BBTag/Yukiko Amagi/Frame Data: Difference between revisions

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{{#lsth:BBTag/Yukiko Amagi/Data|2A Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|2A Full}}
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{{AttackVersion|name=5B/4B/6B|subtitle=}}
{{AttackVersion|name=5B/4B/6B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|5B Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 10 frames hitstop
}}
 
}}
|-
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|5BB Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|5BB Full}}
|-
|-
{{AttackVersion|name=6BB|subtitle=}}
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 10 frames hitstop
}}
 
}}
|-
{{AttackVersion|name=6BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|6BB Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|6BB Full}}
|-
|-
{{AttackVersion|name=4BB|subtitle=}}
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 10 frames hitstop
}}
 
}}
|-
{{AttackVersion|name=4BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|4BB Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|4BB Full}}
|-
|-
{{AttackVersion|name= 2B/1B/3B|subtitle=}}
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 10 frames hitstop
}}
 
}}
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{{AttackVersion|name= 2B/1B/3B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|2B Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|2B Full}}
|-
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 10 frames hitstop
}}
}}
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
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{{#lsth:BBTag/Yukiko Amagi/Data|j.AA Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.AA Full}}
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{{AttackVersion|name=j.B/j.4B/j.6B|subtitle=}}
{{AttackVersion|name=j.B/j.4B/j.6B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.B Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.B Full}}
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*Forced 6f landing recovery from j.5B
*Forced 6f landing recovery from j.5B
*Forced 8f landing recovery from j.6B
*Forced 8f landing recovery from j.6B
*Opponent experiences 10 frames hitstop
}}
}}


  }}
  }}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.C Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.C Full}}
|-
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{{Description|18|text=
{{Description|18|text=
{{ColumnList |text=
{{ColumnList |text=
*Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block
*Yukiko begins falling on frame 36
*Can special cancel second hit onward on hit or block
}}
}}


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{{Description|18|text=
{{Description|18|text=
{{ColumnList |text=
{{ColumnList |text=
*Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder; Yukiko is forced to "hold" Dia for 21 frames minimum
*Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
*Yukiko is forced to "hold" Dia for 21 frames minimum
*At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp
}}
}}


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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
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{{AttackVersion|name=EX Agi|subtitle=236C}}
{{AttackVersion|name=EX Agi|subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|236C Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|236C Full}}
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{{AttackVersion|name=Air EX Agi|subtitle=j.236C}}
{{Description|18|text=
{{ColumnList |text=
*Explosion becomes active 7 frames after release, 30 frame wait minimum
}}
 
}}
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{{AttackVersion|name=Air EX Agi|subtitle=j.236C|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.236C Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.236C Full}}
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{{Description|18|text=
{{ColumnList |text=
*Explosion becomes active 7 frames after release, 30 frame wait minimum
}}
}}
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{{AttackVersion|name=EX Maragi|subtitle=214C}}
{{AttackVersion|name=EX Maragi|subtitle=214C}}
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==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
|-
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{{AttackVersion|name=5P|subtitle=Flame Dance}}
{{AttackVersion|name=5P|subtitle=Flame Dance|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|5P Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P|subtitle=Phoenix Flame Swirl}}
{{Description|18|text=
{{ColumnList |text=
*Opponent experiences 6 additional hitstop
}}
 
}}
|-
{{AttackVersion|name=6P|subtitle=Phoenix Flame Swirl|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|6P Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|6P Full}}
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|-
{{AttackVersion|name=4P|subtitle=Dia}}
{{Description|18|text=
{{ColumnList |text=
*Does not hit crouching state
}}
 
}}
|-
{{AttackVersion|name=4P|subtitle=Dia|rowspan=2}}
{{#lsth:BBTag/Yukiko Amagi/Data|4P Full}}
{{#lsth:BBTag/Yukiko Amagi/Data|4P Full}}
|-
{{Description|18|text=
{{ColumnList |text=
*Heals from 30~130
*Heals 20 hpf (up to 1980) to Yukiko if point is not nearby, 20 hpf to point and 10 hpf (up to 990) to Yukiko otherwise
}}
}}
|-
|}
|}


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{{ColumnList |text=
{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Fireball
*Minimum damage 20% (1412) [1756]
}}
}}
  }}
  }}
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{{ColumnList |text=
{{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum damage 15% (120*N) [150*N]
}}
}}



Revision as of 03:21, 12 August 2019

System Data

Flame Boost
  • Fire based attacks (except for Distortion Skill Duo) gain more damage as you increase the Flame Boost Gauge.
Flame Boost Damage Boost
Lv 0 +0%
Lv 1 +15%
Lv 2 +25%
Lv 3 +35%
Lv 4 +50%
Lv 5 +60%
Lv 6 +80%
Lv 7 +90%
Lv 8 +110%
Lv 9 +130%


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
  • Opponent experiences 6 additional hitstop
5A
  • Persona attacks 3 frames after coming into range if before 28 frames
5AA
5AAA
2A
5B/4B/6B
  • Opponent experiences 10 frames hitstop
5BB
  • Opponent experiences 10 frames hitstop
6BB
  • Opponent experiences 10 frames hitstop
4BB
  • Opponent experiences 10 frames hitstop
2B/1B/3B
  • Opponent experiences 10 frames hitstop
5C
2C
j.A
j.AA
j.B/j.4B/j.6B
  • Forced 6f landing recovery from j.5B
  • Forced 8f landing recovery from j.6B
  • Opponent experiences 10 frames hitstop
j.C
  • Yukiko begins falling on frame 36
  • Can special cancel second hit onward on hit or block

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)
Dia
Reversal Action
  • Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
  • Yukiko is forced to "hold" Dia for 21 frames minimum
  • At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp
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 Agi
236A
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
B Agi
236B
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
Air A Agi
j.236A
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
Air B Agi
j.236B
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
A Maragi
214A
B Maragi
214B
A Fire Boost
22A
  • Raises Flame Boost by 1
  • Costs Yukiko 500 health (all recoverable)
B Fire Boost
22B
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)

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 Agi
236C
  • Explosion becomes active 7 frames after release, 30 frame wait minimum
Air EX Agi
j.236C
  • Explosion becomes active 7 frames after release, 30 frame wait minimum
EX Maragi
214C
EX Fire Boost
22C
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)

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
Flame Dance
  • Opponent experiences 6 additional hitstop
6P
Phoenix Flame Swirl
  • Does not hit crouching state
4P
Dia
  • Heals from 30~130
  • Heals 20 hpf (up to 1980) to Yukiko if point is not nearby, 20 hpf to point and 10 hpf (up to 990) to Yukiko otherwise

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.
Agidyne
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage 20% (1412) [1756]
Maragidyne
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage 15% (120*N) [150*N]
Agidyne
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (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.
Full Bloom
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA, 5A - 5C, 2C Jump[-], Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B 5A 5BB[+], 2B 5C, 2C Special, Super
5BB 5A - 5C, 2C Special, Super
2B 5A 5B 5C, 2C Jump[-], Special, Super
5C - - - -
2C - - - Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A[3] j.A j.B j.C Jump, Special, Super
j.B - - j.C Jump[-], 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
  • All cancels for 5A, 5AA, 5AAA are on the last hit
  • 4A and 2A can only be used 3 times total per string

Sources

Navigation

To edit frame data, edit values in BBTag/Yukiko Amagi/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.