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

From Dustloop Wiki
Jump to: navigation, search
m (Distortion Skills)
Line 249: Line 249:
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Level 2 version
 
*Values in [] are for Level 2 version
 +
*Minimum damage 30% [32%] (1350 [1536])
 
}}
 
}}
 
  }}
 
  }}
Line 254: Line 255:
 
{{AttackVersion|name=Enhanced Big Bang Smash |subtitle=236B+C}}
 
{{AttackVersion|name=Enhanced Big Bang Smash |subtitle=236B+C}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC Full}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Minimum damage 33% (1914)
 +
}}
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=Particle Flare (1st Hit) |subtitle=214B+C|rowspan=2}}
 
{{AttackVersion|name=Particle Flare (1st Hit) |subtitle=214B+C|rowspan=2}}
Line 262: Line 268:
 
*Makoto immediately enters recovery on hit/block
 
*Makoto immediately enters recovery on hit/block
 
*On whiff, recovery is 78F
 
*On whiff, recovery is 78F
 +
*Minimum damage 20% (300 [400])
 
}}
 
}}
 
  }}
 
  }}
Line 270: Line 277:
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Level 2 version
 
*Values in [] are for Level 2 version
 +
*Minimum damage 20% (300 [400])
 
}}
 
}}
 
  }}
 
  }}
 
|-
 
|-
{{AttackVersion|name=Particle Flare (3nd Hit) |subtitle=Particile Flare 2nd > A/B/C|rowspan=2}}
+
{{AttackVersion|name=Particle Flare (3rd Hit) |subtitle=Particile Flare 2nd > A/B/C|rowspan=2}}
 
{{#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|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Level 2 version
 
*Values in [] are for Level 2 version
 +
*Minimum damage 20% (1000 [1580])
 +
*Total minimum damage 1600 [2380]
 
}}
 
}}
 
  }}
 
  }}
Line 287: Line 297:
 
*Makoto immediately enters recovery on hit/block
 
*Makoto immediately enters recovery on hit/block
 
*On whiff, recovery is 78F
 
*On whiff, recovery is 78F
 +
*Minimum damage 15% (300)
 
}}
 
}}
 
  }}
 
  }}
Line 293: Line 304:
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C Full}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C Full}}
 
|-
 
|-
{{AttackVersion|name=Enhanced Particle Flare (3nd Hit) |subtitle=Particile Flare 2nd > A/B/C}}
+
{{Description|18|text={{ColumnList |text=
 +
*Minimum damage 15%; 4*28, 180 (292)
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Enhanced Particle Flare (3rd Hit) |subtitle=Particile Flare 2nd > A/B/C}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C Full}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Minimum damage 20% (2100)
 +
*Total minimum damage 2692
 +
}}
 +
}}
 
|-
 
|-
 
{{AttackVersion|name=Big Bang Smash |subtitle=Distortion Skill Duo|rowspan=2}}
 
{{AttackVersion|name=Big Bang Smash |subtitle=Distortion Skill Duo|rowspan=2}}

Revision as of 05:51, 12 August 2019

System Data


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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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)
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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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)
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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Big Bang Smash
236B+C
  • Values in [] are for Level 2 version
  • Minimum damage 30% [32%] (1350 [1536])
Enhanced Big Bang Smash
236B+C
  • Minimum damage 33% (1914)
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
  • Minimum damage 20% (300 [400])
Particle Flare (2nd Hit)
Particile Flare > A/B/C
  • Values in [] are for Level 2 version
  • Minimum damage 20% (300 [400])
Particle Flare (3rd Hit)
Particile Flare 2nd > A/B/C
  • Values in [] are for Level 2 version
  • Minimum damage 20% (1000 [1580])
  • Total minimum damage 1600 [2380]
Enhanced Particle Flare (1st Hit)
214B+C
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 15% (300)
Enhanced Particle Flare (2nd Hit)
Particile Flare > A/B/C
  • Minimum damage 15%; 4*28, 180 (292)
Enhanced Particle Flare (3rd Hit)
Particile Flare 2nd > A/B/C
  • Minimum damage 20% (2100)
  • Total minimum damage 2692
Big Bang Smash
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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


Ambox notice.png 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.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc