BBTag/Seth/Frame Data: Difference between revisions

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==[[BBTag/System Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Seth/Data|SystemData}}
{{#lsth:BBTag/Seth/Data|SystemData}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
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{{AttackVersion|name=5BBB|subtitle=}}
{{AttackVersion|name=5BBB|subtitle=}}
{{#lsth:BBTag/Seth/Data|5BBB Full}}
{{#lsth:BBTag/Seth/Data|5BBB Full}}
|-
{{AttackVersion|name=5BBBB|subtitle=}}
{{#lsth:BBTag/Seth/Data|5BBBB Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
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{{#lsth:BBTag/Seth/Data|BC Full}}
{{#lsth:BBTag/Seth/Data|BC Full}}
|-
|-
{{Description|17|text=*100% minimum damage: 0, 2000 (2000)
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
  }}
  }}
|-
|-
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{{#lsth:BBTag/Seth/Data|214B Full}}
{{#lsth:BBTag/Seth/Data|214B Full}}
|-
|-
{{AttackVersion|name=A Penetrate|subtitle=j.214A}}
{{AttackVersion|name=A Piercing Penetrate|subtitle=j.214A}}
{{#lsth:BBTag/Seth/Data|j.214A Full}}
{{#lsth:BBTag/Seth/Data|j.214A Full}}
|-
|-
{{AttackVersion|name=B Penetrate|subtitle=j.214B}}
{{AttackVersion|name=Followup Attack|subtitle=j.214A > A}}
{{#lsth:BBTag/Seth/Data|j.214AA Full}}
|-
{{AttackVersion|name=B Piercing Penetrate|subtitle=j.214B}}
{{#lsth:BBTag/Seth/Data|j.214B Full}}
{{#lsth:BBTag/Seth/Data|j.214B Full}}
|-
|-
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==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
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{{#lsth:BBTag/Seth/Data|236BC Full}}
{{#lsth:BBTag/Seth/Data|236BC Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Immediately enters values in <> after blocking first hit
*Minimum Damage: 20*30, 625, 648 (1873)
*[Minimum Damage: 20*38, 781, 570 (2111)]
}}
}}
}}
}}
|-
|-
{{AttackVersion|name= |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Last Rite Execution |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Seth/Data|214BC Full}}
{{#lsth:BBTag/Seth/Data|214BC Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage: 200*3, 1500 (2100)
*[Minimum Damage: 200*3, 30*9, 1500 (2370)]
}}
}}
}}
}}
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{{#lsth:BBTag/Seth/Data|Distortion Skill Duo Full}}
{{#lsth:BBTag/Seth/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|17|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage: 2000 [2500]
}}
}}
}}
}}
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{{#lsth:BBTag/Seth/Data|222BC Full}}
{{#lsth:BBTag/Seth/Data|222BC Full}}
|-
|-
{{Description|17|text=
{{Description|18|text=
{{ColumnList |text=
{{ColumnList |text=


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==Revolver Action Table==
==Revolver Action Table==
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Ground Revolver Action Table
|+ Ground Revolver Action Table
|-
|-
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|-
|-
! 5A
! 5A
| 5AA || - || - || -
| 5AA || - || 5C || Reverse Beat, Throw, Jump, Special
|-
|-
! 5AA
! 5AA  
| 5AAA || - || - || -
| 5AAA || - || 5C || Reverse Beat, Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5AAA
! 5AAA  
| 5AAAA || - || - || -
| 5AAAA || - || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5AAAA
! 5AAAA
| - || - || - || -
| - || - || - || -
|-
|-
! 2A
! <span style="color:blue">2A<sup>[3]</sup></span>
| - || - || - || -
| <span style="color:green">2A<sup>[+]</sup></span> || - || 5C || Reverse Beat, Throw, Jump, Special
|-
|-
! 5B
! 5B
| - || - || - || -
| - || 5BB || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
! 5BB 
| - || 5BBB || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
! 5BBB 
| - || - || - || Special
|-
|-
! 5BB
! 5BBBB
| - || - || - || -
| - || - || - || <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 2B
! 2B
| - || - || - || -
| - || - || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 5C  
! 5C  
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|-
|-
! 2C  
! 2C  
| - || - || - || -
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|}
|}


{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Air Revolver Action Table
|+ Air Revolver Action Table
|-
|-
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! j.A  
! j.A
| - || - || - || -
| j.AA || - || - || Reverse Beat, Jump, Special
|-
|-
! j.AA
! j.AA  
| - || - || - || -
| - || - || - || Reverse Beat, Jump, Special
|-
|-
! j.B
! j.B
| - || - || - || -
| - || - || - || Reverse Beat, Jump, Special
|-
|-
! j.C
! j.C
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:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</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">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:'''Reverse Beat''' = Can cancel into any normal (except 5C) that has not been used in the current string.


==Sources==
==Sources==

Revision as of 22:04, 30 October 2019

System Data


Normal Moves

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.
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
5BBBB
2B
5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

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.
Ground Throw
  • 100% minimum damage: 0, 2000 (2000)
Convict
Reversal Action
Cross Burst Attack

Skills

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.
A Captive Segment
236A
B Captive Segment
236B
Air A Captive Segment
236A
Air B Captive Segment
236B
A Dual Piercing Vengeance
214A
B Dual Piercing Vengeance
214B
A Piercing Penetrate
j.214A
Followup Attack
j.214A > A
B Piercing Penetrate
j.214B

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)
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.
EX Captive Segment
236C
Air EX Captive Segment
j.236C
EX Dual Piercing Vengeance
214C
EX Penetrate
j.214C

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
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.
5P
6P
4P

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)
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.
Chained Nefarity
236BC
  • Values in [] are for Enhanced version
  • Immediately enters values in <> after blocking first hit
  • Minimum Damage: 20*30, 625, 648 (1873)
  • [Minimum Damage: 20*38, 781, 570 (2111)]
Last Rite Execution
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 200*3, 1500 (2100)
  • [Minimum Damage: 200*3, 30*9, 1500 (2370)]
Chained Nefarity
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat

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.
Distant Frontier
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special
5B - 5BB 5C Reverse Beat, Jump[-], Special
5BB - 5BBB 5C Reverse Beat, Jump[-], Special
5BBB - - - Special
5BBBB - - - Jump[-], Special
2B - - 5C Reverse Beat, Jump[-], Special
5C - - - -
2C - - - Reverse Beat, Jump[-], Special
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special
j.AA - - - Reverse Beat, Jump, Special
j.B - - - Reverse Beat, Jump, Special
j.C - - - -
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 (except 5C) that has not been used in the current string.

Sources

Navigation

To edit frame data, edit values in BBTag/Seth/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.