BBTag/Weiss Schnee/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{CharNav |charMainPage=BBTag/Weiss Schnee
{{CharNav-BBTag|Weiss}}
|image=BBTag_Weiss_Icon.png
|videos=
|forums=
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/System Data|System Data]]==
==[[BBTag/System Data|System Data]]==
{{CharData-BBTag
{{CharData-BBTag|Weiss}}
|health= |jumpStartup=
|backdashTime= |backdashInv=
|partnerSkillCooldown=
}}
<br clear=all/>
<br clear=all/>


Line 25: Line 17:
  |damage=1000 |cancel= |p1=100 |p2=75
  |damage=1000 |cancel= |p1=100 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=8 |active= |recovery= |frameAdv=-1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 34: Line 26:
  |damage=1500 |cancel= |p1=100 |p2=80
  |damage=1500 |cancel= |p1=100 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=10 |active=3 |recovery= |frameAdv=-5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 43: Line 35:
  |damage=800x2 |cancel= |p1=100 |p2=80(once)
  |damage=800x2 |cancel= |p1=100 |p2=80(once)
  |level= |attribute= |guard=  
  |level= |attribute= |guard=  
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active= |recovery= |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 52: Line 44:
  |damage=1700 |cancel= |p1=100 |p2=85
  |damage=1700 |cancel= |p1=100 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active= |recovery= |frameAdv=-7
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 58: Line 50:


  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5AAA
  |version=5AAAA
  |damage=2000 |cancel= |p1=80 |p2=85
  |damage=2000 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=25 |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 70: Line 62:
  |damage=1000 |cancel= |p1=90 |p2=70
  |damage=1000 |cancel= |p1=90 |p2=70
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 79: Line 71:
  |damage=1700 |cancel= |p1=90 |p2=85
  |damage=1700 |cancel= |p1=90 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 88: Line 80:
  |damage=1700 |cancel= |p1=90 |p2=75
  |damage=1700 |cancel= |p1=90 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active= |recovery= |frameAdv=-11
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 97: Line 89:
  |damage=1500 |cancel= |p1=90 |p2=80
  |damage=1500 |cancel= |p1=90 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 105: Line 97:
  |damage= |cancel= |p1= |p2=
  |damage= |cancel= |p1= |p2=
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 115: Line 107:
  |damage=1700 |cancel= |p1=90 |p2=85
  |damage=1700 |cancel= |p1=90 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=16 |active= |recovery= |frameAdv=-11
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 124: Line 116:
  |damage=1000 |cancel= |p1=80 |p2=75
  |damage=1000 |cancel= |p1=80 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=9 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 133: Line 125:
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 142: Line 134:
  |damage=1700 |cancel= |p1=80 |p2=85
  |damage=1700 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active= |recovery=landing+21 |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 160: Line 152:
  |damage=0, 1000, 1000 |cancel= |p1=100 |p2=50
  |damage=0, 1000, 1000 |cancel= |p1=100 |p2=50
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 170: Line 162:
  |damage=2100 |cancel= |p1=80 |p2=60
  |damage=2100 |cancel= |p1=80 |p2=60
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=-32
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 196: Line 188:
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=47 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 205: Line 197:
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=47 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 214: Line 206:
  |damage=1800 |cancel= |p1=80 |p2=80
  |damage=1800 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 223: Line 215:
  |damage=1800,1200 |cancel= |p1=80 |p2=80(once)
  |damage=1800,1200 |cancel= |p1=80 |p2=80(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 232: Line 224:
  |damage=1500 |cancel= |p1=80 |p2=80
  |damage=1500 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=-4
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 241: Line 233:
  |damage=1700 |cancel= |p1=80 |p2=80
  |damage=1700 |cancel= |p1=80 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=-10
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 250: Line 242:
  |damage=1750 |cancel= |p1=80 |p2=85
  |damage=1750 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=25 |active= |recovery= |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 259: Line 251:
  |damage=1900 |cancel= |p1=80 |p2=85
  |damage=1900 |cancel= |p1=80 |p2=85
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=25 |active= |recovery= |frameAdv=-2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 268: Line 260:
  |damage=2200 |cancel= |p1=80 |p2=75
  |damage=2200 |cancel= |p1=80 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=22 |active= |recovery=landing+17
|blockstun= |groundHit= |aiHit=
|frameAdv= |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=
Line 277: Line 269:
  |damage=2350 |cancel= |p1=80 |p2=75
  |damage=2350 |cancel= |p1=80 |p2=75
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=22 |active= |recovery=landing+17 |frameAdv=
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 286: Line 278:
  |damage=1300 |cancel= |p1=90 |p2=85(once)
  |damage=1300 |cancel= |p1=90 |p2=85(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=18 |active= |recovery= |frameAdv=+2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 295: Line 287:
  |damage=1400 |cancel= |p1=90 |p2=85(once)
  |damage=1400 |cancel= |p1=90 |p2=85(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=18 |active= |recovery= |frameAdv=+2
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 322: Line 314:
==Extra Skills==
==Extra Skills==
*All Extra Skills have the following properties unless otherwise stated:
*All Extra Skills have the following properties unless otherwise stated:
**Cost 1 Skill Gauge
**Cost 1 Skill Gauge on 4F
**Skill Gauge Cooldown ???F
**Skill Gauge Cooldown 180F (starting on 5F)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 333: Line 325:
  |damage=1700x2 |cancel= |p1=80 |p2=85,85  
  |damage=1700x2 |cancel= |p1=80 |p2=85,85  
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=47 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 342: Line 334:
  |damage=1450 |cancel= |p1=80 |p2=85(once)
  |damage=1450 |cancel= |p1=80 |p2=85(once)
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=-24
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 360: Line 352:
  |damage=1850 |cancel= |p1=50 |p2=80
  |damage=1850 |cancel= |p1=50 |p2=80
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=4 |active= |recovery=55T |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 404: Line 396:
==Distortion Skills==
==Distortion Skills==
*All Distortion Skills have the following properties unless otherwise stated:
*All Distortion Skills have the following properties unless otherwise stated:
**Cost 2 Skill Gauge
**Cost 2 Skill Gauge at the beginning of superflash
**Skill Gauge Cooldown ???F
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 415: Line 407:
  |damage=5000 |cancel= |p1=80 |p2=60
  |damage=5000 |cancel= |p1=80 |p2=60
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=1+6 |active= |recovery= |frameAdv=-22
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 433: Line 425:
  |damage=2000, 1000*4 |cancel= |p1=80 |p2=100
  |damage=2000, 1000*4 |cancel= |p1=80 |p2=100
  |level= |attribute= |guard=
  |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=  
  |startup=1+14 |active= |recovery= |frameAdv=-18
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 455: Line 447:
|}
|}


==Astral Heat==
==Revolver Action Table==
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
|+ Ground Revolver Action Table
|-
! !! A !! B !! C !! Cancel
|-
! <span style="color: blue">4A<sup>[1]</sup></span>
| 4AA, 5A, 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
|-
! <span style="color: blue">5A<sup>[1]</sup></span>
| 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
| - || - || - || -
|-
! <span style="color: blue">2A<sup>[3]</sup></span>
| 4A, 5A || 5B, 2B || 5C, 2C || Throw, Jump,  Special, Super
|-
! <span style="color: blue">5B<sup>[1]</sup></span>
| - || 5BB, 2B || 5C, 2C || Special, Super
|-
! 5BB 
| - || 5BB, 2B || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
! <span style="color: blue">2B<sup>[1]</sup></span>
| - || 5B || 5C, 2C || Special, Super
|-
! 5C
| - || - || - || -
|-
! 2C
| - || - || - || Special, Super
|}


{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitablestyle="text-align: center; margin: 1em auto 1em auto;"
|+ Air Revolver Action Table
|-
! !! A !! B !! C !! Cancel
|-
! j.A and j.BB
| j.AA || j.B || j.C || Jump, Special, Super
|-
|-
{{FrameDataHeader-BBTag
! j.B and j.AA
|version=yes}}
| j.A || j.BB || j.C || Jump, Special, Super
|-
|-
{{FrameData-BBTag
! j.C
|version=White Night |subtitle=222B+C
| - || - || - || Special, Super
|damage=1000, 1750*12, 4500, 11700<br>(DESTROYED) |level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |aiHit=
|invul= |hitbox=
|description=
}}
|}
|}
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
*5AA and 4AA cancels are on last hit


==Sources==
==Sources==
Line 478: Line 512:


----
----
{{CharLinks
{{CharLinks-BBTag|Weiss}}
|charMainPage=BBTag/Weiss Schnee
|videos=
}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Weiss Schnee]]
[[Category:Weiss Schnee]]

Revision as of 13:34, 1 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.
1000 - 8 - - -1 - - 1500 - 10 3 - -5 - - 800x2 - 12 - - -2 - - 1700 - 13 - - -7 - - 2000 - 25 - - -4 - - 1000 - 7 - - -4 - - 1700 - 14 - - -5 - - 1700 - 13 - - -11 - - 1500 - 12 - - -4 - - - - 26 - - -4 - - 1700 - 16 - - -11 - - 1000 - 9 - - - - - 1500 - 11 - - - - - 1700 - 13 - landing+21 - - -

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, 1000, 1000 - 7 - - - - - 2100 - 14 - - -32 - - - - - - - - - -

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 - 47 - - - - - 1500 - 47 - - - - - 1800 - - - - -4 - - 1800,1200 - - - - -2 - - 1500 - - - - -4 - - 1700 - - - - -10 - - 1750 - 25 - - -2 - - 1900 - 25 - - -2 - - 2200 - 22 - landing+17 - - - 2350 - 22 - landing+17 - - - 1300 - 18 - - +2 - - 1400 - 18 - - +2 - - - - - - - - - - - - - - - - - -

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.
1700x2 - 47 - - - - - 1450 - - - - -24 - - 1500, 500x4 - - - - - - - 1850 - 4 - 55T - - -

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 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.
5000 - 1+6 - - -22 - - 5000, 2750 - - - - - - - 2000, 1000*4 - 1+14 - - -18 - - 2000, 1000*4, 500, 300*3 - - - - - - -

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


Template:CharLinks-BBTag