BBTag/Naoto Kurogane/Frame Data: Difference between revisions

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{{AttackVersion|name=Overhead Kick |subtitle=Inferno Crusader > A/B/C}}
{{AttackVersion|name=Overhead Kick |subtitle=Inferno Crusader > A/B/C}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD > A/B/C Full}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD > X Full}}
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{{AttackVersion|name=Dash Cancel|subtitle=}}
{{#lsth:BBTag/Naoto Kurogane/Data|Dash Cancel Full}}
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{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
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{{AttackVersion|name=Phantom Pain |subtitle=Shift Sway > A/B/C)|rowspan=2}}
{{AttackVersion|name=Phantom Pain |subtitle=Shift Sway > A/B/C)|rowspan=2}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A > A/B/C Full}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X Full}}
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{{Description|17|text=
{{Description|17|text=
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*Values in [] are for Enhancer (aka non-cancel) version
*Values in [] are for Enhancer (aka non-cancel) version
*On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
*On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
*Minimum damage 35% [31%] (1505 [1612])
*Minimum damage 35% [31%]: 1505 [1612]
*Enhanced version minimum damage 20% (860 [1040])
}}
}}
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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 35% [32%] (1470 [1664])
*Minimum damage 35% [32%]: 1470 [1664]
*Enhanced version minimum damage 20% (840 [1040])
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}}
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Minimum damage 30% (810)
*Minimum damage 30%: 810
*Total minimum damage 1670 [1850] (air version 1650 [1850])
*Divine Smasher total minimum damage: 2315 [2422]
*Air Divine Smasher total minimum damage: 2280 [2470]
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*Projectile only comes out if first hit gets blocked or whiffs
*Projectile only comes out if first hit gets blocked or whiffs
*Frame Adv listed assumes opponent blocks projectile
*Frame Adv listed assumes opponent blocks projectile
*Minimum damage 550, 1296 [750, 1296] (1846 [2046])
*Minimum damage 25%, 18%: 1846 [2046]
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Minimum damage 20%; 460*3 (1380)
*Minimum damage 20%: 1380
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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
*100% Minimum Damage (2000 [2500])
*100% Minimum Damage: 2000 [2500]
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Revision as of 07:52, 15 October 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
2A
5B
  • Values in [] are for full charge
5BB
  • Values in [] are for full charge
2B
5C
2C
j.A
j.AA
j.B
  • Values in [] are for full charge
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
  • 100% minimum damage: 0, 2000 (2000)
Back Throw
  • 100% minimum damage: 0, 2000 (2000)
Inferno Crusader
Reversal Action
  • Values in [] are for Enhancer (aka non-cancel) version
Aerial Inferno Crusader
Reversal Action
  • Values in [] are for Enhancer (aka non-cancel) version
Overhead Kick
Inferno Crusader > A/B/C
Dash Cancel
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.
A Banishing Fang
236A
B Banishing Fang
236B
Banishing Fang Roar
236A/B > A/B/C
  • Values in [] are for Enhancer (aka non-cancel) version
Banishing Fang Bash
236A > A/B/C > A/B/C
  • Values in [] are for Enhancer (aka non-cancel) version
Banishing Fang Raid
236B > A/B/C > A/B/C
  • Values in [] are for Enhancer (aka non-cancel) version
Shift Sway
214A
  • Values in [] are for Enhancer (aka non-cancel) version
Phantom Pain
Shift Sway > A/B/C)
  • Values in [] are for Enhancer (aka non-cancel) version
Slash Kaid
214B
  • Values in [] are for Enhancer (aka non-cancel) 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.
EX Banishing Fang
236C
EX Banishing Fang Roar
236C > A/B/C
  • Values in [] are for Enhancer (aka non-cancel) version
EX Banishing Fang Bash
236C > A/B/C > A/B/C
  • Values in [] are for Enhancer (aka non-cancel) version
EX Slash Kaid
214C
  • Values in [] are for Enhancer (aka non-cancel) version

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
Slash Kaid
6P
BBCF 6C
4P
5BB

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.
Divine Smasher
236BC
  • Values in [] are for Enhancer (aka non-cancel) version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum damage 35% [31%]: 1505 [1612]
Air Divine Smasher
j.236BC
  • Values in [] are for Enhanced version
  • Minimum damage 35% [32%]: 1470 [1664]
Divine Smasher Followup
Enhanced
  • Minimum damage 30%: 810
  • Divine Smasher total minimum damage: 2315 [2422]
  • Air Divine Smasher total minimum damage: 2280 [2470]
Divine Reaper
214B+C
  • Values in [] are for Enhanced version
  • Projectile only comes out if first hit gets blocked or whiffs
  • Frame Adv listed assumes opponent blocks projectile
  • Minimum damage 25%, 18%: 1846 [2046]
Divine Reaper
Projectile
  • Minimum damage 20%: 1380
Grim of Phantom
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • 100% 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.
Edge of Eternity
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 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB 5C, 2C Special, Super
5[B] - 5BB 5C, 2C Dash[+], Special, Super
5BB - 2B 5C, 2C Jump, Special, Super
5B[B] - 2B 5C, 2C Dash[+], Jump, Special, Super
2B[1] - 5B 5C, 2C Jump, 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 and j.[B] - - j.C Special, Super
j.C - - - Jump, 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

Sources

Navigation

To edit frame data, edit values in BBTag/Naoto Kurogane/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.