Difference between revisions of "BBTag/Yosuke Hanamura/Frame Data"

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(Distortion Skills)
Line 15: Line 15:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=4A
 
  |version=4A
  |damage= |level= |attribute= |guard=
+
  |damage=1000 |p1=100 |p2=70
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 23: Line 24:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=4AA
 
  |version=4AA
  |damage= |level= |attribute= |guard=
+
  |damage=1300 |p1=100 |p2=80
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 31: Line 33:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=4AAA
 
  |version=4AAA
  |damage= |level= |attribute= |guard=
+
  |damage=1700 |p1=80 |p2=75
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 39: Line 42:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=5A
 
  |version=5A
  |damage= |level= |attribute= |guard=
+
  |damage=630*3 |p1=100 |p2=80 (once)
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 47: Line 51:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=5AA
 
  |version=5AA
  |damage= |level= |attribute= |guard=  
+
  |damage=1300 |p1=100 |p2=80
 +
|level= |attribute= |guard=  
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 55: Line 60:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=5AAA
 
  |version=5AAA
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=2A
 
  |version=2A
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 70: Line 77:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=5B
 
  |version=5B
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 78: Line 86:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=5BB
 
  |version=5BB
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 86: Line 95:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=5BBB
 
  |version=5BBB
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 94: Line 104:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version= 2B
 
  |version= 2B
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=5C
 
  |version=5C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 110: Line 122:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=2C
 
  |version=2C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 118: Line 131:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=j.A
 
  |version=j.A
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 126: Line 140:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=j.B
 
  |version=j.B
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 134: Line 149:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=j.C
 
  |version=j.C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 151: Line 167:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=Ground Throw
 
  |version=Ground Throw
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 160: Line 177:
 
  |version=Dodge
 
  |version=Dodge
 
  |subtitle=Reversal Action
 
  |subtitle=Reversal Action
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 168: Line 186:
 
  {{FrameData-BBTag
 
  {{FrameData-BBTag
 
  |version=Cross Burst Attack
 
  |version=Cross Burst Attack
  |damage= |level= |attribute= |guard=  
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=  
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  }}
 
  }}
Line 184: Line 203:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=A Dash Spring |subtitle=236A
 
  |version=A Dash Spring |subtitle=236A
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 192: Line 212:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=B Dash Spring |subtitle=236B
 
  |version=B Dash Spring |subtitle=236B
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 200: Line 221:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Flying Flash Cut |subtitle=j.236A or j.214A
 
  |version=Flying Flash Cut |subtitle=j.236A or j.214A
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 208: Line 230:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Moonsault |subtitle=j.236B or j.214B
 
  |version=Moonsault |subtitle=j.236B or j.214B
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 216: Line 239:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Crescent Slash |subtitle=Moonsault > A/B/C
 
  |version=Crescent Slash |subtitle=Moonsault > A/B/C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 235: Line 259:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=EX Dash Spring |subtitle=236C
 
  |version=EX Dash Spring |subtitle=236C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 243: Line 268:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=EX Moonsault |subtitle=j.236C or j.214C
 
  |version=EX Moonsault |subtitle=j.236C or j.214C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 259: Line 285:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=5P |subtitle=5D
 
  |version=5P |subtitle=5D
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 267: Line 294:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=6P |subtitle=Dash Spring
 
  |version=6P |subtitle=Dash Spring
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 275: Line 303:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=4P |subtitle=5AAA
 
  |version=4P |subtitle=5AAA
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 294: Line 323:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Garudyne |subtitle=236B+C
 
  |version=Garudyne |subtitle=236B+C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 302: Line 332:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Shippu - Nagareboshi |subtitle=214B+C
 
  |version=Shippu - Nagareboshi |subtitle=214B+C
  |damage= |level= |attribute= |guard=
+
  |damage= |p1= |p2=
 +
|level= |attribute= |guard=
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 313: Line 344:
 
  |level= |attribute= |guard=All
 
  |level= |attribute= |guard=All
 
  |startup= |active= |recovery= |frameAdv=  
 
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
+
  |blockstun= |groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=
Line 329: Line 360:
 
{{FrameData-BBTag
 
{{FrameData-BBTag
 
  |version=Brave Blade |subtitle=222B+C
 
  |version=Brave Blade |subtitle=222B+C
  |damage= 29855|level= |attribute= B|guard= ALL
+
  |damage= 29855 |p1= |p2=
 +
|level= |attribute= B|guard= ALL
 
  |startup= 68 after superflash|active= |recovery= 100|frameAdv= -68  
 
  |startup= 68 after superflash|active= |recovery= 100|frameAdv= -68  
  |blockstun= 32|groundHit= |aiHit=
+
  |blockstun= 32|groundHit= |airHit=
 
  |invul= |hitbox=
 
  |invul= |hitbox=
 
  |description=
 
  |description=

Revision as of 05:42, 6 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
1000 - 100 70 - - - - - - - - - - - - - 1300 - 100 80 - - - - - - - - - - - - - 1700 - 80 75 - - - - - - - - - - - - - 630*3 - 100 80 (once) - - - - - - - - - - - - - 1300 - 100 80 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Universal Mechanics

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Partner Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All - - - - - - - - - - -

Astral Heat

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
29855 - - - B ALL 68 after superflash - 100 -68 - 32 - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB 5A 5BBB, 2B 5C, 2C Jump[-], Special, Super
5BBB - - - Special (2nd hit)[-]
2B 5A 5B, 2B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A[2] j.AA j.B j.C Jump, Special, Super
j.AA[2] j.A j.B j.C Jump, Special, Super
j.B - - j.C Special, Super
j.C - - - Special[+], Super[+]
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

Sources


Template:CharLinks-BBTag

BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc