BBTag/Yumi/Frame Data: Difference between revisions

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< BBTag‎ | Yumi
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{{#lsth:BBTag/Yumi/Data|236B Full}}
{{#lsth:BBTag/Yumi/Data|236B Full}}
|-
|-
{{AttackVersion|name=Air A Whirling Fans |subtitle=j.236A}}
{{AttackVersion|name=A Grand Stage: Snowbird|subtitle=j.236A}}
{{#lsth:BBTag/Yumi/Data|j.236A Full}}
{{#lsth:BBTag/Yumi/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=Air B Whirling Fans |subtitle=j.236B}}
{{AttackVersion|name=B Grand Stage: Snowbird|subtitle=j.236B}}
{{#lsth:BBTag/Yumi/Data|j.236B Full}}
{{#lsth:BBTag/Yumi/Data|j.236B Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214A}}
{{AttackVersion|name=Dancing as One: Yang - First Step|subtitle=214A}}
{{#lsth:BBTag/Yumi/Data|214A Full}}
{{#lsth:BBTag/Yumi/Data|214A Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214AA}}
{{AttackVersion|name=Dancing as One: Yang - Second Step|subtitle=214AA}}
{{#lsth:BBTag/Yumi/Data|214AA Full}}
{{#lsth:BBTag/Yumi/Data|214AA Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214AAA}}
{{AttackVersion|name=Dancing as One: Yang - Third Step|subtitle=214AAA}}
{{#lsth:BBTag/Yumi/Data|214AAA Full}}
{{#lsth:BBTag/Yumi/Data|214AAA Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214A > B}}
{{AttackVersion|name=Dancing as One: Yang - Fourth Step|subtitle=214AAAA}}
{{#lsth:BBTag/Yumi/Data|214AAAA Full}}
|-
{{AttackVersion|name=Snow-Dappled Sleeve: Piercing Tide |subtitle=214A > B}}
{{#lsth:BBTag/Yumi/Data|214A > B Full}}
{{#lsth:BBTag/Yumi/Data|214A > B Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214A > C}}
{{AttackVersion|name=Snow-Dappled Sleeve: Howling Ogre|subtitle=214A > C}}
{{#lsth:BBTag/Yumi/Data|214A > C Full}}
{{#lsth:BBTag/Yumi/Data|214A > C Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214A > 2C}}
{{AttackVersion|name=Snow-Dappled Sleeve: Demonic Destruction|subtitle=214A > 2C}}
{{#lsth:BBTag/Yumi/Data|214A > 2C Full}}
{{#lsth:BBTag/Yumi/Data|214A > 2C Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214B}}
{{AttackVersion|name=Dancing as One: Yin - First Step|subtitle=214B}}
{{#lsth:BBTag/Yumi/Data|214B Full}}
{{#lsth:BBTag/Yumi/Data|214B Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214BB}}
{{AttackVersion|name=Dancing as One: Yin - Second Step|subtitle=214BB}}
{{#lsth:BBTag/Yumi/Data|214BB Full}}
{{#lsth:BBTag/Yumi/Data|214BB Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214BBB}}
{{AttackVersion|name=Dancing as One: Yin - Third Step|subtitle=214BBB}}
{{#lsth:BBTag/Yumi/Data|214BBB Full}}
{{#lsth:BBTag/Yumi/Data|214BBB Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214BBBB}}
{{AttackVersion|name=Dancing as One: Yin - Fourth Step|subtitle=214BBBB}}
{{#lsth:BBTag/Yumi/Data|214BBBB Full}}
{{#lsth:BBTag/Yumi/Data|214BBBB Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214BBBBB}}
{{AttackVersion|name=Dancing as One: Yin - Fifth Step|subtitle=214BBBBB}}
{{#lsth:BBTag/Yumi/Data|214BBBBB Full}}
{{#lsth:BBTag/Yumi/Data|214BBBBB Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214B > A}}
{{AttackVersion|name=Killing Stone|subtitle=214B > A}}
{{#lsth:BBTag/Yumi/Data|214B > A Full}}
{{#lsth:BBTag/Yumi/Data|214B > A Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214X > 66}}
{{AttackVersion|name=Breathtaker|subtitle=214X > 66}}
{{#lsth:BBTag/Yumi/Data|214X > 66 Full}}
{{#lsth:BBTag/Yumi/Data|214X > 66 Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=Automatic After Certain Attacks}}
{{AttackVersion|name=Aerial Rave|subtitle=Automatic After Certain Attacks}}
{{#lsth:BBTag/Yumi/Data|Aerial Rave Full}}
{{#lsth:BBTag/Yumi/Data|Aerial Rave Full}}
|-
|-
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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
|-
|-
{{AttackVersion|name=??? |subtitle=236C}}
{{AttackVersion|name=Dancing in Snow: Dance of Blades|subtitle=236C}}
{{#lsth:BBTag/Yumi/Data|236C Full}}
{{#lsth:BBTag/Yumi/Data|236C Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=j.236C}}
{{AttackVersion|name=Grand Stage: Storm of Snowbirds|subtitle=j.236C}}
{{#lsth:BBTag/Yumi/Data|j.236C Full}}
{{#lsth:BBTag/Yumi/Data|j.236C Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=214C}}
{{AttackVersion|name=Termination|subtitle=214C}}
{{#lsth:BBTag/Yumi/Data|214C Full}}
{{#lsth:BBTag/Yumi/Data|214C Full}}
|-
|-
{{AttackVersion|name=??? |subtitle=Aerial Rave > C}}
{{AttackVersion|name=EX Killing Stones|subtitle=Aerial Rave > C}}
{{#lsth:BBTag/Yumi/Data|Aerial Rave > C Full}}
{{#lsth:BBTag/Yumi/Data|Aerial Rave > C Full}}
|-
|-
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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
|-
|-
{{AttackVersion|name=??? |subtitle=236BC|rowspan=2}}
{{AttackVersion|name=Secret Ninja Art: Black Ice|subtitle=236BC|rowspan=2}}
{{#lsth:BBTag/Yumi/Data|236BC Full}}
{{#lsth:BBTag/Yumi/Data|236BC Full}}
|-
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}}
}}
|-
|-
{{AttackVersion|name=??? |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Secret Ninja Art: Ice Pillar Fan|subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Yumi/Data|214BC Full}}
{{#lsth:BBTag/Yumi/Data|214BC Full}}
|-
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}}
}}
|-
|-
{{AttackVersion|name=??? |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Secret Ninja Art: Ice Pillar Fan|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Yumi/Data|Distortion Skill Duo Full}}
{{#lsth:BBTag/Yumi/Data|Distortion Skill Duo Full}}
|-
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{{FrameDataHeader-BBTag}}
{{FrameDataHeader-BBTag}}
|-
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{{AttackVersion|name=??? |subtitle=222B+C|rowspan=2}}
{{AttackVersion|name=Ultimate Secret Ninja Art: Ice Queen|subtitle=222B+C|rowspan=2}}
{{#lsth:BBTag/Yumi/Data|222BC Full}}
{{#lsth:BBTag/Yumi/Data|222BC Full}}
|-
|-

Revision as of 07:50, 18 November 2019

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.
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.BB
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
  • 100% minimum damage: 0, 2000 (2000)
Shinobi in Bloom
Reversal Action
Air Shinobi in Bloom
Air Reversal Action
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 Whirling Fans
236A
B Whirling Fans
236B
A Grand Stage: Snowbird
j.236A
B Grand Stage: Snowbird
j.236B
Dancing as One: Yang - First Step
214A
Dancing as One: Yang - Second Step
214AA
Dancing as One: Yang - Third Step
214AAA
Dancing as One: Yang - Fourth Step
214AAAA
Snow-Dappled Sleeve: Piercing Tide
214A > B
Snow-Dappled Sleeve: Howling Ogre
214A > C
Snow-Dappled Sleeve: Demonic Destruction
214A > 2C
Dancing as One: Yin - First Step
214B
Dancing as One: Yin - Second Step
214BB
Dancing as One: Yin - Third Step
214BBB
Dancing as One: Yin - Fourth Step
214BBBB
Dancing as One: Yin - Fifth Step
214BBBBB
Killing Stone
214B > A
Breathtaker
214X > 66
Aerial Rave
Automatic After Certain Attacks

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.
Dancing in Snow: Dance of Blades
236C
Grand Stage: Storm of Snowbirds
j.236C
Termination
214C
EX Killing Stones
Aerial Rave > C

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
6P
4P

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.
Secret Ninja Art: Black Ice
236BC
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
214B+C
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • 100% Minimum Damage

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.
Ultimate Secret Ninja Art: Ice Queen
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - - -
5AA 5AAA - - -
5AAA 5AAAA - - -
5AAAA - - - -
2A - - - -
5B - 5BB - -
5BB - 5BBB - -
5BBB - - - -
2B - - - -
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA - - -
j.AA - - - -
j.B - j.BB - -
j.BB - - - -
j.C - - - -
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/Yumi/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.