BBTag/Hyde/Frame Data: Difference between revisions

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< BBTag‎ | Hyde
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==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P |subtitle=Black Orbiter
  |version=5P |subtitle=Pale Bringer
  |damage=1700 |p1=70 |p2=85  
  |damage=1700*2 |p1=70 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=31 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P |subtitle=Dark Lotus
  |version=6P |subtitle=Black Orbiter
  |damage=1000*3 |p1=70 |p2=80  
  |damage=1000*3 |p1=70 |p2=80 (once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=31 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P |subtitle=Pale Bringer
  |version=4P |subtitle=Dark Lotus
  |damage=800*3 |p1=70 |p2=80  
  |damage=800*3 |p1=70 |p2=80 (once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=35 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 22:07, 2 February 2019

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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 All 6 2 18 -7 - - 1000 All 9 2,2 18 -7 - - 1500*2 All 8 2(10)2 24 -8 - - 2000 All 11+until landing 2 30 -12 - - 1000 Low 7 2 16 -5 - - 1500 All 14 5 19 -8 - - 1700 All 15 2 31 -13 - - 1500 All 18 - - -15 - - 1700 All 10 2 23 -7 - - 800+ High 26 - - -4 - - 1700 Low 12 5 17 -4 - - 1500 High 11 - - - - - 1500 High 12 - - - - - 1100*2 High 17 - - - - - 1000, 1700 All 9 - - - - -

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 - 7 - - - - - 680*7 Air Unblockable 10 - - -47 - - 680*7 All 7 - - - - - 1000 All - - - - - -

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 All 14 - - -5 - - 1500 All 12 - - -9 - - 800*3 All 19 - - -15 - - 2000 All 24 - - -12 - - 2000 All 24 - - -12 - - 1100 All 15 - - -8 - - 1300 All 18 - - -20 - - 1100 All - - - - - - 1300 All - - - - - - 1100 [1300] All 13 - - - - - 1700 All 15 - - - - -

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 All 11 - - -17 - - 800*5, 2000 - - - - - - - 800*5, 2000 All 6 - - -23 - -

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F and this invincibility is removed.
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*2 - 31 - - - - - 1000*3 - 31 - - - - - 800*3 - 35 - - - - -

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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