BBTag/Yosuke Hanamura/Frame Data: Difference between revisions

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{{#lsth:BBTag/Yosuke Hanamura/Data|Nav}}
{{#lst:BBTag/Yosuke Hanamura/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Yosuke Hanamura/Data|SystemData}}
{{#lst:BBTag/Yosuke Hanamura/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|4A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|4A Full}}
|-
|-
{{AttackVersion|name=4AA|subtitle=}}
{{AttackVersion|name=4AA|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|4AA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AA Full}}
|-
|-
{{AttackVersion|name=4AAA|subtitle=}}
{{AttackVersion|name=4AAA|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AAA Full}}
|-
|-
{{AttackVersion|name=4AAAA|subtitle=5AAAA}}
{{AttackVersion|name=4AAAA|subtitle=5AAAA}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAAA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5AA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|2A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5B Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5BB Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BB Full}}
|-
|-
{{AttackVersion|name=5BBB|subtitle=}}
{{AttackVersion|name=5BBB|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5BBB Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BBB Full}}
|-
|-
{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name= 2B|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data| 2B Full}}
{{#lst:BBTag/Yosuke Hanamura/Data| 2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5C Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|2C Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.AA Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.B Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.B Full}}
|-
{{AttackVersion|name=j.2A|subtitle=}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.2A Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.C Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|BC Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
{{AttackVersion|name=Dodge (Catch)|subtitle=Reversal Action}}
{{AttackVersion|name=Dodge (Catch)|subtitle=Reversal Action}}
{{#lsth:BBTag/Yosuke Hanamura/Data|AD Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD Full}}
|-
|-
{{AttackVersion|name=Dodge (Attack)|subtitle=Catch Attack}}
{{AttackVersion|name=Dodge (Attack)|subtitle=Catch Attack}}
{{#lsth:BBTag/Yosuke Hanamura/Data|AD Attack Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD Attack Full}}
|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Yosuke Hanamura/Data|DP Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=A Dash Spring|subtitle=236A}}
{{AttackVersion|name=A Dash Spring|subtitle=236A}}
{{#lsth:BBTag/Yosuke Hanamura/Data|236A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|236A Full}}
|-
|-
{{AttackVersion|name=B Dash Spring|subtitle=236B}}
{{AttackVersion|name=B Dash Spring|subtitle=236B}}
{{#lsth:BBTag/Yosuke Hanamura/Data|236B Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|236B Full}}
|-
|-
{{AttackVersion|name=Flying Flash Cut|subtitle=j.236A or j.214A}}
{{AttackVersion|name=Flying Flash Cut|subtitle=j.236A or j.214A}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236A Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=Moonsault|subtitle=j.236B or j.214B|rowspan=2}}
{{AttackVersion|name=Moonsault|subtitle=j.236B or j.214B|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B Full}}
|-
|-
{{Description|17|text={{ColumnList|text=
{{Description|17|text={{ColumnList|text=
*Can cancel into followups on 12
*Can cancel into followups on 20
}}
}}
}}
}}
{{AttackVersion|name=Crescent Slash|subtitle=Moonsault > A/B/C}}
|-
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > X Full}}
{{AttackVersion|name=Crescent Slash|subtitle=Moonsault > A/B/C|rowspan=2}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B X Full}}
|-
{{Description|17|text={{ColumnList|text=
*If done from a 3rd Moonsault, knockback trajectory changes and also causes Down 24
}}
}}
|-
|}
|}


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|-
|-
{{AttackVersion|name=EX Dash Spring|subtitle=236C}}
{{AttackVersion|name=EX Dash Spring|subtitle=236C}}
{{#lsth:BBTag/Yosuke Hanamura/Data|236C Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|236C Full}}
|-
|-
{{AttackVersion|name=EX Moonsault|subtitle=j.236C or j.214C}}
{{AttackVersion|name=EX Moonsault|subtitle=j.236C or j.214C}}
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236C Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.236C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=5P|subtitle=5D}}
{{AttackVersion|name=5P|subtitle=5D}}
{{#lsth:BBTag/Yosuke Hanamura/Data|5P Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P|subtitle=Dash Spring}}
{{AttackVersion|name=6P|subtitle=Dash Spring|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|6P Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|6P Full}}
|-
{{Description|17|text={{ColumnList|text=
*Values in [] are for followup
*Only performs followup on hit/block
}}
}}
|-
|-
{{AttackVersion|name=4P|subtitle=5AAA}}
{{AttackVersion|name=4P|subtitle=5AAA}}
{{#lsth:BBTag/Yosuke Hanamura/Data|4P Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|4P Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Garudyne|subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Garudyne|subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|236BC Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage: 54*31 (1674) [60*31 (1860)]
}}
}}
  }}
  }}
{{AttackVersion|name=Shippu - Nagareboshi|subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Shippu - Nagareboshi|subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|214BC Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage: 400, 600, 40*18 (1720)
*[Minimum Damage: 400, 600, 26*36 (1936)]
}}
}}
  }}
  }}
{{AttackVersion|name=Garudyne|subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Garudyne|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo Full}}
|-
|-
{{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]
}}
}}
  }}
  }}
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|-
|-
{{AttackVersion|name=Brave Blade|subtitle=222B+C}}
{{AttackVersion|name=Brave Blade|subtitle=222B+C}}
{{#lsth:BBTag/Yosuke Hanamura/Data|222BC Full}}
{{#lst:BBTag/Yosuke Hanamura/Data|222BC Full}}
|}
|}


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|-
|-
! <span style="color:blue">j.A<sup>[2]</sup></span>  
! <span style="color:blue">j.A<sup>[2]</sup></span>  
| j.AA || j.B || j.C || Jump, Special, Super
| j.AA. j.2A || j.B || j.C || Jump, Special, Super
|-
|-
! <span style="color:blue">j.AA<sup>[2]</sup></span>  
! <span style="color:blue">j.AA<sup>[2]</sup></span>  
| j.A || j.B || j.C || Jump, Special, Super
| j.A. j.2A || j.B || j.C || Jump, Special, Super
|-
|-
! j.B
! j.B
| - || - || j.C || Special, Super
| - || - || j.C || Special, Super
|-
! j.2A
| - || - || - || Special, Super
|-
|-
! j.C
! j.C
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==Navigation==
==Navigation==
{{#lsth:BBTag/Yosuke Hanamura/Data|Links}}
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Yosuke Hanamura/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Yosuke Hanamura/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Yosuke Hanamura]]
[[Category:Yosuke Hanamura]]

Revision as of 08:10, 6 March 2020

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
4AA
4AAA
4AAAA
5AAAA
5A
5AA
5AAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.2A
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)
Dodge (Catch)
Reversal Action
Dodge (Attack)
Catch Attack
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 Dash Spring
236A
B Dash Spring
236B
Flying Flash Cut
j.236A or j.214A
Moonsault
j.236B or j.214B
  • Can cancel into followups on 20
Crescent Slash
Moonsault > A/B/C
  • If done from a 3rd Moonsault, knockback trajectory changes and also causes Down 24

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 Dash Spring
236C
EX Moonsault
j.236C or j.214C

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
5D
6P
Dash Spring
  • Values in [] are for followup
  • Only performs followup on hit/block
4P
5AAA

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.
Garudyne
236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 54*31 (1674) [60*31 (1860)]
Shippu - Nagareboshi
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 400, 600, 40*18 (1720)
  • [Minimum Damage: 400, 600, 26*36 (1936)]
Garudyne
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.
Brave Blade
222B+C

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.2A j.B j.C Jump, Special, Super
j.AA[2] j.A. j.2A j.B j.C Jump, Special, Super
j.B - - j.C Special, Super
j.2A - - - 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

Navigation

To edit frame data, edit values in BBTag/Yosuke Hanamura/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.