BBTag/Yuzuriha/Frame Data: Difference between revisions

From Dustloop Wiki
Line 436: Line 436:
  |version=Second Type: Bloom EX |subtitle=236C
  |version=Second Type: Bloom EX |subtitle=236C
  |damage=2200 |p1=60 |p2=90  
  |damage=2200 |p1=60 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard= All
  |startup= |active= |recovery= |frameAdv=
  |startup=17 |active= |recovery= |frameAdv=-9
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 446: Line 446:
  |version=Air Second Type: Bloom EX |subtitle=j.236C
  |version=Air Second Type: Bloom EX |subtitle=j.236C
  |damage=2200 |p1=60 |p2=90  
  |damage=2200 |p1=60 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=17 |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
Line 456: Line 456:
  |version=Second Type Seccession Form: Successive Bloom EX |subtitle=Bloom > C
  |version=Second Type Seccession Form: Successive Bloom EX |subtitle=Bloom > C
  |damage=2200 |p1=60 |p2=90  
  |damage=2200 |p1=60 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 01:25, 3 February 2019

Template:CharNav-BBTag

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.
1500 All 9 - - -8 - - 1500 All 12 - - -11 - - 350*4 All 10 - - -5 - - 1700*2 All 10 - - -11 - - 1000 Low 8 - - -5 - - 1600 All 13 [7] - - -16 - - 1600 All 7 - - -16 - - 1200*2 All 11 - - -31 - - 1600 Low 13 [7] - - -16 - - 1600 All 7 - - -16 - - 1200*2 All 11 - - -31 - - 800+ High 26 - - -4 - - 1000*2 Low 12 - - -12 - - 1550 High 9 - - - - - 1550 High - - - - - - 1600 High 14 [7] - - - - - 1600 High - - - - - - 2300 High - - - - - - 1500 - - - - - - -

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.
0, 2000 Throw 7 - - - - - 1000, 600*3, 2000 Air Unblockable 16 - - - - - 1000, 900*3 All - - - - - - 1000 All 17 - - - - -

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.
1300 All 17 - - -13 - -
1300 All 17 - - -13 - -
1300 All 17 - - -13 - -
1300 All 17 - - - - -
1300 All - - - - - -
1300 All - - - - - -
1300 All - - - - - -
1300 All - - - - - -
1300 All - - - - - -
- - 23 - - - - -
- - 23 - - - - -
- - 23 - - - - -
- - 24 - - - - -
- - 24 - - - - -
- - 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)
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.
2200 All 17 - - -9 - -
2200 All 17 - - - - -
2200 All - - - - - -

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.
1500 - - - - - - -
2200 - - - - - - -
1700 - - - - - - -

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 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.
590*12, 2000
[385*19, 900*4]
- - - - - - -
2000*2, 5400
[2000*2, 400*4, 2000*2]
- - - - - - -
- All - - - - - -

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
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA[-] - 5C Special, Super
5AAAA - - - -
2A 5A - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB[1] - 5BBB, 2BB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - - -
2B - - - Reverse Beat, Jump[-], Special, Super
2BB[1] - 5BB, 2BBB - Reverse Beat, Jump[-], Special, Super
2BBB - - - -
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - j.BB - Reverse Beat, Jump, Special, Super
j.BB - j.BBB - Reverse Beat, Jump, Special, Super
j.BBB - - - -
j.C - - - Reverse Beat, Jump, 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources


Template:CharLinks-BBTag