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

From Dustloop Wiki
(Undo revision 109677 by Shtkn (talk))
Tag: Undo
Line 290: Line 290:
  }}
  }}
|-
|-
{{AttackVersion|name=Azurite Inferno |subtitle=214B+C|rowspan=4}}
{{AttackVersion|name=Azurite Inferno |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Nine the Phantom/Data|214BC Level 0-4 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|214BC Full}}
|-
{{#lsth:BBTag/Nine the Phantom/Data|214BC Level 5-9 Full}}
|-
{{#lsth:BBTag/Nine the Phantom/Data|214BC Level 10 Full}}
|-
|-
{{Description
{{Description

Revision as of 23:15, 22 February 2019

System Data

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.
4A
4AA
4AAA

{{{text}}}

5A
5AA
5AAA
5AAAA

{{{text}}}

5AAAAA

{{{text}}}

2A
5B
5BB

{{{text}}}

2B
5C
2C
j.A
j.AA
j.B
j.BB
j.C

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.
Ground Throw

{{{text}}}

Flax Nurture
Reversal Action
Air Flax Nurture
Air Reversal Action
Cross Burst Attack

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.
Everlasting Schorl
236A/B/C (Lv 0)
Air Everlasting Schorl
j.236A/B/C (Lv 0)
Amethyst of Annihilation
236A (Lv 1-4)
Air Amethyst of Annihilation
j.236A (Lv 1-4)
Andradite of Accord
236A (Lv 5-9)

{{{text}}}

Air Andradite of Accord
j.236A (Lv 5-9)

{{{text}}}

Taaffeite of Temptation
236A (Lv 10)
Air Taaffeite of Temptation
j.236A (Lv 10)
Citrine of Change
236B (Lv 1-4)
Air Citrine of Change
j.236B (Lv 1-4)
Morganite of Malice
236B (Lv 5-9)

{{{text}}}

Air Morganite of Malice
j.236B (Lv 5-9)

{{{text}}}

Uvarovite of Undoing
236B (Lv 10)
Air Uvarovite of Undoing
j.236B (Lv 10)
Crimson Raider
214A
Air Crimson Raider
j.214A
Mauvette Roar
214B
Air Mauvette Roar
j.214B

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.
Nephrite of Nullification
236C (Lv 1-10)

{{{text}}}

Air Nephrite of Nullification
j.236C (Lv 1-10)

{{{text}}}

Nephrite of Nullification - Dual
236C during Nephrite
Air Nephrite of Nullification - Dual
j.236C during Nephrite
Scarlet Vein
214C
Air Scarlet Vein
j.214C

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.
5P
Crimson Raider
6P
Scarlet Vein
4P
Mauvette Roar

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.
Flame Punisher
236B+C

{{{text}}}

Azurite Inferno
214B+C

{{{text}}}

Azurite Inferno Enhanced Followup
Enhanced 214B+C

{{{text}}}

Cardinal Nova
Distortion Skill Duo

{{{text}}}

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.
Colorless Void
222B+C

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

Navigation


To edit frame data, edit values in BBTag/Nine the Phantom/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.