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

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{{#lsth:BBTag/Nine the Phantom/Data|4AAA Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Damage increases when Magic Level is over 5 and increases again at Level 10.
*Damage increases when Magic Level is over 5 and increases again at Level 10.
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{{Description
{{Description|17|text={{ColumnList |text=
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*Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
*Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
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{{#lsth:BBTag/Nine the Phantom/Data|5AAAAA Full}}
{{#lsth:BBTag/Nine the Phantom/Data|5AAAAA Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*Damage increases when Magic Level is over 5 and increases again at Level 10
*Damage increases when Magic Level is over 5 and increases again at Level 10
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{{#lsth:BBTag/Nine the Phantom/Data|5BB Full}}
{{#lsth:BBTag/Nine the Phantom/Data|5BB Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
*Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
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{{#lsth:BBTag/Nine the Phantom/Data|BC Full}}
{{#lsth:BBTag/Nine the Phantom/Data|BC Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Minimum Damage 100% (2000)
*Minimum Damage 100% (2000)
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{{#lsth:BBTag/Nine the Phantom/Data|236A Level 5-9 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|236A Level 5-9 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Horizontal and veritcal beams do 8 hits each
*Horizontal and veritcal beams do 8 hits each
*Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
*Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
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{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 5-9 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|j.236A Level 5-9 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Horizontal and veritcal beams do 8 hits each
*Horizontal and veritcal beams do 8 hits each
*Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
*Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
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{{#lsth:BBTag/Nine the Phantom/Data|236B Level 5-9 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|236B Level 5-9 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*If the second hit touches the opponent, then the third hit becomes a mid
*If the second hit touches the opponent, then the third hit becomes a mid
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{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 5-9 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|j.236B Level 5-9 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*If the second hit touches the opponent, then the third hit becomes a mid
*If the second hit touches the opponent, then the third hit becomes a mid
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{{#lsth:BBTag/Nine the Phantom/Data|236C Level 1-10 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|236C Level 1-10 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*Values in [] when done at Magic Level 10.
*Values in [] when done at Magic Level 10.
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{{#lsth:BBTag/Nine the Phantom/Data|j.236C Level 1-10 Full}}
{{#lsth:BBTag/Nine the Phantom/Data|j.236C Level 1-10 Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*Values in [] when done at Magic Level 10.
*Values in [] when done at Magic Level 10.
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{{#lsth:BBTag/Nine the Phantom/Data|236BC Full}}
{{#lsth:BBTag/Nine the Phantom/Data|236BC Full}}
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{{Description
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*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
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{{#lsth:BBTag/Nine the Phantom/Data|214BC Full}}
{{#lsth:BBTag/Nine the Phantom/Data|214BC Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
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*Damage increases when Magic Level is over 5 and increases again at Level 10
*Damage increases when Magic Level is over 5 and increases again at Level 10
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{{#lsth:BBTag/Nine the Phantom/Data|214BC Enhanced Followup Full}}
{{#lsth:BBTag/Nine the Phantom/Data|214BC Enhanced Followup Full}}
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{{Description
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*Considered part of preceding attack, no additional damage scaling applied
*Considered part of preceding attack, no additional damage scaling applied
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{{#lsth:BBTag/Nine the Phantom/Data|Distortion Skill Duo Full}}
{{#lsth:BBTag/Nine the Phantom/Data|Distortion Skill Duo Full}}
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{{Description
{{Description|17|text={{ColumnList |text=
|17|{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage 100% (2000 [2500])

Revision as of 01:21, 23 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
  • Damage increases when Magic Level is over 5 and increases again at Level 10.
5A
5AA
5AAA
5AAAA
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
5AAAAA
  • Damage increases when Magic Level is over 5 and increases again at Level 10
2A
5B
5BB
  • Damage and P2 increases when Magic Level is over 5 and increases again at Level 10
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
  • Minimum Damage 100% (2000)
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)
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
Air Andradite of Accord
j.236A (Lv 5-9)
  • Horizontal and veritcal beams do 8 hits each
  • Horizontal beam does 300 damage per hit, vertical does 400 damage per hit
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)
  • If the second hit touches the opponent, then the third hit becomes a mid
Air Morganite of Malice
j.236B (Lv 5-9)
  • If the second hit touches the opponent, then the third hit becomes a mid
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)
  • Values in [] when done at Magic Level 10.
Air Nephrite of Nullification
j.236C (Lv 1-10)
  • Values in [] when done at Magic Level 10.
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
  • Values in [] are for Enhanced version
Azurite Inferno
214B+C
  • Damage increases when Magic Level is over 5 and increases again at Level 10
Azurite Inferno Enhanced Followup
Enhanced 214B+C
  • Considered part of preceding attack, no additional damage scaling applied
Cardinal Nova
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])

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.