BBTag/Rachel Alucard/Frame Data: Difference between revisions

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  |damage=400*4, 800*4, 1200*6<br/>[400*6, 800*6, 1200*8] |p1=80 |p2=60 (once)
  |damage=400*4, 800*4, 1200*6<br/>[400*6, 800*6, 1200*8] |p1=80 |p2=60 (once)
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup=10+17 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  |damage=1000*8 [1250*8] |p1=80 |p2=60 (once)
  |damage=1000*8 [1250*8] |p1=80 |p2=60 (once)
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup=13+4 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  |damage=1000*8 [1250*8] |p1=80 |p2=60  
  |damage=1000*8 [1250*8] |p1=80 |p2=60  
  |level= |attribute= |guard=All
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=  
  |startup=13+2 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 22:04, 13 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:

Wind 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.
1000*2 All 6 - - -2 - - 1500 All 8 - - -4 - - 1200 All - - - -4 - - 180*N All - - - -17 (-8 w/wind) - - 1700 All - - - -4 (-8 landing recovery) - - 1000 Low 10 - - -10 - - 1500 All 11 - - -1 - - 1500 All - - - -13 - - 1700 All - - - -7 - - 2000 All - - - - - - 800 High 22 - - -10 - - 600*3 Low 10 - - -2 - - 600*N Low 10 - - -6 - - 1000 High 8 - - - - - 1000 High - - - - - - 1700 High 8 - - - - - 1500 All 13 - - - - -

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 16 - - -48 - - 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.
1230 All 11 - - -4 - - 1230 All 17 - - 0 - - 1230 All 9 - - - - - 1230 All 22 - - - - - 500,1000 All - - - - - - 500,1000 All - - - - - - 1000 All 17 - - +2 - - 1000 All 17 - - - - -

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.
1230x3 All 20 - - - - - 1230x3 All 22 - Until Landing+5 - - - 1500, 400x12 All - - - - - - 1500, 400x12 All - - - - - -

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F and this invincibility is removed.
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.
400*8 All 31 - - - - - 1230*2 All 38 - - - - - 1000 All 40 - - - - -

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.
400*4, 800*4, 1200*6
[400*6, 800*6, 1200*8]
All 10+17 - - - - - 400*4, 800*4, 1200*6
[400*6, 800*6, 1200*8]
All - - - - - - 1000*8 [1250*8] All 13+4 - - - - - 1000*8 [1250*8] All 13+2 - - - - -
250*8 [310*7, 330] 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 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Wind[+], Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Wind[+], Special, Super
2B - - - -
5C - - - -
2C and 2[C] - - - Wind[+], Special, Super
Air Revolver Action Table
A B C Cancel
j.A[2] j.AA j.B j.C Wind[+], Jump, Special, Super
j.AA[2] j.A j.B j.C Wind[+], Jump, Special, Super
j.B - - j.C Wind[+], Jump, Special, Super
j.C - - - Wind[+], 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
Wind = Hold direction during move to use Wind, each move can only Wind in certain directions
  • 5A and 2A can be used a combined total of 3 times per string

Sources


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