BBTag/Yuzuriha/Frame Data: Difference between revisions

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Revision as of 04:53, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

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
  • Values in [] are on hit
2A
5B
  • Values in <> are when done from stance
2B
  • Values in <> are when done from stance
xBB
xBBB
5C
2C
j.A
j.AA
j.B
  • Values in <> are when done from stance
j.BB
j.BBB
  • Values in [] are when holding the button. Yuzuriha enters stance afterwards.
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%
Multi-layer One Ring
Reversal Action
Air Multi-layer One Ring
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.
Second Type: Bloom A
236A
  • Values in <> are when canceled into from a 236X or when done from stance
Second Type: Bloom B
236B
  • Values in <> are when canceled into from a 236X or when done from stance
Air Second Type: Bloom A
j.236A
  • Values in <> are when canceled into from a 236X or when done from stance
Air Second Type: Bloom B
j.236B
  • Values in <> are when canceled into from a 236X or when done from stance
Second Type Flowing Form: Flowing Bloom A
Bloom > 4A
Second Type Flowing Form: Flowing Bloom B
Bloom > 4B
Second Type Flowing Form: Flowing Bloom C
Bloom > 4C
Air Second Type Flowing Form: Flowing Bloom A
Bloom > j.4A
Air Second Type Flowing Form: Flowing Bloom B
Bloom > j.4B
Air Second Type Flowing Form: Flowing Bloom C
Bloom > j.4C
Over Here! A
214A
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Over Here! B
214B
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Over Here! C
214C
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! A
j.214A
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! B
j.214B
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! C
j.214C
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Shift Move Forward
Stance > 66
Shift Move Back
Stance > 44
Bloom Ender
Followup Multi-layer One Ring
Stance > Bloom Ender

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.
Second Type: Bloom EX
236C
  • Values in <> are when canceled into from a 236X or when done in stance
Air Second Type: Bloom EX
j.236C
  • Values in <> are when canceled into from a 236X or when done in stance

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
UNI 66C
6P
Second Type: Bloom
4P
5B

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.
Second Type: Raging Bloom
236B+C
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88*12, 160 (1216) [55*19, 90*4 (1405)]
Air Second Type: Raging Bloom
j.236B+C
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88*12, 160 (1216) [55*19, 90*4 (1405)]
Secret Skill: Luster Birth
214B+C
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 200*2, 1560 (1960) [200*2, 40*4, 440*2, 660 (2100)]
  • If only last hit hits opponent, base damage 2000, causes stagger 26 and knockdown 15
Secret Skill: Luster Birth
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

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.
Zeroth Type: Life Crimson
222B+C

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

Navigation

To edit frame data, edit values in BBTag/Yuzuriha/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.