BBTag/Waldstein/Frame Data: Difference between revisions

From Dustloop Wiki
Line 226: Line 226:
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage 400, 1534 (1934) [400*2, 1320 (2120)]
*Minimum damage 20%*2, 26% (1934)
*[Minimum damage 20%*3, 24% (2120)]
}}
}}
  }}
  }}
Line 236: Line 237:
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Value in () is for final hit if super is done with 720BC
*Value in () is for final hit if super is done with 720BC
*Minimum damage 400*2, 1500/1676 (2300/2476) [100*3, 400*2, 1500/1676 (2600/2776)]
*Minimum damage 20%*3, 30% (29%): 2300 (2476)
*[Minimum damage 20%*5, 30% (29%): 2600 (2776)]
}}
}}
  }}
  }}

Revision as of 04:01, 15 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
  • Cuts projectiles
5AA
  • Cuts projectiles
5AAA
  • Cuts projectiles
  • Second hit only occurs if first hit hits and is close enough.
  • Values in [] is if first hit doesn't catch
  • Waldstein is +7 on restand
5AAAA
  • Cuts projectiles
2A
5B
  • Cuts projectiles
5BB
  • Cuts projectiles
  • Waldstein performs a punch instead of a hitgrab if first hit doesn't catch
  • Values in [] is if first hit doesn't catch
2B
  • Cuts projectiles
2BB
  • Whiffs against guard
  • Opponent experiences 11 hitstop on second hit and 1 hitstop on final hit
5C
2C
  • Cuts projectiles
j.A
  • Cuts projectiles
j.AA
  • Cuts projectiles
j.B
  • Cuts projectiles
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 (2000)
Verderben
Reversal Action
  • Cuts projectiles
  • Only performs additional hits on catch
  • Only catches on ground or near ground hit
  • Values in [] refer to on catch
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.
Eisen Nagel
236A
  • Cuts projectiles
Wirbelwind
236B
  • Cuts projectiles
A Drehen Durchbohren
214A
B Drehen Durchbohren
214B
Aerial A Verderben
j.214A
  • On catch, falls forward
Aerial B Verderben
j.214B
  • On catch, stops horizontal momentum

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 Wirbelwind
236C
  • Cuts projectiles
EX Drehen Durchbohren
214C
EX Aerial Verderben
j.214C
  • On catch, falls forward

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
Eisen Nagel
  • Cuts projectiles
6P
Wirbelwind
  • Cuts projectiles
4P
Felsen Vulf
  • Cuts projectiles

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.
Strumangriff
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage 20%*2, 26% (1934)
  • [Minimum damage 20%*3, 24% (2120)]
Werfen Erschlagen
214B+C
  • Values in [] are for Enhanced version
  • Value in () is for final hit if super is done with 720BC
  • Minimum damage 20%*3, 30% (29%): 2300 (2476)
  • [Minimum damage 20%*5, 30% (29%): 2600 (2776)]
Werfen Erschlagen
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2500 [3000])

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.
Katastrophe
222B+C
  • Minimum damage 100% (57000)

Revolver Action Table

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

Sources

Navigation

To edit frame data, edit values in BBTag/Waldstein/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.