Difference between revisions of "BBTag/Makoto Nanaya/Frame Data"

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(Universal Mechanics)
(Skills)
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  |version=Comet Cannon |subtitle=236A
 
  |version=Comet Cannon |subtitle=236A
 
  |damage=700x3 |p1=80 |p2=75(once)  
 
  |damage=700x3 |p1=80 |p2=75(once)  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=16 |active= |recovery= |frameAdv=-3  
 
  |startup=16 |active= |recovery= |frameAdv=-3  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 250: Line 250:
 
  |version=Break Shot |subtitle=Comet > A
 
  |version=Break Shot |subtitle=Comet > A
 
  |damage=700, 1500<br/>[1000, 1700] |p1=100, 80 |p2=85, 75<br/>[90, 75]
 
  |damage=700, 1500<br/>[1000, 1700] |p1=100, 80 |p2=85, 75<br/>[90, 75]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=20 [24] |active= |recovery= |frameAdv=  
 
  |startup=20 [24] |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 261: Line 261:
 
  |version=Shooting Star |subtitle=236B
 
  |version=Shooting Star |subtitle=236B
 
  |damage=1700 |p1=80 |p2=85  
 
  |damage=1700 |p1=80 |p2=85  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=20 |active= |recovery= |frameAdv=-9  
 
  |startup=20 |active= |recovery= |frameAdv=-9  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 301: Line 301:
 
  |version=Rush |subtitle=A Vision > A
 
  |version=Rush |subtitle=A Vision > A
 
  |damage=500,500,1500 |p1=80 |p2=80(once)  
 
  |damage=500,500,1500 |p1=80 |p2=80(once)  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=9 |active= |recovery= |frameAdv=-23  
 
  |startup=9 |active= |recovery= |frameAdv=-23  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 312: Line 312:
 
  |version=Infinite Rush |subtitle=Rush > A
 
  |version=Infinite Rush |subtitle=Rush > A
 
  |damage=500,x6,1500 |p1=80 |p2=80(once)  
 
  |damage=500,x6,1500 |p1=80 |p2=80(once)  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=4 |active= |recovery= |frameAdv=-23
 
  |startup=4 |active= |recovery= |frameAdv=-23
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 323: Line 323:
 
  |version=Lander Blow |subtitle=Rush > B
 
  |version=Lander Blow |subtitle=Rush > B
 
  |damage=1700 [2000] |p1=100 |p2=75 [80]
 
  |damage=1700 [2000] |p1=100 |p2=75 [80]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=13 [23] |active= |recovery= |frameAdv=-4 [+7]
 
  |startup=13 [23] |active= |recovery= |frameAdv=-4 [+7]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 333: Line 333:
 
  |version=Cosmic Ray |subtitle=A Vision > B
 
  |version=Cosmic Ray |subtitle=A Vision > B
 
  |damage=1700 [2000] |p1=70 |p2=85 [90]
 
  |damage=1700 [2000] |p1=70 |p2=85 [90]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=17 [20] |active= |recovery= |frameAdv=-6 [+3]
 
  |startup=17 [20] |active= |recovery= |frameAdv=-6 [+3]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 344: Line 344:
 
  |version=Lightning Arrow |subtitle=B/C Vision > C
 
  |version=Lightning Arrow |subtitle=B/C Vision > C
 
  |damage=1700 [2000] |p1=80 |p2=85 [90]
 
  |damage=1700 [2000] |p1=80 |p2=85 [90]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=

Revision as of 07:56, 12 January 2019

System Data

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All


Normal Moves

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
4A
1000 - 100 70 - All 5 - - -1 - - - - - -
5A
1500 - 100 80 - All 9 - - -5 - - - - - -
5AA
1700 - 100 85 - All - - - -4 - - - - - -
5AAA
1700 - 100 85 - All - - - -11 - - - - - -
5AAAA
1700 [2000] - 100 85 [90] - All - - - -15 [-13] - - - - - -
  • Values in [] are for Level 2 version
2A
1000 - 100 70 - Low 6 - - -1 - - - - - -
5B
1500 - 90 70 - All 11 - - -10 - - - - 5-14 Head -
5BB
1700 - 100 85 - All - - - -12 - - - - - -
5BBB
1700 [2000] - 100 85 [80] - All - - - -18 [-16] - - - - - -
  • Values in [] are for Level 2 version
2B
1500 - 90 80 - All 9 - - -1 - - - - - -
5C
800 - - - - High 22 - - -10 - - - - - -
2C
1700 - 90 85 - Low 30 - - +2 - - - - - -
2[C]
- - - - - - - - 36 - - - - - - -
j.A
1500 - 80 80 - High 10 - - - - - - - - -
j.AA
1500 - 80 80 - High - - - - - - - - - -
j.B
1700 - 80 85 - High 11 - - - - - - - - -
j.C
1500 - 80 70 - High 14 - - - - - - - - -

Universal Mechanics

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Ground Throw
0x9, 2000 - 100 50 - Throw 7 - - - - - - - - -
  • Minimum Damage 100% (2000)
Corona Upper
Reversal Action
1500 - 80 60 - Air Unblockable 9 - - -42 - - - - - -
Air Corona Upper
Reversal Action
1500 - 80 60 - All - - - - - - - - - -
Meteor Dive
2000 [2500] - - - - All - - - - - - - - - -
  • Values in [] are for Level 2 version
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack
1000 - - - - All - - - - - - - - - -

Skills

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Comet Cannon
236A
700x3 - 80 75(once) - All 16 - - -3 - - - - - -
Break Shot
Comet > A
700, 1500
[1000, 1700]
- 100, 80 85, 75
[90, 75]
- All 20 [24] - - - - - - - - -
  • Values in [] are for Level 2 version
Shooting Star
236B
1700 - 80 85 - All 20 - - -9 - - - - - -
A Asteroid Vision
214A
- - - - - - - - - - - - - - - -
  • Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
B Asteroid Vision
214B
- - - - - - - - - - - - - - - -
  • Earliest possible cancel at Frame 15
C Asteroid Vision
214C
- - - - - - - - - - - - - - - -
Rush
A Vision > A
500,500,1500 - 80 80(once) - All 9 - - -23 - - - - - -
  • Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
Infinite Rush
Rush > A
500,x6,1500 - 80 80(once) - All 4 - - -23 - - - - - -
  • Considered part of preceding attack, no additional damage scaling applied
Lander Blow
Rush > B
1700 [2000] - 100 75 [80] - All 13 [23] - - -4 [+7] - - - - - -
  • Values in [] are for Level 2 version
Cosmic Ray
A Vision > B
1700 [2000] - 70 85 [90] - All 17 [20] - - -6 [+3] - - - - - -
  • Values in [] are for Level 2 version
Lightning Arrow
B/C Vision > C
1700 [2000] - 80 85 [90] - High - - - - - - - - - -
  • Values in [] are for Level 2 version

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 Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Sirius Jolt
236C
1500 [2000] - 80 80 [90] - All [Unblockable] 26 - - -10 - - - - - -
  • Values in [] when hit standing opponent
EX Lander Blow
Rush > C
2200 - 100 80 - - 12~36 - - +7 - - - - - -
EX Cosmic Ray
A Vision > C
2200 - 70 90 - - 16~32 - - +3 - - - - - -

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 Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
5P
Infinite Rush
1000*2,2000 - 70 80(once) - - 33 - - - - - - - - -
6P
Cosmic Ray
2200 - 70 85 - - 48 - - - - - - - - -
4P
Lightning Arrow
2000 - 70 90 - - 59 - - - - - - - - -

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 Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Big Bang Smash
236B+C
4500 [5000] - 80 60 - - 5+13 - - -38 [-36] - - - - - -
  • Values in [] are for Level 2 version
Enhanced Big Bang Smash
236B+C
6000 - 80 60 - - 5+13 - - -38 - - - - - -
Particle Flare (1st Hit)
214B+C
1500 [2000] - 80 100 - - 1+4 [1+7] - - -40 [-38] - - - - - -
  • Values in [] are for Level 2 version
Particle Flare (2nd Hit)
Particile Flare > A/B/C
1500 [2000] - - 60 - - - - - - - - - - - -
  • Values in [] are for Level 2 version
Particle Flare (3nd Hit)
Particile Flare 2nd > A/B/C
5000 [7900] - - 60 - - - - - - - - - - - -
  • Values in [] are for Level 2 version
Enhanced Particle Flare (1st Hit)
214B+C
2000 - 80 100 - - 1+4 - - -40 - - - - - -
Enhanced Particle Flare (2nd Hit)
Particile Flare > A/B/C
30*29, 1200 - - 60 - - - - - - - - - - - -
Enhanced Particle Flare (3nd Hit)
Particile Flare 2nd > A/B/C
10500 - - 60 - - - - - - - - - - - -
Big Bang Smash
Distortion Skill Duo
- - - - - All - - - - - - - - - -
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

Astral Heat

Version Damage Cancel P1 P2 Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Planet Crusher
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[1] 5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAAA - - - -
2A[3] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B[3*] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB 5C, 2C Jump, Special, Super
5BBB - - - Special, Super
2B[3*] 5A 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C j.A j.B - Special, Super
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
  • 5B and 2B can be used a combined total of 3 times per string

Sources


Early Proration Data from Hima based on the Beta
Link

Partial Frame Data from Tari
Link


BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc