Template:FrameDataHeader-BBTag

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! Version ! height="25px" |Damage ! CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
! P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. ! P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. !AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. ! GuardHow this attack can be guarded ! StartupNumber of frames to reach the first active frame (includes the first active frame). ! ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. ! RecoveryHow long this attack is in a recovery state before returning to neutral. ! 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. ! LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. ! BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. ! HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. ! UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. ! HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
! InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. ! Hitbox