BBTag/Ruby Rose/Frame Data: Difference between revisions

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! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! 5A  
! <span style="color: blue">5A<sup>[3]</sup></span>
| 5AA, 2A || 5B, 2B || 5C, 2C || Jump, Special
| 5AA, 2A || 5B, 2B || 5C, 2C || Jump, Special
|-
|-
Line 412: Line 412:
| - || - || - || -
| - || - || - || -
|-
|-
! 2A  
! <span style="color: blue">2A<sup>[3]</sup></span>
| 5A, <span style="color: green">2A<sup>[1]</sup></span> || 5B, 2B || 5C, 2C || Special
| 5A, <span style="color: green">2A<sup>[+]</sup></span> || 5B, 2B || 5C, 2C || Special
|-
|-
! 5B  
! 5B  
Line 439: Line 439:
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! j.A  
! j.A and j.BB
| j.AA || j.B || j.C || Jump, Special
| j.AA || j.B || j.C || Jump, Special
|-
|-
! j.AA  
! j.B and j.AA
| j.A || j.BB || j.C || Jump, Special
| 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
! j.C
| - || - || - || -
| - || - || - || Special
|}
|}
* 5A and 2A can only be done a max of 3 times per string each.
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
::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>[+]</sup>''' = X is available on whiff</span>
* <span style="color:green">'''X<sup>[1]</sup>''' = X is available on whiff</span>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</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 15:30, 24 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.
- - - - - - - - - - - - - - - - - - - - - - - -

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

Extra 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.
Guillotine
- - - - - - - - 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.
5AAAA
- - - - - - - - Rifle Shot
- - - - - - - - 5BBB
- - - - - - - -

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
- - - - - - - -

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.
Red Reaper
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A[3] 5AA, 2A 5B, 2B 5C, 2C Jump, Special
5AA 5AAA 5B, 2B 5C, 2C Special
5AAA 5AAAA 5B, 2B 5C, 2C Special
5AAAA - - - -
2A[3] 5A, 2A[+] 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 and j.BB j.AA j.B j.C Jump, Special
j.B and j.AA j.A j.BB j.C Jump, Special
j.C - - - Special
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources