BBTag/Orie/Frame Data: Difference between revisions

From Dustloop Wiki
< BBTag‎ | Orie
Line 409: Line 409:
|-
|-
! 5A
! 5A
| - || - || -|| -
| 5AA || - || - || Reverse Beat, Throw, Jump, Special, Super
|-
|-
! 5AA  
! 5AA  
| - || - || -|| -
| 5AAA || - || - || Reverse Beat, Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5AAA  
! 5AAA  
| || - || -|| -
| 5AAAA || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5AAAA
! 5AAAA
Line 421: Line 421:
|-
|-
! <span style="color:blue">2A<sup>[3]</sup></span>
! <span style="color:blue">2A<sup>[3]</sup></span>
| <span style="color:green">2A<sup>[+]</sup></span> || - || - || -
| <span style="color:green">2A<sup>[+]</sup></span> || - || - || Reverse Beat, Throw, Jump, Special, Super
|-
|-
! 5B
! 5B
| - || - || -|| -
| - || 5BB || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5BB
! 5BB
| - || - || -|| -
| - || 5BBB || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5BBB
! 5BBB
| - || - || - || -
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 2B
! 2B
| - || - || -|| -
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5C  
! 5C  
Line 439: Line 439:
|-
|-
! 2C  
! 2C  
| - || - || - || -
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|}
|}


Line 448: Line 448:
|-
|-
! j.A
! j.A
| j.AA || - || - || -
| j.AA || - || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.AA  
! j.AA  
| - || - || - || -
| - || - || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.B
! j.B
| - || - || - || -
| - || - || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.C
! j.C
| - || - || - || -
| - || - || - || Reverse Beat, Special, Super
|}
|}



Revision as of 00:51, 10 June 2018

System Data

Health:
Prejump:
Backdash Time / Invul:


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.
1000 - - - - - - - 1500 - - - - - - - 1358 - - - - - - - - - - - - - - - 1000 - - - - - - - 1500 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1500 - - - - - - - - - - - - - - - 1700 - - - - - - - 1500 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 2000 - - - - - - -

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.
2000 - - - - - - - 800,307x5 - - - - - - - 800,307x5 - - - - - - - - - - - - - - -

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.
2000 - - - - - - - 2200 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 800x2 - - - - - - - 2000 - - - - - - -

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge
    • Skill Gauge Cooldown ???F
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.
2200,112x5 - - - - - - - 800,435,1088 - - - - - - - 800,435,1088 - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F
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.
- - - - - - - - - - - - - - - -

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
5A 5AA - - Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - - Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - - Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - - Reverse Beat, Throw, Jump, Special, Super
5B - 5BB - Reverse Beat, Jump[-], Special, Super
5BB - 5BBB - Reverse Beat, Jump[-], Special, Super
5BBB - - - Reverse Beat, Jump[-], Special, Super
2B - - - 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 - - - Reverse Beat, 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 that has not been used in the current string.

Sources

Proration Data from C0R
Link