BBTag/Makoto Nanaya/Frame Data: Difference between revisions

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</div>
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==[[BBTag/System Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
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{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|5BBB Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Makoto Nanaya/Data|BC Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|BC Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100% (2000)
}}
}}
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Makoto Nanaya/Data|4BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100% (2000)
*Minimum Damage 100% (2000)
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|AD > A/B/C Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|AD > A/B/C Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*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
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=Comet Cannon |subtitle=236A}}
{{AttackVersion|name=Comet Cannon |subtitle=236A}}
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{{#lsth:BBTag/Makoto Nanaya/Data|236A > A Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214A Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
*Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214B Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214B Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Earliest possible cancel at Frame 15
*Earliest possible cancel at Frame 15
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214A > A Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
*Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Considered part of preceding attack, no additional damage scaling applied
*Considered part of preceding attack, no additional damage scaling applied
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214A > B Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=Sirius Jolt |subtitle=236C|rowspan=2}}
{{AttackVersion|name=Sirius Jolt |subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Makoto Nanaya/Data|236C Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|236C Full}}
|-
|-
{{Description|17|text=
{{Description|18|text=
*Values in [] when hit standing opponent
*Values in [] when hit standing opponent
  }}
  }}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=5P |subtitle=Infinite Rush}}
{{AttackVersion|name=5P |subtitle=Infinite Rush}}
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=Big Bang Smash |subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Big Bang Smash |subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Makoto Nanaya/Data|236BC Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|236BC Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214BC Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
*Makoto immediately enters recovery on hit/block
*On whiff, recovery is 78F
}}
}}
  }}
  }}
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{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C > A/B/C Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C > A/B/C Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Level 2 version
*Values in [] are for Level 2 version
}}
}}
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{{AttackVersion|name=Enhanced Particle Flare (1st Hit) |subtitle=214B+C}}
{{AttackVersion|name=Enhanced Particle Flare (1st Hit) |subtitle=214B+C}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Makoto immediately enters recovery on hit/block
*On whiff, recovery is 78F
}}
}}
|-
|-
{{AttackVersion|name=Enhanced Particle Flare (2nd Hit) |subtitle=Particile Flare > A/B/C}}
{{AttackVersion|name=Enhanced Particle Flare (2nd Hit) |subtitle=Particile Flare > A/B/C}}
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{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo Full}}
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage 100% (2000 [2500])
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{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{AttackVersion|name=Planet Crusher |subtitle=222B+C}}
{{AttackVersion|name=Planet Crusher |subtitle=222B+C}}
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==Navigation==
==Navigation==
{{#lsth:BBTag/Makoto Nanaya/Data|Links}}
{{#lsth:BBTag/Makoto Nanaya/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[BBTag/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
[[Category: Makoto Nanaya]]
[[Category: Makoto Nanaya]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 02:33, 18 July 2019

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
5A
5AA
5AAA
5AAAA
  • Values in [] are for Level 2 version
2A
5B
5BB
5BBB
  • Values in [] are for Level 2 version
2B
5C
2C
2[C]
j.A
j.AA
j.B
j.C

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Forward Throw
  • Minimum Damage 100% (2000)
Back Throw
  • Minimum Damage 100% (2000)
Corona Upper
Reversal Action
Air Corona Upper
Reversal Action
Meteor Dive
  • Values in [] are for Level 2 version
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Comet Cannon
236A
Break Shot
Comet > A
  • Values in [] are for Level 2 version
Shooting Star
236B
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
  • Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
Infinite Rush
Rush > A
  • Considered part of preceding attack, no additional damage scaling applied
Lander Blow
Rush > B
  • Values in [] are for Level 2 version
Cosmic Ray
A Vision > B
  • Values in [] are for Level 2 version
Lightning Arrow
B/C Vision > C
  • 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)
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.
Sirius Jolt
236C
  • Values in [] when hit standing opponent
EX Lander Blow
Rush > C
EX Cosmic Ray
A Vision > C

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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
Infinite Rush
6P
Cosmic Ray
4P
Lightning Arrow

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)
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.
Big Bang Smash
236B+C
  • Values in [] are for Level 2 version
Enhanced Big Bang Smash
236B+C
Particle Flare (1st Hit)
214B+C
  • Values in [] are for Level 2 version
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
Particle Flare (2nd Hit)
Particile Flare > A/B/C
  • Values in [] are for Level 2 version
Particle Flare (3nd Hit)
Particile Flare 2nd > A/B/C
  • Values in [] are for Level 2 version
Enhanced Particle Flare (1st Hit)
214B+C
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
Enhanced Particle Flare (2nd Hit)
Particile Flare > A/B/C
Enhanced Particle Flare (3nd Hit)
Particile Flare 2nd > A/B/C
Big Bang Smash
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Navigation

To edit frame data, edit values in BBTag/Makoto Nanaya/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.