BBTag/Waldstein/Frame Data: Difference between revisions

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|version=yes}}
|version=yes}}
|-
|-
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=4A
  |version=5A
  |damage= |level= |attribute= |guard=
  |damage=1500 |level= |attribute=B |guard=All
|p1=100 |p2=80
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5A
  |version=5AA
  |damage= |level= |attribute= |guard=
  |damage=1500 |level= |attribute=B |guard=All
|p1=100 |p2=80
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AA
  |version=5AAA
  |damage= |level= |attribute= |guard=  
  |damage=1000, 0, 2500 |level= |attribute=B |guard=All
|p1=100 |p2=70, 85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=Second hit only occurs if first hit hits and is close enough.
  }}
  }}


  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAAA
  |damage= |level= |attribute= |guard=
  |damage=2000 |level= |attribute=B |guard=All
|p1=100 |p2=85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 46: Line 52:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage= |level= |attribute= |guard=
  |damage=1000 |level= |attribute=F |guard=Low
|p1=90 |p2=75
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage= |level= |attribute= |guard=
  |damage=1700 |level= |attribute=B |guard=All
|p1=100 |p2=85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 62: Line 70:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage= |level= |attribute= |guard=
  |damage=1000, 0, 2500/2000 |level= |attribute=B |guard=All
|p1=100 |p2=80
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=If first hit fails to catch, Waldstein performs a punch instead of a throw, for 2000 damage.
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BBB
  |version=2B
  |damage= |level= |attribute= |guard=
  |damage=1700 |level= |attribute=B |guard=All
|p1=90 |p2=75
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version= 2B
  |version=2BB
  |damage= |level= |attribute= |guard=
  |damage=0, 1000, 0, 2000 |level= |attribute=T |guard=All
|p1=100 |p2=100, 100, 100, 75
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=Whiffs if opponent is on the ground, guarding, or in blockstun.
  }}
  }}
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage= |level= |attribute= |guard=
  |damage=800+ |level= |attribute=H |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup=28 |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=2C
  |version=2C
  |damage= |level= |attribute= |guard=
  |damage=1700 |level= |attribute=F |guard=Low
|p1=90 |p2=75
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage= |level= |attribute= |guard=
  |damage=1500 |level= |attribute=H |guard=High
|p1=80 |p2=80
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.AA
|damage=1500 |level= |attribute=H |guard=High
|p1=80 |p2=80
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage= |level= |attribute= |guard=
  |damage=1700 |level= |attribute=H |guard=High
|p1=80 |p2=85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 118: Line 141:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage= |level= |attribute= |guard=
  |damage=2500 |level= |attribute=H |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
|p1=80 |p2=90
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 135: Line 159:
  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Ground Throw
  |version=Ground Throw
  |damage= |level= |attribute= |guard=
  |damage=0, 0, 2000 |level= |attribute=T |guard=Throw
|p1=100 | p2=50
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=100% minimum damage
  }}
  }}


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  |version=Verderben
  |version=Verderben
  |subtitle=Reversal Action
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
  |damage=1500, 0, 1500, 0, 2000 |level= |attribute=B |guard=Air Unblockable
|p1=80 | p2=60 (once)
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
|description=Only performs additional hits if first hit catches. First hit only catches on ground or near-ground hit.
  }}
  }}


  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=Cross Burst Attack
  |version=Cross Burst Attack
  |damage= |level= |attribute= |guard=  
  |damage=1000 |level= |attribute=H |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Eisen Nagel |subtitle=236A
  |version=Eisen Nagel |subtitle=236A
  |damage= |level= |attribute= |guard=
  |damage=2200 |level= |attribute=B |guard=All
|p1=80 |p2=85
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Wirbelwind |subtitle=236B
  |version=Wirbelwind |subtitle=236B
  |damage= |level= |attribute= |guard=
  |damage=1200*3 |level= |attribute=B |guard=All
|p1=80 |p2=85 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Drehen Durchbohren |subtitle=214A
  |version=A Drehen Durchbohren |subtitle=214A
  |damage= |level= |attribute= |guard=
  |damage=0, 1000, 0, 6000 (2800) |level= |attribute=T |guard=Throw
|p1=100 |p2=50 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Drehen Durchbohren |subtitle=214B
  |version=B Drehen Durchbohren |subtitle=214B
  |damage= |level= |attribute= |guard=
  |damage=0, 1000, 0, 7000 (3200) |level= |attribute=T |guard=Throw
|p1=100 |p2=50 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Aerial A Verderben |subtitle=j.214A
  |version=Aerial A Verderben |subtitle=j.214A
  |damage= |level= |attribute= |guard=
  |damage=0, 2300 (1840) |level= |attribute=T |guard=Airthrow
|p1=100 |p2=100, 85
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=Aerial B Verderben |subtitle=j.214B
  |version=Aerial B Verderben |subtitle=j.214B
  |damage= |level= |attribute= |guard=
  |damage=0, 2700 (2160) |level= |attribute=T |guard=Airthrow
|p1=100 |p2=100, 85
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Eisen Nagel |subtitle=236C
  |version=EX Wirbelwind |subtitle=236C
  |damage= |level= |attribute= |guard=
  |damage=1200*4 |level= |attribute=B |guard=All
|p1=80 |p2=85 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Drehen Durchbohren |subtitle=214C
  |version=EX Drehen Durchbohren |subtitle=214C
  |damage= |level= |attribute= |guard=
  |damage=0, 1000, 0, 1000, 0, 1000, 0, 2000, 0, 5000 (4000) |level= |attribute=T |guard=Throw
|p1=100 |p2=50 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 243: Line 279:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=EX Aerial Verderben |subtitle=j.214C
  |version=EX Aerial Verderben |subtitle=j.214C
  |damage= |level= |attribute= |guard=
  |damage=0, 500, 0, 2700 (2560) |level= |attribute=T |guard=Airthrow
|p1=100 |p2=85 (once)
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  }}
  }}
|}
|}
==Partner Skills==
==Partner Skills==
{| 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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|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=5P |subtitle=Felsen Vulf
  |version=5P |subtitle=Eisen Nagel
  |damage= |level= |attribute= |guard=
  |damage=1700 |level= |attribute=B |guard=All
|p1=70 |p2=85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=6P |subtitle=Wirbelwind
  |version=6P |subtitle=Wirbelwind
  |damage= |level= |attribute= |guard=
  |damage=1200*3 |level= |attribute=B |guard=All
|p1=70 |p2=85 (once)
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=4P |subtitle=Eisen Nagel
  |version=4P |subtitle=Felsen Vulf
  |damage= |level= |attribute= |guard=
  |damage=1700*2 |level= |attribute=P |guard=All
|p1=70 |p2=85
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=

Revision as of 07:54, 16 August 2018

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.
1500 All - - - - B - 1500 All - - - - B - 1000, 0, 2500 All - - - - B - 2000 All - - - - B - 1000 Low - - - - F - 1700 All - - - - B - 1000, 0, 2500/2000 All - - - - B - 1700 All - - - - B - 0, 1000, 0, 2000 All - - - - T - 800+ High 28 - - -4 H - 1700 Low - - - - F - 1500 High - - - - H - 1500 High - - - - H - 1700 High - - - - H - 2500 High - - - - H -

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, 0, 2000 Throw - - - - T - 1500, 0, 1500, 0, 2000 Air Unblockable - - - - B - 1000 All - - - - H -

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.
2200 All - - - - B - 1200*3 All - - - - B - 0, 1000, 0, 6000 (2800) Throw - - - - T - 0, 1000, 0, 7000 (3200) Throw - - - - T - 0, 2300 (1840) Airthrow - - - - T - 0, 2700 (2160) Airthrow - - - - T -

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.
1200*4 All - - - - B - 0, 1000, 0, 1000, 0, 1000, 0, 2000, 0, 5000 (4000) Throw - - - - T - 0, 500, 0, 2700 (2560) Airthrow - - - - T -

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 All - - - - B - 1200*3 All - - - - B - 1700*2 All - - - - P -

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

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 5AA - - Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - - Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - - Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A - - - Reverse Beat, Throw, Jump, Special, Super
5B - 5BB - Reverse Beat, Jump[-], Special, Super
5BB - - - Reverse Beat, Jump[-], Special, Super
2B - 2BB - Reverse Beat, Jump[-], Special, Super
2BB - - - Reverse Beat[-], Jump[-], Special[-], Super[-]
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
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 that has not been used in the current string.
  • Jump cancels for 5AAA and 5BB are for when the non-throw animation triggers

Sources


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