BBTag/Merkava/Frame Data: Difference between revisions

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< BBTag‎ | Merkava
(17 intermediate revisions by 2 users not shown)
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{{#lsth:BBTag/Merkava/Data|j.B Full}}
{{#lsth:BBTag/Merkava/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.C Full}}
{{#lsth:BBTag/Merkava/Data|j.C Full}}
|-
|-
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  }}
  }}
|-
|-
{{AttackVersion|name=I, Penetrate the Clear Skies|subtitle=Reversal Action}}
{{AttackVersion|name=I, Penetrate the Clear Skies|subtitle=Reversal Action|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|AD Full}}
{{#lsth:BBTag/Merkava/Data|AD Full}}
|-
|-
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{{#lsth:BBTag/Merkava/Data|236B Full}}
{{#lsth:BBTag/Merkava/Data|236B Full}}
|-
|-
{{AttackVersion|name=I, Capture and Devour A|subtitle=214A}}
{{AttackVersion|name=I, Capture and Devour A|subtitle=214A|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|214A Full}}
{{#lsth:BBTag/Merkava/Data|214A Full}}
|-
|-
{{Description|18|text=
{{Description|18|text={{ColumnList|text=
*Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff
*Enters recovery on block
*adds a frame of recovery for every 2 frames spent active
*additional 23 frames recovery on whiff
}}
  }}
  }}
{{AttackVersion|name=I, Capture and Devour B|subtitle=214B}}
{{AttackVersion|name=I, Capture and Devour B|subtitle=214B|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|214B Full}}
{{#lsth:BBTag/Merkava/Data|214B Full}}
|-
|-
{{Description|18|text=
{{Description|18|text={{ColumnList|text=
*Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 18 frames recovery on whiff
*Enters recovery on block
*adds a frame of recovery for every 2 frames spent active
*additional 23 frames recovery on whiff
}}
  }}
  }}
{{AttackVersion|name=I, Breath Out A|subtitle=j.214A}}
{{AttackVersion|name=I, Breath Out A|subtitle=j.214A|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.214A Full}}
{{#lsth:BBTag/Merkava/Data|j.214A Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
*8f forced landing recovery; Advantage based on lowest possible use
*Advantage based on lowest possible use
  }}
  }}
{{AttackVersion|name=I, Breath Out B|subtitle=j.214B}}
{{AttackVersion|name=I, Breath Out B|subtitle=j.214B|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.214B Full}}
{{#lsth:BBTag/Merkava/Data|j.214B Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
*4f forced landing recovery; Advantage based on lowest possible use
*Advantage based on lowest possible use
  }}
  }}
{{AttackVersion|name=I, Soar the Sky|subtitle=j.66}}
|-
{{AttackVersion|name=I, Soar the Sky (Forward)|subtitle=j.66|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.66 Full}}
{{#lsth:BBTag/Merkava/Data|j.66 Full}}
|-
{{Description|18|text=
*Can cancel into attacks on 24F
}}
|-
{{AttackVersion|name=I, Soar the Sky (Backward)|subtitle=j.66|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.44 Full}}
|-
{{Description|18|text=
*Can cancel into attacks on 29F
}}
|-
|-
|}
|}
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{{#lsth:BBTag/Merkava/Data|236C Full}}
{{#lsth:BBTag/Merkava/Data|236C Full}}
|-
|-
{{AttackVersion|name=I, Capture and Devour EX|subtitle=214C}}
{{AttackVersion|name=I, Capture and Devour EX|subtitle=214C|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|214C Full}}
{{#lsth:BBTag/Merkava/Data|214C Full}}
|-
|-
{{Description|18|text=
{{Description|18|text={{ColumnList|text=
*Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff
*Enters recovery on block
*adds a frame of recovery for every 2 frames spent active
*additional 23 frames recovery on whiff
}}
  }}
  }}
{{AttackVersion|name=I, Breath Out EX|subtitle=j.214C}}
{{AttackVersion|name=I, Breath Out EX|subtitle=j.214C|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|j.214C Full}}
{{#lsth:BBTag/Merkava/Data|j.214C Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
*4f forced landing recovery; Advantage based on lowest possible use
*Advantage based on lowest possible use
  }}
  }}
|}
|}


==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage: 93*20 (1860) [83*25 (2075)]
}}
}}
  }}
  }}
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
}}
}}
  }}
  }}
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
}}
}}
  }}
  }}
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{{Description|18|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: 2000 [2500]
}}
}}
  }}
  }}
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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
|-
|-
{{AttackVersion|name=I, Overrun|subtitle=222B+C}}
{{AttackVersion|name=I, Overrun|subtitle=222B+C|rowspan=2}}
{{#lsth:BBTag/Merkava/Data|222BC Full}}
{{#lsth:BBTag/Merkava/Data|222BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum damage 100%: 49000
}}
}}
|}
|}
==Revolver Action Table==
==Revolver Action Table==
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Revision as of 23:57, 6 December 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.
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.C
  • Advantage based on immediate j.C; Lowest possible j.C hit is -3

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.
Ground Throw
  • Minimum Damage 100% (2000)
I, Penetrate the Clear Skies
Reversal Action
  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
Air I, Penetrate the Clear Skies
Air Reversal Action
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.
I, Drill Through A
236A
I, Drill Through B
236B
I, Capture and Devour A
214A
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Capture and Devour B
214B
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out A
j.214A
  • Advantage based on lowest possible use
I, Breath Out B
j.214B
  • Advantage based on lowest possible use
I, Soar the Sky (Forward)
j.66
  • Can cancel into attacks on 24F
I, Soar the Sky (Backward)
j.66
  • Can cancel into attacks on 29F

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.
I, Drill Through EX
236C
I, Capture and Devour EX
214C
  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out EX
j.214C
  • Advantage based on lowest possible use

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.
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
I, Drill Through
6P
I, Breath Out
4P
5A

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.
I, Resentfully Rage
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 93*20 (1860) [83*25 (2075)]
I, Frolic
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
Air I, Frolic
j.214B+C
  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
I, Resentfully Rage
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 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.
I, Overrun
222B+C
  • Minimum damage 100%: 49000

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA[-] - - Special, Super
5AAAA - - - -
2A[2] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
j.C - - - 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation

To edit frame data, edit values in BBTag/Merkava/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.