BBTag/Makoto Nanaya/Frame Data: Difference between revisions

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  |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=33 |active= |recovery= |frameAdv=
  |startup=33 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |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=48 |active= |recovery= |frameAdv=
  |startup=48 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |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=59 |active= |recovery= |frameAdv=
  |startup=59 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 07:56, 12 January 2019

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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 All 5 - - -1 - - 1500 All 9 - - -5 - - 1700 All - - - -4 - - 1700 All - - - -11 - - 1700 [2000] All - - - -15 [-13] - - 1000 Low 6 - - -1 - - 1500 All 11 - - -10 - - 1700 All - - - -12 - - 1700 [2000] All - - - -18 [-16] - - 1500 All 9 - - -1 - - 800 High 22 - - -10 - - 1700 Low 30 - - +2 - - - - - - 36 - - - 1500 High 10 - - - - - 1500 High - - - - - - 1700 High 11 - - - - - 1500 High 14 - - - - -

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.
0x9, 2000 Throw 7 - - - - - 1500 Air Unblockable 9 - - -42 - - 1500 All - - - - - - 2000 [2500] All - - - - - - 1000 All - - - - - -

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.
700x3 All 16 - - -3 - - 700, 1500
[1000, 1700]
All 20 [24] - - - - - 1700 All 20 - - -9 - - - - - - - - - - - - - - - - - - - - - - - - - - 500,500,1500 All 9 - - -23 - - 500,x6,1500 All 4 - - -23 - - 1700 [2000] All 13 [23] - - -4 [+7] - - 1700 [2000] All 17 [20] - - -6 [+3] - - 1700 [2000] 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 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.
1500 [2000] All [Unblockable] 26 - - -10 - - 2200 All 12~36 - - +7 - - 2200 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 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*2,2000 All 33 - - - - - 2200 All 48 - - - - - 2000 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 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.
4500 [5000] - 5+13 - - -38 [-36] - - 6000 - 5+13 - - -38 - - 1500 [2000] - 1+4 [1+7] - - -40 [-38] - - 1500 [2000] - - - - - - - 5000 [7900] - - - - - - - 2000 - 1+4 - - -40 - - 30*29, 1200 - - - - - - - 10500 - - - - - - -
- All - - - - - -

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.
- - - - - - - -

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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