startup=14 |active=5 |recovery=19 |frameAdv=-8
  |blockstun=16 |groundHit= |aiHit=
  |blockstun=16 |groundHit= |aiHit=
Line 62: Line 68:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage= |level=5 |attribute= |guard=
  |damage=1700 |p1=100 |p2=90
|level=5 |attribute= |guard=
  |startup=15 |active=2 |recovery=31 |frameAdv=-13
  |startup=15 |active=2 |recovery=31 |frameAdv=-13
  |blockstun=20 |groundHit= |aiHit=
  |blockstun=20 |groundHit= |aiHit=
Line 70: Line 77:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BBB
  |version=5BBB
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=70
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 78: Line 86:
{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version= 2B
  |damage= |level=4 |attribute= |guard=
  |damage=1700 |p1=90 |p2=85
|level=4 |attribute= |guard=
  |startup=10 |active=2 |recovery=23 |frameAdv=-7
  |startup=10 |active=2 |recovery=23 |frameAdv=-7
  |blockstun=18 |groundHit= |aiHit=
  |blockstun=18 |groundHit= |aiHit=
Line 85: Line 94:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage= |level= |attribute= |guard=
  |damage=800 |p1= |p2=
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 94: Line 104:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage= |level=4 |attribute= |guard=
  |damage=1700 |p1=90 |p2=75
|level=4 |attribute= |guard=
  |startup=12 |active=5 |recovery=17 |frameAdv=-4
  |startup=12 |active=5 |recovery=17 |frameAdv=-4
  |blockstun=18 |groundHit= |aiHit=
  |blockstun=18 |groundHit= |aiHit=
Line 102: Line 113:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 110: Line 122:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.AA
  |version=j.AA
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 118: Line 131:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage= |level= |attribute= |guard=
  |damage=1100*2 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage= |level= |attribute= |guard=
  |damage=1000, 1700 |p1=80 |p2=75
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Ground Throw
  |version=Ground Throw
  |damage= |level= |attribute= |guard=
  |damage=0, 2000 |p1=100 |p2=50 (once)
|level= |attribute= |guard= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 152: Line 168:
  |version=Red Clad Craver
  |version=Red Clad Craver
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
  |damage=680*7 |p1=80 |p2=60 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 160: Line 177:
  |version=Air Red Clad Craver
  |version=Air Red Clad Craver
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
  |damage=680*7 |p1=80 |p2=60 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 184: Line 202:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Black Orbiter |subtitle=236A
  |version=A Black Orbiter |subtitle=236A
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 192: Line 211:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Black Orbiter |subtitle=236B
  |version=B Black Orbiter |subtitle=236B
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Dark Lotus |subtitle=Orbiter > 236A
  |version=Dark Lotus |subtitle=Orbiter > 236A
  |damage= |level= |attribute= |guard=
  |damage=800*3 |p1=80 |p2=80 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 208: Line 229:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Bend Sinister |subtitle=Orbiter > 236B
  |version=B Bend Sinister |subtitle=Orbiter > 236B
  |damage= |level= |attribute= |guard=
  |damage=2000 |p1=100 |p2=90
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 216: Line 238:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=C Bend Sinister |subtitle=Orbiter > 236C
  |version=C Bend Sinister |subtitle=Orbiter > 236C
  |damage= |level= |attribute= |guard=
  |damage=2000 |p1=100 |p2=90
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Vacant Shift |subtitle= 214A
  |version=A Vacant Shift |subtitle= 214A
  |damage= |level= |attribute= |guard=
  |damage=1100 |p1=80 |p2=85
|level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 232: Line 256:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Vacant Shift |subtitle= 214B
  |version=B Vacant Shift |subtitle= 214B
  |damage= |level= |attribute= |guard=
  |damage=1300 |p1=80 |p2=85
|level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 240: Line 265:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air A Vacant Shift |subtitle=j.214A
  |version=Air A Vacant Shift |subtitle=j.214A
  |damage= |level= |attribute= |guard=
  |damage=1100 |p1=80 |p2=85
|level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 248: Line 274:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air B Vacant Shift |subtitle=j.214B
  |version=Air B Vacant Shift |subtitle=j.214B
  |damage= |level= |attribute= |guard=
  |damage=1300 |p1=80 |p2=85
|level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 256: Line 283:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Second |subtitle=Vacant Shift > A/B/C
  |version=Second |subtitle=Vacant Shift > A/B/C
  |damage= |level= |attribute= |guard=
  |damage=1100 [1300]|p1=64 |p2=100
|level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description={{ColumnList |text=
*Values in [] are when done from B Vacant Shift
}}
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Second |subtitle=Second > A/B/C
  |version=Third |subtitle=Second > A/B/C
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=75
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 283: Line 314:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Black Orbiter |subtitle=236C
  |version=EX Black Orbiter |subtitle=236C
  |damage= |level= |attribute= |guard=
  |damage=750*5 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 291: Line 323:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Vacant Shift |subtitle=214C
  |version=EX Vacant Shift |subtitle=214C
  |damage= |level= |attribute= |guard=
  |damage=800*5, 2000 |p1=80 |p2=90
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air EX Vacant Shift |subtitle=j.214C
  |version=Air EX Vacant Shift |subtitle=j.214C
  |damage= |level= |attribute= |guard=
  |damage=800*5, 2000 |p1=80 |p2=90
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 315: Line 349:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P |subtitle=Black Orbiter
  |version=5P |subtitle=Black Orbiter
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=70 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 323: Line 358:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P |subtitle=Dark Lotus
  |version=6P |subtitle=Dark Lotus
  |damage= |level= |attribute= |guard=
  |damage=1000*3 |p1=70 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 331: Line 367:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P |subtitle=Pale Bringer
  |version=4P |subtitle=Pale Bringer
  |damage= |level= |attribute= |guard=
  |damage=800*3 |p1=70 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 350: Line 387:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Gyre Vortex |subtitle=236B+C
  |version=Gyre Vortex |subtitle=236B+C
  |damage= |level= |attribute= |guard=
  |damage=2000, 700*10<br/>[2000, 460*20] |p1=80 |p2=90, 96*10<br/>[90, 98*20]
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 358: Line 396:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Pale Bringer |subtitle=214B+C
  |version=Pale Bringer |subtitle=214B+C
  |damage= |level= |attribute= |guard=
  |damage=1700, 50*N, 800, 800*7<br/>[1700, 50*N, 500, 500*13, 1700] |p1=80 |p2=
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=

Revision as of 09:57, 6 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.
1000 - 6 2 18 -7 - - 1000 - 9 2,2 18 -7 - - 1500*2 - 8 2(10)2 24 -8 - - 2000 - 11+until landing 2 30 -12 - - 1000 - 7 2 16 -5 - - 1500 - 14 5 19 -8 - - 1700 - 15 2 31 -13 - - 1500 - - - - - - - 1700 - 10 2 23 -7 - - 800 - - - - - - - 1700 - 12 5 17 -4 - - 1500 - - - - - - - 1500 - - - - - - - 1100*2 - - - - - - - 1000, 1700 - - - - - - -

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 - - - - - - - 680*7 - - - - - - - 680*7 - - - - - - - - - - - - - - -

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 - - - - - - - 800*3 - - - - - - - 2000 - - - - - - - 2000 - - - - - - - 1100 - - - - - - - 1300 - - - - - - - 1100 - - - - - - - 1300 - - - - - - - 1100 [1300] - - - - - - - 1700 - - - - - - -

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.
750*5 - - - - - - - 800*5, 2000 - - - - - - - 800*5, 2000 - - - - - - -

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.
1700 - - - - - - - 1000*3 - - - - - - - 800*3 - - - - - - -

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.
2000, 700*10
[2000, 460*20]
- - - - - - - 1700, 50*N, 800, 800*7
[1700, 50*N, 500, 500*13, 1700]
- - - - - - - - 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.
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special
5B - 5BB 5C Reverse Beat, Jump[-], Special
5BB - 5BBB 5C Reverse Beat, Jump[-], Special
5BBB - - 5C -
2B - - 5C Reverse Beat, Jump[-], Special
5C - - - -
2C - - - Reverse Beat, Jump[-], Special
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special
j.AA - - - Reverse Beat, Jump, Special
j.B - - - Reverse Beat, Jump, Special
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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources


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