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

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(Extra Skills)
(Distortion Skills)
(13 intermediate revisions by the same user not shown)
Line 16: Line 16:
 
  |version=4A
 
  |version=4A
 
  |damage=1000 |p1=100 |p2=70  
 
  |damage=1000 |p1=100 |p2=70  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=5 |active= |recovery= |frameAdv=-1
 
  |startup=5 |active= |recovery= |frameAdv=-1
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 25: Line 25:
 
  |version=5A
 
  |version=5A
 
  |damage=1500 |p1=100 |p2=80  
 
  |damage=1500 |p1=100 |p2=80  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=9 |active= |recovery= |frameAdv=-5
 
  |startup=9 |active= |recovery= |frameAdv=-5
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 34: Line 34:
 
  |version=5AA
 
  |version=5AA
 
  |damage=1700 |p1=100 |p2=85  
 
  |damage=1700 |p1=100 |p2=85  
  |level= |attribute= |guard=  
+
  |level= |attribute= |guard= All
 
  |startup= |active= |recovery= |frameAdv=-4
 
  |startup= |active= |recovery= |frameAdv=-4
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 43: Line 43:
 
  |version=5AAA
 
  |version=5AAA
 
  |damage=1700 |p1=100 |p2=85  
 
  |damage=1700 |p1=100 |p2=85  
  |level= |attribute= |guard=  
+
  |level= |attribute= |guard= All
 
  |startup= |active= |recovery= |frameAdv=-11
 
  |startup= |active= |recovery= |frameAdv=-11
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
 
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
  |version=5AAAA (Level 1)
+
  |version=5AAAA
  |damage=1700 |p1=100 |p2=85  
+
  |damage=1700 [2000] |p1=100 |p2=85 [90]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=-15
+
  |startup= |active= |recovery= |frameAdv=-15 [-13]
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=5AAAA (Level 2)
 
|damage=2000 |p1=100 |p2=90
 
|level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=-13
 
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 +
|description={{ColumnList |text=
 +
*Values in [] are for Level 2 version
 +
}}
 
  }}
 
  }}
 
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=2A
 
  |version=2A
 
  |damage=1000 |p1=100 |p2=70  
 
  |damage=1000 |p1=100 |p2=70  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=Low
 
  |startup=6 |active= |recovery= |frameAdv=-1
 
  |startup=6 |active= |recovery= |frameAdv=-1
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 79: Line 71:
 
  |version=5B
 
  |version=5B
 
  |damage=1500 |p1=90 |p2=70  
 
  |damage=1500 |p1=90 |p2=70  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=11 |active= |recovery= |frameAdv=-10
 
  |startup=11 |active= |recovery= |frameAdv=-10
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 88: Line 80:
 
  |version=5BB
 
  |version=5BB
 
  |damage=1700 |p1=100 |p2=85  
 
  |damage=1700 |p1=100 |p2=85  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup= |active= |recovery= |frameAdv=-12
 
  |startup= |active= |recovery= |frameAdv=-12
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 95: Line 87:
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=5BBB (Level 1)
+
  |version=5BBB
  |damage=1700 |p1=100 |p2=85  
+
  |damage=1700 [2000]|p1=100 |p2=85 [80]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=-18
+
  |startup= |active= |recovery= |frameAdv=-18 [-16]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description=
+
  |description={{ColumnList |text=
}}
+
*Values in [] are for Level 2 version
{{FrameData-BBTag
+
}}
|version=5BBB (Level 2)
 
|damage=2000 |p1=100 |p2=80
 
|level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=-16
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
|description=
 
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=2B
 
  |version=2B
 
  |damage=1500 |p1=90 |p2=80  
 
  |damage=1500 |p1=90 |p2=80  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=9 |active= |recovery= |frameAdv=-1
 
  |startup=9 |active= |recovery= |frameAdv=-1
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 123: Line 108:
 
  |version=5C
 
  |version=5C
 
  |damage=800 |p1= |p2=  
 
  |damage=800 |p1= |p2=  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup=22 |active= |recovery= |frameAdv=-10
 
  |startup=22 |active= |recovery= |frameAdv=-10
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 133: Line 118:
 
  |version=2C
 
  |version=2C
 
  |damage=1700 |p1=90 |p2=85  
 
  |damage=1700 |p1=90 |p2=85  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=Low
 
  |startup=30 |active= |recovery= |frameAdv=+2
 
  |startup=30 |active= |recovery= |frameAdv=+2
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 151: Line 136:
 
  |version=j.A
 
  |version=j.A
 
  |damage=1500 |p1=80 |p2=80  
 
  |damage=1500 |p1=80 |p2=80  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup=10 |active= |recovery= |frameAdv=
 
  |startup=10 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 160: Line 145:
 
  |version=j.AA
 
  |version=j.AA
 
  |damage=1500 |p1=80 |p2=80  
 
  |damage=1500 |p1=80 |p2=80  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 169: Line 154:
 
  |version=j.B
 
  |version=j.B
 
  |damage=1700 |p1=80 |p2=85  
 
  |damage=1700 |p1=80 |p2=85  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup=11 |active= |recovery= |frameAdv=
 
  |startup=11 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 178: Line 163:
 
  |version=j.C
 
  |version=j.C
 
  |damage=1500 |p1=80 |p2=70  
 
  |damage=1500 |p1=80 |p2=70  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=High
 
  |startup=14 |active= |recovery= |frameAdv=
 
  |startup=14 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 196: Line 181:
 
  |version=Ground Throw
 
  |version=Ground Throw
 
  |damage=0x9, 2000 |p1=100 |p2=50  
 
  |damage=0x9, 2000 |p1=100 |p2=50  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=Throw
 
  |startup=7 |active= |recovery= |frameAdv=
 
  |startup=7 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
*Minimum Damage 100%
+
*Minimum Damage 100% (2000)
 
}}
 
}}
 
  }}
 
  }}
Line 209: Line 194:
 
  |subtitle=Reversal Action
 
  |subtitle=Reversal Action
 
  |damage=1500 |p1=80 |p2=60  
 
  |damage=1500 |p1=80 |p2=60  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=Air Unblockable
 
  |startup=9 |active= |recovery= |frameAdv=-42
 
  |startup=9 |active= |recovery= |frameAdv=-42
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 219: Line 204:
 
  |subtitle=Reversal Action
 
  |subtitle=Reversal Action
 
  |damage=1500 |p1=80 |p2=60  
 
  |damage=1500 |p1=80 |p2=60  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=Meteor Dive (Level 1)
 
|damage=2000 |p1= |p2=
 
|level= |attribute= |guard=
 
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
|description={{ColumnList |text=
 
*Considered part of preceding attack, no additional damage scaling applied
 
}}
 
 
  }}
 
  }}
 
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
  |version=Meteor Dive (Level 2)
+
  |version=Meteor Dive
  |damage=2500 |p1= |p2=
+
  |damage=2000 [2500]|p1= |p2=
  |level= |attribute= |guard=  
+
  |level= |attribute= |guard= All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
 +
*Values in [] are for Level 2 version
 
*Considered part of preceding attack, no additional damage scaling applied
 
*Considered part of preceding attack, no additional damage scaling applied
 
}}
 
}}
 
  }}
 
  }}
 
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=Cross Burst Attack
 
  |version=Cross Burst Attack
  |damage= |p1= |p2=  
+
  |damage=1000 |p1= |p2=  
  |level= |attribute= |guard=  
+
  |level= |attribute= |guard= All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 269: Line 241:
 
  |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 276: Line 248:
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Break Shot (Lv 1) |subtitle=Comet > A
+
  |version=Break Shot |subtitle=Comet > A
  |damage=700, 1500 |p1=100, 80 |p2=85, 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 |active= |recovery= |frameAdv=  
+
  |startup=20 [24] |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description=
+
  |description={{ColumnList |text=
}}
+
*Values in [] are for Level 2 version
{{FrameData-BBTag
+
}}
|version=Break Shot (Lv 2) |subtitle=Comet > A
 
|damage=1000, 1700 |p1=100, 80 |p2=90, 75
 
|level= |attribute= |guard=
 
|startup=24 |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
|description=
 
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |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 336: 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 347: 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 356: Line 321:
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Lander Blow (Lv 1) |subtitle=Rush > B
+
  |version=Lander Blow |subtitle=Rush > B
  |damage=1700 |p1=100 |p2=75  
+
  |damage=1700 [2000] |p1=100 |p2=75 [80]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=13 |active= |recovery= |frameAdv=-4  
+
  |startup=13 [23] |active= |recovery= |frameAdv=-4 [+7]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
+
  |invul= |hitbox= |description={{ColumnList |text=
|description=
+
*Values in [] are for Level 2 version
 +
}}
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Lander Blow (Lv 2) |subtitle=Rush > B
+
  |version=Cosmic Ray |subtitle=A Vision > B
  |damage=2000 |p1=100 |p2=80
+
  |damage=1700 [2000] |p1=70 |p2=85 [90]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=23 |active= |recovery= |frameAdv=+7
+
  |startup=17 [20] |active= |recovery= |frameAdv=-6 [+3]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description=
+
  |description={{ColumnList |text=
}}
+
*Values in [] are for Level 2 version
{{FrameData-BBTag
+
}}
|version=Cosmic Ray (Lv 1) |subtitle=A Vision > B
 
|damage=1700 |p1=70 |p2=85
 
|level= |attribute= |guard=
 
|startup=17 |active= |recovery= |frameAdv=-6
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=Cosmic Ray (Lv 2) |subtitle=A Vision > B
 
|damage=2000 |p1=70 |p2=90
 
|level= |attribute= |guard=
 
|startup=20 |active= |recovery= |frameAdv=-4
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
|description=
 
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Lightning Arrow (Lv 1) |subtitle=B/C Vision > C
+
  |version=Lightning Arrow |subtitle=B/C Vision > C
  |damage=1700 |p1=80 |p2=85  
+
  |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=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description=
+
  |description={{ColumnList |text=
}}
+
*Values in [] are for Level 2 version
{{FrameData-BBTag
+
}}
|version=Lightning Arrow (Lv 2) |subtitle=B/C Vision > C
 
|damage=2000 |p1=80 |p2=90
 
|level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |airHit=
 
|invul= |hitbox=
 
|description=
 
 
  }}
 
  }}
 
|}
 
|}
Line 423: Line 366:
 
  |version=Sirius Jolt |subtitle=236C
 
  |version=Sirius Jolt |subtitle=236C
 
  |damage=1500 [2000] |p1=80 |p2=80 [90]
 
  |damage=1500 [2000] |p1=80 |p2=80 [90]
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All [Unblockable]
 
  |startup=26 |active= |recovery= |frameAdv=-10
 
  |startup=26 |active= |recovery= |frameAdv=-10
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
*Values in [] when guard broken
+
*Values in [] when hit standing opponent
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Lander Blow |subtitle=Rush > C
+
  |version=EX Lander Blow |subtitle=Rush > C
 
  |damage=2200 |p1=100 |p2=80  
 
  |damage=2200 |p1=100 |p2=80  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=12~36 |active= |recovery= |frameAdv=+7  
 
  |startup=12~36 |active= |recovery= |frameAdv=+7  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 440: Line 383:
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Cosmic Ray |subtitle=A Vision > C
+
  |version=EX Cosmic Ray |subtitle=A Vision > C
 
  |damage=2200 |p1=70 |p2=90  
 
  |damage=2200 |p1=70 |p2=90  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup=16~32 |active= |recovery= |frameAdv=+3  
 
  |startup=16~32 |active= |recovery= |frameAdv=+3  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
Line 451: Line 394:
  
 
==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.
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
Line 459: Line 404:
 
  |version=5P |subtitle=Infinite Rush
 
  |version=5P |subtitle=Infinite Rush
 
  |damage=1000*2,2000 |p1=70 |p2= 80(once)
 
  |damage=1000*2,2000 |p1=70 |p2= 80(once)
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
+
  |startup=33 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
Line 468: Line 413:
 
  |version=6P |subtitle=Cosmic Ray
 
  |version=6P |subtitle=Cosmic Ray
 
  |damage=2200 |p1=70 |p2=85  
 
  |damage=2200 |p1=70 |p2=85  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
+
  |startup=48 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
Line 477: Line 422:
 
  |version=4P |subtitle=Lightning Arrow
 
  |version=4P |subtitle=Lightning Arrow
 
  |damage=2000 |p1=70 |p2=90  
 
  |damage=2000 |p1=70 |p2=90  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
+
  |startup=59 |active= |recovery= |frameAdv=
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
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|-
 
|-
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Big Bang Smash(Lv1) |subtitle=236B+C
+
  |version=Big Bang Smash |subtitle=236B+C
  |damage=4500 [6000] |p1=80 |p2=60  
+
  |damage=4500 [5000] |p1=80 |p2=60  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=5+13 |active= |recovery= |frameAdv=-38
+
  |startup=5+13 |active= |recovery= |frameAdv=-38 [-36]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Values in [] are for Level 2 version
 
}}
 
}}
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Big Bang Smash (Lv2) |subtitle=236B+C
+
  |version=Enhanced Big Bang Smash |subtitle=236B+C
  |damage=5000 |p1=80 |p2=60  
+
  |damage=6000|p1=80 |p2=60  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=5+13 |active= |recovery= |frameAdv=-36
+
  |startup=5+13 |active= |recovery= |frameAdv=-38
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description={{ColumnList |text=
+
  |description=
*Values in [] are for Enhanced version
 
}}
 
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (Lv1) |subtitle=214B+C
+
  |version=Particle Flare (1st Hit) |subtitle=214B+C
 
  |damage=1500 [2000] |p1=80 |p2=100  
 
  |damage=1500 [2000] |p1=80 |p2=100  
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=1+4 |active= |recovery= |frameAdv=-40  
+
  |startup=1+4 [1+7]|active= |recovery= |frameAdv=-40 [-38]
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Values in [] are for Level 2 version
 
}}
 
}}
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (Lv2) |subtitle=214B+C
+
  |version=Particle Flare (2nd Hit) |subtitle=Particile Flare > A/B/C
  |damage=2000 |p1=80 |p2=100
+
  |damage=1500 [2000]|p1= |p2=60
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup=1+7 |active= |recovery= |frameAdv=-38
+
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Values in [] are for Level 2 version
 
}}
 
}}
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (2nd Hit Lv1) |subtitle=Particile Flare > A/B/C
+
  |version=Particle Flare (3nd Hit) |subtitle=Particile Flare 2nd > A/B/C
  |damage=1500 [30*29, 1200]|p1= |p2=60
+
  |damage=5000 [7900]|p1= |p2=60
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=
*Values in [] are for Enhanced version
+
*Values in [] are for Level 2 version
 
}}
 
}}
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (2nd Hit Lv2) |subtitle=Particile Flare > A/B/C
+
  |version=Enhanced Particle Flare (1st Hit) |subtitle=214B+C
  |damage=2000 |p1= |p2=60
+
  |damage=2000 |p1=80 |p2=100
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
+
  |startup=1+4 |active= |recovery= |frameAdv=-40
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
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  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (3nd Hit Lv1) |subtitle=Particile Flare 2nd > A/B/C
+
  |version=Enhanced Particle Flare (2nd Hit) |subtitle=Particile Flare > A/B/C
  |damage=5000 [10500]|p1= |p2=60
+
  |damage=30*29, 1200 |p1= |p2=60
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
  |description={{ColumnList |text=
+
  |description=
*Values in [] are for Enhanced version
 
}}
 
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
  |version=Particle Flare (3nd Hit Lv2) |subtitle=Particile Flare 2nd > A/B/C
+
  |version=Enhanced Particle Flare (3nd Hit) |subtitle=Particile Flare 2nd > A/B/C
  |damage=7900 |p1= |p2=60
+
  |damage=10500 |p1= |p2=60
  |level= |attribute= |guard=
+
  |level= |attribute= |guard=All
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
 
  |blockstun= |groundHit= |airHit=
 
  |blockstun= |groundHit= |airHit=

Revision as of 07:57, 12 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
1000 - 100 70 - All 5 - - -1 - - - - - - - 1500 - 100 80 - All 9 - - -5 - - - - - - - 1700 - 100 85 - All - - - -4 - - - - - - - 1700 - 100 85 - All - - - -11 - - - - - - - 1700 [2000] - 100 85 [90] - All - - - -15 [-13] - - - - - - - 1000 - 100 70 - Low 6 - - -1 - - - - - - - 1500 - 90 70 - All 11 - - -10 - - - - - 5-14 Head - 1700 - 100 85 - All - - - -12 - - - - - - - 1700 [2000] - 100 85 [80] - All - - - -18 [-16] - - - - - - - 1500 - 90 80 - All 9 - - -1 - - - - - - - 800 - - - - High 22 - - -10 - - - - - - - 1700 - 90 85 - Low 30 - - +2 - - - - - - - - - - - - - - - 36 - - - - - - - - 1500 - 80 80 - High 10 - - - - - - - - - - 1500 - 80 80 - High - - - - - - - - - - - 1700 - 80 85 - High 11 - - - - - - - - - - 1500 - 80 70 - High 14 - - - - - - - - - -

Universal Mechanics

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
0x9, 2000 - 100 50 - Throw 7 - - - - - - - - - - 1500 - 80 60 - Air Unblockable 9 - - -42 - - - - - - - 1500 - 80 60 - All - - - - - - - - - - - 2000 [2500] - - - - All - - - - - - - - - - - 1000 - - - - All - - - - - - - - - - -

Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
700x3 - 80 75(once) - All 16 - - -3 - - - - - - - 700, 1500
[1000, 1700]
- 100, 80 85, 75
[90, 75]
- All 20 [24] - - - - - - - - - - 1700 - 80 85 - All 20 - - -9 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 500,500,1500 - 80 80(once) - All 9 - - -23 - - - - - - - 500,x6,1500 - 80 80(once) - All 4 - - -23 - - - - - - - 1700 [2000] - 100 75 [80] - All 13 [23] - - -4 [+7] - - - - - - - 1700 [2000] - 70 85 [90] - All 17 [20] - - -6 [+3] - - - - - - - 1700 [2000] - 80 85 [90] - High - - - - - - - - - - -

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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
1500 [2000] - 80 80 [90] - All [Unblockable] 26 - - -10 - - - - - - - 2200 - 100 80 - All 12~36 - - +7 - - - - - - - 2200 - 70 90 - All 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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
1000*2,2000 - 70 80(once) - All 33 - - - - - - - - - - 2200 - 70 85 - All 48 - - - - - - - - - - 2000 - 70 90 - All 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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
4500 [5000] - 80 60 - All 5+13 - - -38 [-36] - - - - - - - 6000 - 80 60 - All 5+13 - - -38 - - - - - - - 1500 [2000] - 80 100 - All 1+4 [1+7] - - -40 [-38] - - - - - - - 1500 [2000] - - 60 - All - - - - - - - - - - - 5000 [7900] - - 60 - All - - - - - - - - - - - 2000 - 80 100 - All 1+4 - - -40 - - - - - - - 30*29, 1200 - - 60 - All - - - - - - - - - - - 10500 - - 60 - All - - - - - - - - - - -
- - - - - All - - - - - - - - - - -

Astral Heat

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
- - - - - - - - - - - - - - - - -

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


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System Explanations

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