BBTag/Nine the Phantom/Frame Data: Difference between revisions

From Dustloop Wiki
Line 201: Line 201:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Ground Throw
  |version=Ground Throw
  |damage=0, 2000 |p1=100 |p2=50
  |damage=0, 2000 |p1=100 |p2=50 (once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=Throw
  |startup=7 |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 18:12, 12 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:

Magic Gauge


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.
1700 - 11 - - -18 - - 1700 All 13 - - -10 - - 1600/
1800/
2000
All 13 - - -14 - - 1200 All 8 - - -4 - - 1500 All 12 - - -8 - - 1500 All 9 - - -9 - - 2000/
2500/
3000
All 10 - - -9 - - 2000/
2200/
2400
All 16 - - -11 - - 1000 Low 10 - - -9 - - 1700 All 12 - - -8 - - 1500/
800,1200/
300,600,1500
All 13 - - -16 - - 1500 Low 11 - - -10 - - 800 High 26 - - -4 - - 1700 Low 13 - - -11 - - 1500 High 8 - - - - - 1500 High - - - - - - 1700 High 13 - - - - - 1700 High - - - - - - 2100 High 21 - - -3 - -

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.
0, 2000 Throw 7 - - - - - 2000 Air Unblockable 13 - - -30 - - 2000 All 13 - - - - - 1000 All - - - - - -

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 All 9 - - -12 - -
1500 All 9 - - - - -
1800 All 16 - - -13 - -
1800 All - - - - - -
400, 300x8, 400x8 All 19,48-? - - +2 - -
400, 300x8, 400x8 All - - - - - -
1500x3 All 92T - - - - -
1500x3 All - - - - - -
1500 All 17 - - -12 - -
1500 All - - - - - -
400, 1500x2 All, Low*2 28,67 - - +15 ~ +73 - -
400, 1500x2 All, Low*2 - - - - - -
350xN All 143~148 - - - - -
350xN All - - - - - -
1000, 1500 All 13~18,28 - - -5 - -
1000, 1500 All - - - - - -
2000 All 13~15 - - -10~-8 - -
2000 All - - - - - -

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 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.
1500x5 [1750*5] - 352+4 - - - - -
1500x5 [1750*5] - - - - - - -
- - 24+4 - - _7 - -
- - - - - - - -
2000, 1500 - 26 - - -11 - -
2500 - 23 - - - - -

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.
1500x2 - - - - - - -
2300 - - - - - - -
1800 - - - - - - -

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 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.
600x5, 900x8
[600x5, 900x8, 200x12]
- 1+19 - - -31 - -
100, 0, 150, 0, 150x3, 1050x4/
100, 0, 150, 0, 150x5, 1050x12/
100, 0, 150, 0, 150x7, 360x18
- 1+13 - - -29 - -
150*10 - - - - - - -
- All - - - - - -

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 4AA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AA 4AAA, 5AA, 2A 5B, 2B 5C, 2C Jump, Throw, Special, Super
4AAA - - - Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAA 5AAAA, 2A 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA 5AAAAA - - Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB - - - Special, Super
2B[1] - 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.A j.B j.C Jump, Special, Super
j.B j.A j.BB j.C Jump, Special, Super
j.BB j.A j.B j.C Jump, Special, Super
j.C - - - Special[-]
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


Template:CharLinks-BBTag