BBTag/Waldstein/Frame Data: Difference between revisions

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{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5A Full}}
{{#lsth:BBTag/Waldstein/Data|5A Full}}
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{{AttackVersion|name=5AA|subtitle=}}
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=5AA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5AA Full}}
{{#lsth:BBTag/Waldstein/Data|5AA Full}}
|-
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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|-
{{AttackVersion|name=5AAA|subtitle=|rowspan=2}}
{{AttackVersion|name=5AAA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5AAA Full}}
{{#lsth:BBTag/Waldstein/Data|5AAA Full}}
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{{Description|18|text=Second hit only occurs if first hit hits and is close enough.
{{Description|18|text={{ColumnList |text=*Cuts projectiles
  }}
*Second hit only occurs if first hit hits and is close enough.
*Values in [] is if first hit doesn't catch
  }}}}
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{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5AAAA Full}}
{{#lsth:BBTag/Waldstein/Data|5AAAA Full}}
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{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Waldstein/Data|2A Full}}
{{#lsth:BBTag/Waldstein/Data|2A Full}}
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{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5B Full}}
{{#lsth:BBTag/Waldstein/Data|5B Full}}
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{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=5BB|subtitle=|rowspan=2|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|5BB Full}}
{{#lsth:BBTag/Waldstein/Data|5BB Full}}
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{{Description|18|text=If first hit fails to catch, Waldstein performs a punch instead of a throw, for 2000 damage.
{{Description|18|text={{ColumnList |text=*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
  }}}}
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{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|2B Full}}
{{#lsth:BBTag/Waldstein/Data|2B Full}}
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{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=2BB|subtitle=|rowspan=2}}
{{AttackVersion|name=2BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|2BB Full}}
{{#lsth:BBTag/Waldstein/Data|2BB Full}}
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{{Description|18|text=Whiffs if opponent is on the ground, guarding, or in blockstun.
{{Description|18|text={{ColumnList |text=*Whiffs against guard
  }}
*Opponent experiences 11 hitstop on second hit and 1 hitstop on final hit
  }}}}
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Waldstein/Data|5C Full}}
{{#lsth:BBTag/Waldstein/Data|5C Full}}
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{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|2C Full}}
{{#lsth:BBTag/Waldstein/Data|2C Full}}
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{{AttackVersion|name=j.A|subtitle=}}
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=j.A|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|j.A Full}}
{{#lsth:BBTag/Waldstein/Data|j.A Full}}
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{{AttackVersion|name=j.AA|subtitle=}}
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=j.AA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|j.AA Full}}
{{#lsth:BBTag/Waldstein/Data|j.AA Full}}
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{{AttackVersion|name=j.B|subtitle=}}
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
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{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Waldstein/Data|j.B Full}}
{{#lsth:BBTag/Waldstein/Data|j.B Full}}
|-
{{Description|18|text={{ColumnList |text=*Cuts projectiles
}}}}
|-
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{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}

Revision as of 02:30, 18 June 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
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

Verderben
Reversal Action

Only performs additional hits if first hit catches. First hit only catches on ground or near-ground hit.

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
Wirbelwind
236B
A Drehen Durchbohren
214A
B Drehen Durchbohren
214B
Aerial A Verderben
j.214A
Aerial B Verderben
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 Wirbelwind
236C
EX Drehen Durchbohren
214C
EX Aerial Verderben
j.214C

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F 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
6P
Wirbelwind
4P
Felsen Vulf

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
Werfen Erschlagen
214B+C
  • Values in [] are for Enhanced version
Werfen Erschlagen
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (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.
Katastrophe
222B+C

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.