BBTag/Ruby Rose/Frame Data: Difference between revisions

From Dustloop Wiki
(fixing links for BBTag naming convention)
(Some cleanup and Gatling Chart)
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==[[BBTag/System Data|System Data]]==
==[[BBTag/System Data|System Data]]==
{{CharData-BBTag
{{CharData-BBTag
|health= |jumpStartup=
|health= |jumpStartup=4f
|backdashTime= |backdashInv=
|backdashTime= |backdashInv=
|partnerSkillCooldown=  
|partnerSkillCooldown=  
Line 22: Line 22:
|-
|-
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=4A
  |version=5A
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
Line 30: Line 30:


  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5AA
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 38: Line 38:


  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AAA
  |damage= |level= |attribute= |guard=  
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAAA
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
Line 110: Line 109:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.AA
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
Line 118: Line 125:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
|damage= |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.BB
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
Line 348: Line 363:
  }}
  }}
|}
|}
==Revolver Action Table==
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
|+ Ground Revolver Action Table
|-
!
! A
! B
! C
! Cancel
|-
! 5A
| 5AA, 2A
| 5B, 2B
| 5C, 2C
| Jump, Special
|-
! 5AA
| 5AAA
| 5B, 2B
| 5C, 2C
| Special
|-
! 5AAA
| 5AAAA
| 5B, 2B
| 5C, 2C
| Special
|-
! 5AAAA
| -
| -
| -
| -
|-
! 2A
| 5A, <span style="color: green">2A<sup>[1]</sup></span>
| 5B, 2B
| 5C, 2C
| Special
|-
! 5B
| -
| 5BB, 2B
| 5C, 2C
| Jump, Special
|-
! 5BB
| -
| 5BBB, 2B
| 5C, 2C
| Jump, Special
|-
! 5BBB
| -
| -
| -
| Jump, Special
|-
! 2B
| -
| 5B
| 5C, 2C
| Jump, Special
|-
! 5C
| -
| -
| -
| -
|-
! 2C
| -
| -
| -
| Special
|}
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
|+ Air Revolver Action Table
|-
!
! A
! B
! C
! Cancel
|-
! j.A
| j.AA
| j.B
| j.C
| Jump, Special
|-
! j.AA
| j.A
| j.BB
| j.C
| Jump, Special
|-
! j.B
| j.A
| j.BB
| j.C
| Jump, Special
|-
! <span style="color:blue">j.BB<sup>[2]</sup></span>
| j.AA
| j.B
| j.C
| Jump, Special
|-
! j.C
| -
| -
| -
| -
|}
* 5A and 2A can only be done a max of 3 times per string each.
::For example, 2A > 5A > 2A > 5A > 2A > 5A will work, but 2A > 5A > 2A > 5A > 2A > 5A > 2A will not.
* <span style="color:green">'''X<sup>[1]</sup>''' = X is available on whiff</span>
* <span style="color:blue">'''j.BB<sup>[2]</sup>''' = j.BB is identical to j.A and j.BB is treated the same as pressing j.BA</span>


==Sources==
==Sources==

Revision as of 07:33, 22 May 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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

Special 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.
Rifle Shot
- - - - - - - - Cypod Shot
- - - - - - - - Guillotine
- - - - - - - - Gun Blast
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Buzzsaw Blast
- - - - - - - - - - - - - - - - - - - - - - - -

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

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.
Petal Boost
- - - - - - - - Petal Dance
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA, 2A 5B, 2B 5C, 2C Jump, Special
5AA 5AAA 5B, 2B 5C, 2C Special
5AAA 5AAAA 5B, 2B 5C, 2C Special
5AAAA - - - -
2A 5A, 2A[1] 5B, 2B 5C, 2C Special
5B - 5BB, 2B 5C, 2C Jump, Special
5BB - 5BBB, 2B 5C, 2C Jump, Special
5BBB - - - Jump, Special
2B - 5B 5C, 2C Jump, Special
5C - - - -
2C - - - Special
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special
j.AA j.A j.BB j.C Jump, Special
j.B j.A j.BB j.C Jump, Special
j.BB[2] j.AA j.B j.C Jump, Special
j.C - - - -
  • 5A and 2A can only be done a max of 3 times per string each.
For example, 2A > 5A > 2A > 5A > 2A > 5A will work, but 2A > 5A > 2A > 5A > 2A > 5A > 2A will not.
  • X[1] = X is available on whiff
  • j.BB[2] = j.BB is identical to j.A and j.BB is treated the same as pressing j.BA

Sources