BBTag/Yukiko Amagi/Frame Data: Difference between revisions

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|-
|-
! 4A  
! 4A  
| - || - || - || -
| 4AA, 5A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
|-
|-
! 4AA  
! 4AA  
| - || - || - || -
| 4AAA, 5A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
|-
|-
! 4AAA
! 4AAA
| - || - || - || -
| 4AAAA, 5A || - || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 4AAAA  
! 4AAAA  
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|-
|-
! 5A  
! 5A  
| - || - || - || -
| 5AA || 5B, 2B || 5C, 2C || Special, Super
|-
|-
! 5AA  
! 5AA  
| - || - || - || -
| 5AAA || 5B, 2B || 5C, 2C || Special, Super
|-
|-
! 5AAA  
! 5AAA  
| - || - || - || -
| 5AAAA || 5B, 2B || 5C, 2C || Special, Super
|-
|-
! 5AAAA  
! 5AAAA  
| - || - || - || -
| - || - || - || -
|-
|-
! 2A  
! <span style="color:blue">2A<sup>[3]</sup></span>
| - || - || - || -
| 4A, <span style="color:green">2A<sup>[+]</sup></span> || 5B, 2B || 5C, 2C || Throw, Special, Super
|-
|-
! 5B  
! 5B  
| - || - || - || -
| - || <span style="color:green">5BB<sup>[+]</sup></span> || 5C, 2C || Special, Super
|-
|-
! 5BB   
! 5BB   
| - || - || - || -
| - || - || 5C, 2C || Special, Super
|-
|-
! 2B  
! 2B  
| - || - || - || -
| 5A || 5B || 5C, 2C || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|-
|-
! 5C  
! 5C  
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|-
|-
! 2C  
! 2C  
| - || - || - || -
| - || - || - || <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
|}
|}


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! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! j.A  
! <span style="color:blue">j.A<sup>[3]</sup></span>
| - || - || - || -
| j.A || j.B || j.C || Jump, Special, Super
|-
|-
! j.B
! j.B
| - || - || - || -
| - || - || j.C || Special, Super
|-
|-
! j.C
! j.C
| - || - || - || -
| - || - || - || Special, Super
|}
|}


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:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</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>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
*All cancels for 5A, 5AA, 5AAA are on the last hit


==Sources==
==Sources==

Revision as of 00:09, 10 June 2018

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge
    • Skill Gauge Cooldown ???F
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - - - - - - - - - -

Astral Heat

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A 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 Special, Super
5AA 5AAA 5B, 2B 5C, 2C Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3] 4A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB[+] 5C, 2C Special, Super
5BB - - 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 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

Sources