BBTag/Hyde/Frame Data: Difference between revisions

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|-
|-
! 5A  
! 5A  
| - || - || - || -
| 5AA || - || 5C, 2C || Reverse Beat, Jump, Special
|-
|-
! 5AA  
! 5AA  
| - || - || - || -
| 5AAA || - || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5AAA  
! 5AAA  
| - || - || - || -
| 5AAAA  || - || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5AAAA  
! 5AAAA  
| 5AAAAA  || - || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
! 5AAAAA
| - || - || - || -
| - || - || - || -
|-
|-
! 2A  
! <span style="color:blue">2A<sup>[3]</sup></span>
| - || - || - || -
| <span style="color:green">2A<sup>[+]</sup></span> || - || 5C, 2C || Reverse Beat, Jump, Special
|-
|-
! 5B  
! 5B  
| - || - || - || -
| - || 5BB || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5BB   
! 5BB   
| - || - || - || -
| - || 5BBB || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5BBB   
! 5BBB   
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|-
|-
! 2B  
! 2B  
| - || - || - || -
| - || - || 5C, 2C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5C  
! 5C  
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|-
|-
! 2C  
! 2C  
| - || - || - || -
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|}
|}


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|-
|-
! j.A  
! j.A  
| - || - || - || -
| j.AA || - || j.C || Jump, Special
|-
|-
! j.AA  
! j.AA  
| - || - || - || -
| - || - || j.C || Jump, Special
|-
|-
! j.B
! j.B
| - || - || - || -
| - || - || j.C || Jump, Special
|-
|-
! j.C
! j.C
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:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:'''Reverse Beat''' = can cancel into any other A and B normal except itself once per string


==Sources==
==Sources==

Revision as of 03:50, 25 May 2018

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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

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.
Black Orbiter
- - - - - - - - - - - - - - - - Dark Lotus
- - - - - - - - Bend Sinister
- - - - - - - - - - - - - - - - Vacant Shift
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Extra 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.
Black Orbiter
- - - - - - - - Vacant Shift
- - - - - - - - - - - - - - - -

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.
Black Orbiter
- - - - - - - - Dark Lotus
- - - - - - - - Pale Bringer
- - - - - - - -

Distortion 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.
Gyre Vortex
- - - - - - - - Pale Bringer
- - - - - - - -

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.
Raging Roar
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C, 2C Reverse Beat, Jump, Special
5AA 5AAA - 5C, 2C Reverse Beat, Jump[-], Special
5AAA 5AAAA - 5C, 2C Reverse Beat, Jump[-], Special
5AAAA 5AAAAA - 5C, 2C Reverse Beat, Jump[-], Special
5AAAAA - - - -
2A[3] 2A[+] - 5C, 2C Reverse Beat, Jump, Special
5B - 5BB 5C, 2C Reverse Beat, Jump[-], Special
5BB - 5BBB 5C, 2C Reverse Beat, Jump[-], Special
5BBB - - - -
2B - - 5C, 2C Reverse Beat, Jump[-], Special
5C - - - -
2C - - - Reverse Beat, Jump[-], Special
Air Revolver Action Table
A B C Cancel
j.A j.AA - j.C Jump, Special
j.AA - - j.C Jump, Special
j.B - - j.C 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 other A and B normal except itself once per string

Sources