BBTag/Weiss Schnee/Frame Data: Difference between revisions

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{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag
|version=yes}}
|version=yes}}
|-
! colspan=16 style="background: white;"|Ice Shard
|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236A
  |version=A Ice Shard |subtitle=236A
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=236B
  |version=B Ice Shard |subtitle=236B
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Glyph Dash Strike
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214A
  |version=A Glyph Dash Strike |subtitle=214A
  |damage=1800 |cancel= |p1=80 |p2=80
  |damage=1800 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214B  
  |version=B Glyph Dash Strike |subtitle=214B
  |damage=1800,1200 |cancel= |p1=80 |p2=80(once)
  |damage=1800,1200 |cancel= |p1=80 |p2=80(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Snowfall
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.214A
  |version=A Snowfall |subtitle=j.214A
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.214B
  |version=B Snowfall |subtitle=j.214B
  |damage=1700 |cancel= |p1=80 |p2=80
  |damage=1700 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Twisting Air Step
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214A/B > 8A
  |version=Twisting Air Step |subtitle=214A/B > 8A
  |damage=1750 |cancel= |p1=80 |p2=85
  |damage=1750 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.214A/B 8A
  |version=Air Twisting Air Step |subtitle=j.214A/B > 8A
  |damage=1900 |cancel= |p1=80 |p2=85
  |damage=1900 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Piercing Air Step
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214A/B > 8B
  |version=Piercing Air Step |subtitle=214A/B > 8B
  |damage=2200 |cancel= |p1=80 |p2=75
  |damage=2200 |cancel= |p1=80 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.214A/B > 8B
  |version=Air Piercing Air Step |subtitle=j.214A/B > 8B
  |damage=2350 |cancel= |p1=80 |p2=75
  |damage=2350 |cancel= |p1=80 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Piruetto
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=214A/B > 8C
  |version=Piruetto |subtitle=214A/B > 8C
  |damage=1300 |cancel= |p1=90 |p2=85(once)
  |damage=1300 |cancel= |p1=90 |p2=85(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.214A/B > 8C
  |version=Air Piruetto |subtitle=j.214A/B > 8C
  |damage=1400 |cancel= |p1=90 |p2=85(once)
  |damage=1400 |cancel= |p1=90 |p2=85(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  |description=
  |description=
  }}
  }}
! colspan=16 style="background: white;"|Ice Pillar
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=22A
  |version=A Ice Pillar |subtitle=22A
  |damage= |cancel= |p1= |p2=
  |damage= |cancel= |p1= |p2=
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=22B
  |version=B Ice Pillar |subtitle=22B
  |damage= |cancel= |p1= |p2=
  |damage= |cancel= |p1= |p2=
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version={{C}} Ice Shard |subtitle=236C
  |version=EX Ice Shard |subtitle=236C
  |damage=1700x2 |cancel= |p1=80 |p2=85,85  
  |damage=1700x2 |cancel= |p1=80 |p2=85,85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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|-
|-
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Glyph Dash Triple Strike |subtitle=5P
  |version=5P |subtitle=Glyph Dash Triple Strike
  |damage=1000x2, 1500 |cancel= |p1=70 |p2=80(once)
  |damage=1000x2, 1500 |cancel= |p1=70 |p2=80(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Ice Shard |subtitle=6P
  |version=6P |subtitle=Ice Shard
  |damage=1500 |cancel= |p1=70 |p2=80
  |damage=1500 |cancel= |p1=70 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version={{B}} Glyph Dash Strike |subtitle=4P
  |version=4P |subtitle=B Glyph Dash Strike
  |damage=1750 |cancel= |p1=70 |p2=80
  |damage=1750 |cancel= |p1=70 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
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  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Snow Flurry |subtitle=Enhanced<br/>214B+C in CC/RB
  |version=Glacial Torrent |subtitle=Distortion Duo
  |damage= |cancel= |p1= |p2=
  |damage= |cancel= |p1= |p2=
  |level= |attribute= |guard=
  |level= |attribute= |guard=

Revision as of 18:50, 7 June 2018

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.
1000 - - - - - - - 1500 - - - - - - - 800x2 - - - - - - - 1700 - - - - - - - 2000 - - - - - - - 1000 - - - - - - - 1700 - - - - - - - 1700 - - - - - - - - - - - - - - - 1500 - - - - - - - - - - - - - - - 1700 - - - - - - - 1000 - - - - - - - 1500 - - - - - - - 1700 - - - - - - -

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.
1000,1000 - - - - - - - 2100 - - - - - - - - - - - - - - -

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.
1500 - - - - - - - 1500 - - - - - - - 1800 - - - - - - - 1800,1200 - - - - - - - 1500 - - - - - - - 1700 - - - - - - - 1750 - - - - - - - 1900 - - - - - - - 2200 - - - - - - - 2350 - - - - - - - 1300 - - - - - - - 1400 - - - - - - - - - - - - - - - - - - - - - - -

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge
    • Skill Gauge Cooldown ???F
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.
1700x2 - - - - - - - 1450 - - - - - - - 1500, 500x4 - - - - - - - 1850 - - - - - - -

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.
1000x2, 1500 - - - - - - - 1500 - - - - - - - 1750 - - - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown ???F
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.
- - - - - - - -

Sources


Early Proration Data from Hima based on the Beta
Link