BBTag/Jubei/Frame Data: Difference between revisions

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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 312*2, 1300 [312*2, 189*9] (1924 [2325])
*Minimum Damage 25%*2, 26%: 1924
*[Minimum Damage 25%*2, 23%*9: 2325]
}}
}}
  }}
  }}

Revision as of 07:37, 15 October 2019

System Data


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
5BB
5BBB
2B
5C
2C
j.A
j.B
j.BB
j.C

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
  • Minimum Damage 100% (2000)
Fissuring Impact
Reversal Action
Air Fissuring Impact
Air Reversal Action
Cross Burst 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.
First Form: Shadow Wolf
236A or 5B > 6A
Followup First Form: Shadow Wolf
j.B > 6A
Second Form: Demon Fox
214A
Followup Second Form: Demon Fox
B > 4A or j.B > 4A
Third Form: Wild Lion
214B or B > 4B
Followup Third Form: Wild Lion
j.B > 4B
Fourth Form: Black Panther
236B
  • Values in [ ] are for max charge version
Followup Fourth Form: Black Panther
B > 6B
  • Values in [ ] are for max charge version
Air Followup Fourth Form: Black Panther
j.B > 6B
  • Values in [ ] are for max charge version
Sneak Behind
66
A Shiranui: Steel
j.236A
A Shiranui: Steel
j.214A
B Shiranui: Steel
j.236B
B Shiranui: Steel
j.214B

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 First Form: Shadow Wolf
236C or 5B > 6C
Air EX First Form: Shadow Wolf
j.B > 6C
EX Second Form: Demon Fox
214C
Followup EX Second Form: Demon Fox
5B > 4C or j.B > 4C
EX Shiranui: Steel
j.236C
EX Shiranui: Steel
j.214C

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
Fissuring Slash
  • Values in [] are for on hit
6P
Rising Justice
4P
Fourth Form: Black Panther

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
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.
Thousand Hands: Roaring Pillar
236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 25%*2, 26%: 1924
  • [Minimum Damage 25%*2, 23%*9: 2325]
Twin Guardians: Mourning Shore
j.236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 22% [20%]: 1320+22*N [1800+20*N]
Thousand Hands: Roaring Pillar
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100%: 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.
Asura: Thunderbird Rising
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 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (2nd hit) 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA (2nd hit) 5B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB (2nd hit)[+] - Special, Super[+]
5BB - 5BBB (2nd hit)[+] - Special, Super[+]
5BBB - - - -
2B - j.B j.C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A - j.B j.C Special, Super
j.B - j.BB[+] - Special, Super[+]
j.BB - - - -
j.C - - - Special (2nd hit)[-], Super (2nd hit)[-]
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/Jubei/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.