BBTag/Iron Tager/Frame Data: Difference between revisions

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(→‎Normal Moves: Early Proration Data from https://twitter.com/hima696/status/997861338259996672)
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=4A
  |version=4A
  |damage= |p1= |p2=
  |damage=1000 |p1=100 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=4AA
  |version=4AA
  |damage= |p1= |p2=
  |damage=1000 |p1=90 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=4AAA
  |version=4AAA
  |damage= |p1= |p2=
  |damage=1500 |p1=100 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5A
  |damage= |p1= |p2=
  |damage=1700 |p1=100 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage= |p1= |p2=
  |damage=1700 |p1=90 |p2=80
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
 
{{FrameData-BBTag
|version=5AA (Charged)
|damage=2500 |p1=90 |p2=80
  |level= |attribute= |guard=  
  |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage= |p1= |p2=
  |damage=2000 |p1=100 |p2=85
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
}}
 
{{FrameData-BBTag
|version=5AAAA
|damage=2000 |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage= |p1= |p2=
  |damage=1700 |p1=90 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage= |p1= |p2=
  |damage=2000 |p1=80 |p2=85
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
 
{{FrameData-BBTag
|version=5B (Charged)
|damage=2500 |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  |description=
  |description=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage= |p1= |p2=
  |damage=1700 |p1=90 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version= 2B
  |damage= |p1= |p2=
  |damage=2000 |p1=90 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage= |p1= |p2=
  |damage=1700 |p1=90 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage= |p1= |p2=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.AA
|damage=1700 |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage= |p1= |p2=
  |damage=2000 |p1=80 |p2=90
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage= |p1= |p2=
  |damage=1700x2 |p1=80 |p2=85,85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=

Revision as of 03:13, 21 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.
1000 - - - - - - - 1000 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 2500 - - - - - - - 2000 - - - - - - - 2000 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 2500 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - - - - - - - - - 1700 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1700x2 - - - - - - -

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.
Atomic Collider
- - - - - - - - - - - - - - - - Gigantic Tager Driver
- - - - - - - - Wedge Catapult
- - - - - - - - Air Driver
- - - - - - - - - - - - - - - - Gadget Finger
- - - - - - - -

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.
Spark Bolt
- - - - - - - - Gigantic Tager Driver
- - - - - - - - Air Driver
- - - - - - - -

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.
Sledgehammer
- - - - - - - - Spark Bolt
- - - - - - - - Up Spark Bolt
- - - - - - - -

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.
Magna Tech Wheel
- - - - - - - - Genesic Emerald Tager Buster
- - - - - - - - - - - - - - - - Terra Break
- - - - - - - -

Sources

Early Proration Data from Hima based on the beta Link