BBTag/Makoto Nanaya/Frame Data: Difference between revisions

From Dustloop Wiki
(6 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=
Line 51: Line 51:
  |version=5AAAA
  |version=5AAAA
  |damage=1700 [2000] |p1=100 |p2=85 [90]
  |damage=1700 [2000] |p1=100 |p2=85 [90]
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=-15 [-13]
  |startup= |active= |recovery= |frameAdv=-15 [-13]
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 62: Line 62:
  |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 71: 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 80: 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 89: Line 89:
  |version=5BBB
  |version=5BBB
  |damage=1700 [2000]|p1=100 |p2=85 [80]
  |damage=1700 [2000]|p1=100 |p2=85 [80]
  |level= |attribute= |guard=
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=-18 [-16]
  |startup= |active= |recovery= |frameAdv=-18 [-16]
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 100: Line 100:
  |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 108: 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 118: 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 136: 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 145: 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 154: 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 163: 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 181: 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=
Line 194: 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 204: 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=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 212: Line 212:
  |version=Meteor Dive
  |version=Meteor Dive
  |damage=2000 [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=
Line 224: Line 224:
  |version=Cross Burst Attack
  |version=Cross Burst Attack
  |damage=1000 |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 241: 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 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=
Line 376: Line 376:
  |version=EX 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 385: Line 385:
  |version=EX 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 404: 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=33 |active= |recovery= |frameAdv=
  |startup=33 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 413: 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=48 |active= |recovery= |frameAdv=
  |startup=48 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 422: 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=59 |active= |recovery= |frameAdv=
  |startup=59 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 440: Line 440:
|-
|-
{{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=
Line 504: Line 502:
  }}
  }}
{{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

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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] All 5+13 - - -38 [-36] - - 6000 All 5+13 - - -38 - - 1500 [2000] All 1+4 [1+7] - - -40 [-38] - - 1500 [2000] All - - - - - - 5000 [7900] All - - - - - - 2000 All 1+4 - - -40 - - 30*29, 1200 All - - - - - - 10500 All - - - - - -
- 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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