BBTag/Weiss Schnee/Frame Data: Difference between revisions

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{{#lsth:BBTag/Weiss Schnee/Data|j.214A/B > 8C Full}}
{{#lsth:BBTag/Weiss Schnee/Data|j.214A/B > 8C Full}}
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{{AttackVersion|name=A Ice Pillar|subtitle=22A}}
{{AttackVersion|name=A Ice Pillar|subtitle=22A|rowspan=2}}
{{#lsth:BBTag/Weiss Schnee/Data|22A Full}}
{{#lsth:BBTag/Weiss Schnee/Data|22A Full}}
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{{AttackVersion|name=B Ice Pillar|subtitle=22B}}
{{Description|18|text={{ColumnList |text=
*13-24F can cancel into Ice Shard
}}
}}
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{{AttackVersion|name=B Ice Pillar|subtitle=22B|rowspan=2}}
{{#lsth:BBTag/Weiss Schnee/Data|22B Full}}
{{#lsth:BBTag/Weiss Schnee/Data|22B Full}}
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{{Description|18|text={{ColumnList |text=
*19-30F can cancel into Ice Shard
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 28% [28%, 7%]: 1232 [1407]
*Minimum Damage: 1232 [1232, 175 (1407)]
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}}
  }}
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{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 35%, 25%*4 [35%, 25%*4, 10%*4]: 1948 [2176]
*Minimum Damage: 700, 312*4 (1948) [700, 312*4, 57*4 (2176)]
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{{Description|18|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]
}}
}}
  }}
  }}

Revision as of 08:57, 6 December 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.
4A
5A
5AA
5AAA
5AAAA
2A
5B
5BB
2B
5C
2C
j.A
j.BB
j.B
j.AA
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
  • Minimum Damage 100% (2000)
Snow Globe
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 Ice Shard
236A
  • Values in [] are for hold version
B Ice Shard
236B
  • Values in [] are for hold version
A Glyph Dash Strike
214A
  • Values in [] are for hold version
B Glyph Dash Strike
214B
  • Values in [] are for hold version
  • Values in <> are on hit
A Snowfall
j.214A
B Snowfall
j.214B
Twisting Air Step
214A/B > 8A
Air Twisting Air Step
j.214A/B > 8A
Piercing Air Step
214A/B > 8B
Air Piercing Air Step
j.214A/B > 8B
Piruetto
214A/B > 8C
Air Piruetto
j.214A/B > 8C
A Ice Pillar
22A
  • 13-24F can cancel into Ice Shard
B Ice Pillar
22B
  • 19-30F can cancel into Ice Shard

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 Ice Shard
236C
Glyph Dash Triple Strike
214C
Snowstorm
j.214C
Precision Volley (Catch)
22C
Precision Volley (Attack)

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
Glyph Dash Triple Strike
6P
Ice Shard
4P
B Glyph Dash Strike

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.
Glacial Torrent
236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 1232 [1232, 175 (1407)]
Snow Flurry
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 700, 312*4 (1948) [700, 312*4, 57*4 (2176)]
Glacial Torrent
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.
White Night
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[1] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA and 4AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3] 4A, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BB, 2B 5C, 2C Jump[-], Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA j.A j.BB j.C Jump, Special, Super
j.C - - - Special, Super
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • 5AA and 4AA cancels are on last hit

Sources

Early Proration Data from Hima based on the Beta
Link

Navigation

To edit frame data, edit values in BBTag/Weiss Schnee/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.