BBTag/Makoto Nanaya/Frame Data: Difference between revisions

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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Comet Cannon
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=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=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Break Shot
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236A > A |subtitle=Level 1
  |version=Break Shot (Lv 1) |subtitle=Comet > A
  |damage=700 |p1=100 |p2=85
  |damage=700 |p1=100 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236A > A |subtitle=Level 2
  |version=Break Shot (Lv 2) |subtitle=Comet > A
  |damage=1000 |p1=100 |p2=90
  |damage=1000 |p1=100 |p2=90
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Shooting Star
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236B
  |version=Shooting Star |subtitle=236B
  |damage=1700 |p1=80 |p2=85  
  |damage=1700 |p1=80 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Asteroid Vision
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214A
  |version=A Asteroid Vision |subtitle=214A
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214B
  |version=B Asteroid Vision |subtitle=214B
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214C
  |version=C Asteroid Vision |subtitle=214C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"| Rush
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=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=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Infinite Rush
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Rush > A
  |version=Infinite Rush |subtitle=Rush > A
  |damage=500,500,500x4,1500 |p1=80 |p2=80(once)  
  |damage=500,500,500x4,1500 |p1=80 |p2=80(once)  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Lander Blow
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Rush > B |subtitle=Level 1
  |version=Lander Blow (Lv 1) |subtitle=Rush > B
  |damage=1700 |p1=100 |p2=75  
  |damage=1700 |p1=100 |p2=75  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Rush > B |subtitle=Level 2
  |version=Lander Blow (Lv 2) |subtitle=Rush > B
  |damage=2000 |p1=100 |p2=80  
  |damage=2000 |p1=100 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Cosmic Ray
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Vision > B |subtitle=Level 1
  |version=Cosmic Ray (Lv 1) |subtitle=A Vision > B
  |damage=1700 |p1=70 |p2=85  
  |damage=1700 |p1=70 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Vision > B |subtitle=Level 2
  |version=Cosmic Ray (Lv 2) |subtitle=A Vision > B
  |damage=2000 |p1=70 |p2=90  
  |damage=2000 |p1=70 |p2=90  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Lightning Arrow
! colspan=16 style="background: white;"|
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B/C Vision > C |subtitle=Level 1
  |version=Lightning Arrow (Lv 1) |subtitle=B/C Vision > C
  |damage=1700 |p1=80 |p2=85  
  |damage=1700 |p1=80 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B/C Vision > C |subtitle=Level 2
  |version=Lightning Arrow (Lv 2) |subtitle=B/C Vision > C
  |damage=2000 |p1=80 |p2=90  
  |damage=2000 |p1=80 |p2=90  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Sirius Jolt
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=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=
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* () = values when guard broken
* () = values when guard broken
  }}
  }}
! colspan=16 style="background: white;"|Lander Blow
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Rush > C
  |version=Lander Blow |subtitle=Rush > C
  |damage=2200 |p1=100 |p2=80  
  |damage=2200 |p1=100 |p2=80  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Cosmic Ray
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Vision > C
  |version=Cosmic Ray |subtitle=A Vision > C
  |damage=2200 |p1=70 |p2=90  
  |damage=2200 |p1=70 |p2=90  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Infinite Rush
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P
  |version=Infinite Rush |subtitle=5P
  |damage=2200 |p1=70 |p2=85  
  |damage=2200 |p1=70 |p2=85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Cosmic Ray
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P
  |version=Cosmic Ray |subtitle=6P
  |damage=1000,1000,2000 |p1=70 |p2= 80(once)
  |damage=1000,1000,2000 |p1=70 |p2= 80(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Lightning Arrow
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P
  |version=Lightning Arrow |subtitle=4P
  |damage=2000 |p1=70 |p2=90  
  |damage=2000 |p1=70 |p2=90  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Big Bang Smash
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236B+C
  |version=Big Bang Smash |subtitle=236B+C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Particle Flare
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214B+C
  |version=Particle Flare |subtitle=214B+C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Second Hit
  |version=Particle Flare (2nd Hit) |subtitle=Particile Flare > A/B/C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Finish
  |version=Particle Flare (3nd Hit) |subtitle=Particile Flare 2nd > A/B/C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Planet Crusher
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=222B+C
  |version=Planet Crusher |subtitle=222B+C
  |damage= |p1= |p2=  
  |damage= |p1= |p2=  
  |level= |attribute= |guard=
  |level= |attribute= |guard=

Revision as of 01:48, 7 June 2018

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 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1000 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1500 - - - - - - - - - - - - - - - 1700 - - - - - - - - - - - - - - - 1500 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1500 - - - - - - -

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 - - - - - - - 1500 - - - - - - - 1500 - - - - - - - 2000 - - - - - - - 2500 - - - - - - - - - - - - - - -

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 - - - - - - - 700 - - - - - - - 1000 - - - - - - - 1700 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 500,500,1500 - - - - - - - 500,500,500x4,1500 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1700 - - - - - - - 2000 - - - - - - -
1700 - - - - - - - 2000 - - - - - - -

Extra 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.
1500(2000) - - - - - - - 2200 - - - - - - - 2200 - - - - - - -

Partner 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.
2200 - - - - - - - 1000,1000,2000 - - - - - - - 2000 - - - - - - -

Distortion 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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 - - - -
5A - - - -
5AA - - - -
5AAA - - - -
5AAAA - - - -
2A - - - -
5B - - - -
5BB - - - -
5BBB - - - -
2B - - - -
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A - - - -
j.AA - - - -
j.B - - - -
j.C - - - -
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

Sources


Early Proration Data from Hima based on the Beta
Link