BBTag/Ruby Rose/Frame Data: Difference between revisions

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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage= |level= |attribute=B |guard=All
  |damage=1500 |p1=100 |p2=80
|level= |attribute=B |guard=All
  |startup=11 |active=3 |recovery=18 |frameAdv=-4
  |startup=11 |active=3 |recovery=18 |frameAdv=-4
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage= |level= |attribute=B |guard=All
  |damage=1700 |p1=100 |p2=85
|level= |attribute=B |guard=All
  |startup=15 |active=6 |recovery=30 |frameAdv=-17
  |startup=15 |active=6 |recovery=30 |frameAdv=-17
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAAA
  |version=5AAAA
  |damage= |level= |attribute=B |guard=All
  |damage=1700 |p1=100 |p2=85
|level= |attribute=B |guard=All
  |startup=13 |active=7 |recovery=28 |frameAdv=-16
  |startup=13 |active=7 |recovery=28 |frameAdv=-16
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage= |level= |attribute=F |guard=Low
  |damage=1000 |p1=90 |p2=70
|level= |attribute=F |guard=Low
  |startup=7 |active=2 |recovery=12 |frameAdv=-2
  |startup=7 |active=2 |recovery=12 |frameAdv=-2
  |blockstun=11 |groundHit= |airHit=
  |blockstun=11 |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage=1500 |level= |attribute=B |guard=All
  |damage=1500 |p1=100 |p2=80
|level= |attribute=B |guard=All
  |startup=10 |active=4 |recovery=20 |frameAdv=-7
  |startup=10 |active=4 |recovery=20 |frameAdv=-7
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage= |level= |attribute=B |guard=All
  |damage=1700 |p1=100 |p2=85
|level= |attribute=B |guard=All
  |startup=13 |active=4 |recovery=24 |frameAdv=-9
  |startup=13 |active=4 |recovery=24 |frameAdv=-9
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 69: Line 75:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BBB
  |version=5BBB
  |damage= |level= |attribute=B |guard=All
  |damage=1700 |p1=100 |p2=75
|level= |attribute=B |guard=All
  |startup=15 |active=3 |recovery=39 |frameAdv=-23
  |startup=15 |active=3 |recovery=39 |frameAdv=-23
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 77: Line 84:
{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version= 2B
  |damage= |level= |attribute=B |guard=All
  |damage=1500 |p1=90 |p2=80
|level= |attribute=B |guard=All
  |startup=11 |active=4 |recovery=25 |frameAdv=-12
  |startup=11 |active=4 |recovery=25 |frameAdv=-12
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 84: Line 92:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage= |level= |attribute=H |guard=High
  |damage=800 |p1= |p2=
|level= |attribute=H |guard=High
  |startup=26 |active=3 |recovery=18 |frameAdv=-4
  |startup=26 |active=3 |recovery=18 |frameAdv=-4
  |blockstun=16 |groundHit= |airHit=
  |blockstun=16 |groundHit= |airHit=
Line 93: Line 102:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage= |level= |attribute=F |guard=Low
  |damage=1700 |p1=90 |p2=85
|level= |attribute=F |guard=Low
  |startup=13 |active=3 |recovery=18 |frameAdv=-2
  |startup=13 |active=3 |recovery=18 |frameAdv=-2
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 100: Line 110:
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A |subtitle=j.BB
  |damage= |level= |attribute=H |guard=High
  |damage=1500 |p1=80 |p2=80
|level= |attribute=H |guard=High
  |startup=9 |active=3 |recovery=12 |frameAdv=
  |startup=9 |active=3 |recovery=12 |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 108: Line 119:
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.AA
  |version=j.B |subtitle=j.AA
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=80 |p2=80
|level= |attribute= |guard=
  |startup=11 |active=4 |recovery=16 |frameAdv=
  |startup=11 |active=4 |recovery=16 |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.B
|damage= |level= |attribute= |guard=
|startup=11 |active=4 |recovery=16 |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.BB
|damage= |level= |attribute= |guard=
|startup=9 |active=3 |recovery=12 |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 133: Line 129:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup=16 |active=3 |recovery=Till L + 18 |frameAdv=
  |startup=16 |active=3 |recovery=Till L + 18 |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 150: Line 147:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Ground Throw
  |version=Ground Throw
  |damage= |level= |attribute= |guard=
  |damage=0, 2000 |p1=100 |p2=50 (once)
|level= |attribute= |guard=
  |startup=7-30 |active=3 |recovery=23 |frameAdv=
  |startup=7-30 |active=3 |recovery=23 |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 159: Line 157:
  |version=Corkscrew Slice
  |version=Corkscrew Slice
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
  |damage=1250*3 |p1=80 |p2=60
|level= |attribute= |guard=
  |startup=13 |active=3*2, 2 |recovery=47 |frameAdv=-30
  |startup=13 |active=3*2, 2 |recovery=47 |frameAdv=-30
  |blockstun=18 |groundHit= |airHit=
  |blockstun=18 |groundHit= |airHit=
Line 183: Line 182:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Rifle Shot |subtitle=236A
  |version=Rifle Shot |subtitle=236A
  |damage= |level= |attribute=B |guard=All
  |damage=1500 |p1=80 |p2=80
|level= |attribute=B |guard=All
  |startup=11 |active= |recovery=43 |frameAdv=-16
  |startup=11 |active= |recovery=43 |frameAdv=-16
  |blockstun=16+11 |groundHit= |airHit=
  |blockstun=16+11 |groundHit= |airHit=
Line 191: Line 191:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Cypod Shot |subtitle=236B
  |version=Cypod Shot |subtitle=236B
  |damage= |level= |attribute=B, P*2 |guard=All
  |damage=1000, 1500*2 |p1=100, 80*2 |p2=85
|level= |attribute=B, P*2 |guard=All
  |startup=10 |active=3(21)X(20)X |recovery=41 |frameAdv=  
  |startup=10 |active=3(21)X(20)X |recovery=41 |frameAdv=  
  |blockstun=18, 18+12*2 |groundHit= |airHit=
  |blockstun=18, 18+12*2 |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Gun Blast |subtitle=214A
  |version=A Gun Blast |subtitle=214A
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Gun Blast |subtitle=214B
  |version=B Gun Blast |subtitle=214B
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=C Gun Blast |subtitle=214C
  |version=C Gun Blast |subtitle=214C
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air A Gun Blast |subtitle=j.214A
  |version=Air A Gun Blast |subtitle=j.214A
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 231: Line 236:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air B Gun Blast |subtitle=j.214B
  |version=Air B Gun Blast |subtitle=j.214B
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Air C Gun Blast |subtitle=j.214C
  |version=Air C Gun Blast |subtitle=j.214C
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=80 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Buzzsaw Blast |subtitle=j.236A
  |version=A Buzzsaw Blast |subtitle=j.236A
  |damage= |level= |attribute= |guard=
  |damage=200*N, 1300, 1000 |p1=80 |p2=80 (once), 85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 255: Line 263:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Buzzsaw Blast |subtitle=j.236B
  |version=B Buzzsaw Blast |subtitle=j.236B
  |damage= |level= |attribute= |guard=
  |damage=220*N, 1300, 1000 |p1=80 |p2=80 (once), 85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 274: Line 283:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Guillotine |subtitle=236C
  |version=Guillotine |subtitle=236C
  |damage= |level= |attribute= |guard=
  |damage=800*2, 1500, 400*4 |p1=80 |p2=85 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Buzzsaw Blast |subtitle=j.236C
  |version=EX Buzzsaw Blast |subtitle=j.236C
  |damage= |level= |attribute= |guard=
  |damage=280*N, 1300, 1000 |p1=80 |p2=80 (once), 85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P |subtitle=5AAAA
  |version=5P |subtitle=5AAAA
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=70 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P |subtitle=Rifle Shot
  |version=6P |subtitle=Rifle Shot
  |damage= |level= |attribute= |guard=
  |damage=1500 |p1=70 |p2=80
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P |subtitle=5BBB
  |version=4P |subtitle=5BBB
  |damage= |level= |attribute= |guard=
  |damage=1700 |p1=70 |p2=85
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
Line 333: Line 347:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Petal Burst |subtitle=236B+C
  |version=Petal Burst |subtitle=236B+C
  |damage=2000, 800*7 |p1=80 |p2=100 |level= |attribute= |guard=
  |damage=2000, 800*7<br/>[2000, 640*11] |p1=80 |p2=100*7, 60
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description={{ColumnList |text=
}}
*Values in [] are for Enhanced version
{{FrameData-BBTag
}}
|version=Petal Burst |subtitle=Enhanced<br>236B+C During CC or RB
|damage=2000, 800*11 |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Petal Dance |subtitle=214B+C
  |version=Petal Dance |subtitle=214B+C
  |damage= |level= |attribute= |guard=
  |damage=1200*6, 3600<br/>[1200*2, 800*10, 3600] |p1=80 |p2=60 (once)
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description={{ColumnList |text=
}}
*Values in [] are for Enhanced version
{{FrameData-BBTag
}}
|version=Petal Dance |subtitle=Enhanced<br>214B+C During CC or RB
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
Line 369: Line 373:
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description={{ColumnList |text=
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
}}
  }}
  }}
|}
|}
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Red Reaper |subtitle=222B+C
  |version=Red Reaper |subtitle=222B+C
  |damage= |level= |attribute= |guard=
  |damage= |p1= |p2=
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 03:00, 7 January 2019

Template:CharNav-BBTag

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.
1200 All 6 3 14 -3 B - 1500 All 11 3 18 -4 B - 1700 All 15 6 30 -17 B - 1700 All 13 7 28 -16 B - 1000 Low 7 2 12 -2 F - 1500 All 10 4 20 -7 B - 1700 All 13 4 24 -9 B - 1700 All 15 3 39 -23 B - 1500 All 11 4 25 -12 B - 800 High 26 3 18 -4 H - 1700 Low 13 3 18 -2 F - 1500 High 9 3 12 - H - 1500 - 11 4 16 - - - 1700 - 16 3 Till L + 18 - - -

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 - 7-30 3 23 - - - 1250*3 - 13 3*2, 2 47 -30 - - - - - - - - - -

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 11 - 43 -16 B - 1000, 1500*2 All 10 3(21)X(20)X 41 - B, P*2 - 1700 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - 200*N, 1300, 1000 - - - - - - - 220*N, 1300, 1000 - - - - - - -

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.
800*2, 1500, 400*4 - - - - - - - 280*N, 1300, 1000 - - - - - - -

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.
1700 - - - - - - - 1500 - - - - - - - 1700 - - - - - - -

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.
2000, 800*7
[2000, 640*11]
- - - - - - - 1200*6, 3600
[1200*2, 800*10, 3600]
- - - - - - - - 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
5A[2] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Jump, Special, Super
5BBB - - - Jump, Special, Super
2B - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA j.A j.BB j.C Jump, Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources


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