BBCP/Tsubaki Yayoi/Frame Data 1.0: Difference between revisions

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  |hitbox=/guides/bbcp/hitbox/
  |hitbox=/guides/bbcp/hitbox/
  |description=
  |description=
}}
|-
{{FrameDataNoHeader-BBCP
|version=Counter Assault
|damage=0
|cancel=R
|p1=50
|p2=87
|smp=
|starter=VS
|guard=all
|level=4
|attribute=B
|startup=13
|active=4
|recovery=35
|frameAdv=-20
|blockstun=18
|groundHit=F19
|groundCH=F34
|airHit=19
|airCH=34
|invul=1-20 Inv
|hitbox=/guides/bbcp/hitbox/
|description=
*180F cooldown
}}
|-
{{FrameDataNoHeader-BBCP
|version=Crush Trigger
|damage=1000
|cancel=R
|p1=80
|p2=100
|smp=3
|starter=N
|guard=B
|level=3
|attribute=B
|startup=30~59
|active=1
|recovery=26
|frameAdv=+2
|blockstun=27
|groundHit=S60
|groundCH=S120
|airHit=BD60
|airCH=BD100
|invul=-
|hitbox=/guides/bbcp/hitbox/
|description=
*180F cooldown.
*Possible to charge.
}}
}}
|-
|-

Revision as of 03:09, 14 April 2013

System Data

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options: Double Jump, Airdash, Dash type: Run

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 480F 580F 630F 780F

Normal Moves

5A
300 CSOJR 100 75 F - all 0 B 6 3 9 -2 9 10 14 14 26 -
5B
520 SOJR 100 84 N - HL 3 B 10 5 17 -5 16 17 22 17 31 -
  • Followup possible even on whiff.
5BB
400 SO(J)R 100 80 N - HL 2 B 11 3 19 -8 13 14 18 14 26 -
5C
640 SOR 100 89 N - HL 3 B 8 3 23 -9 16 17 22 17 31 -
  • Followup possible even on whiff.
5CC
620 SO(J)R 100 87 N - HL 4 B 13 3 27 -11 18 19 24 19 34 -
2A
300 CSOR 100 75 S - all 0 F 7 2 8 ±0 9 10 14 14 26 -
2B
400 SOR 90 80 N - L 2 F 13 3 12 -1 13 14 18 14 26 -
  • Followup possible even on whiff.
2BB
480 SOR 90 80 N - L 2 F 10 3 18 -7 13 14 18 14 26 -
2C
660 SOJR 90 87 N - HL 4 B 13 3 22 -6 18 19 S48 22 39 8-14H
  • Followup possible even on whiff.
2CC
680 SOJR 100 87 N - HL 4 B 13 3 29 -13 18 19 24 29 50 -
6A
620 SOR 80 89 N - HL 3 B 26 2 24 -9 16 17 22 G26 G45 -
  • Fatal counters.
6B
480 SOR 90 92 N - L 4 F 21 3 15 +1 18 19 F34 19 34 -
  • Followup possible even on whiff.
6BB
560 SOR 90 92 N - L 4 F 15 4 20 -5 18 19 24 Sd35 Sd60 -
6C
250*6 (S)OJR 100 94(1) N 2 HL 5 B 23 1*6 38 -12 20 21 27 D21 D27 -
  • Followup possible even on whiff.
6CC
300*3 (S)O(J)R 100 84(1) N - HL 5 B 22 1*3 35 -15 20 F27 F47 27 47 -
3C
720 R 95 94 N - L 5 F 18 10 23 -12 20 F54 F90 54 90 -
  • Followup possible even on whiff.
  • Fatal counters.
3CC
980 R 95 84 N - HL 5 B 17 4 35 -18 20 F54 F90 54 90 1-17H
  • In the air 23~31F
  • Fatal counters.
j.A
300 CSOJR 90 77 S - HA 1 H 7 2 6 - 11 12 16 14 26 -
j.B
420 SOJR 90 80 N - HA 2 H 8 4 12 - 13 14 18 14 26 -
  • Followup possible even on whiff.
j.BB
570 SO(J)R 90 84 N - HA 3 H 7 3 24 - 16 17 22 17 31 -
j.C
530 SOJR 90 84 N - HA 3 H 11 4 23 - 16 17 22 22 39 -
  • Followup possible even on whiff.
j.CC
600 SOR 90 87 N - HA 4 H 10 2 31 - 18 22 28 22 39 -
Counter Assault
0 R 50 87 VS - all 4 B 13 4 35 -20 18 F19 F34 19 34 1-20 Inv
  • 180F cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~59 1 26 +2 27 S60 S120 BD60 BD100 -
  • 180F cooldown.
  • Possible to charge.

Drive Moves

Notes
  • Possible to charge Install gauge with these moves.
  • Each stock in the Install gauge is 10000 points; total 50000 points.
5D
- - - - - - - - - - - 18T - - - - - - -
  • Charge rate (normal): 7~21F = 250 points per frame; 22F~ = 200 points per frame
  • Charge rate (charge-cancel): 7~10F = 625 points per frame
  • Charge rate (charge-cancel from 22B): 7~10F = 1250 points per frame

-

  • Recovery listed is based on (normal).
(OD) 5D
- - - - - - - - - - - 14T - - - - - - -
  • Charge rate (normal): 5~6F = 500 points per frame; 7~17F = 250 points per frame; 18F~ = 200 points per frame
  • Charge rate (charge-cancel): 5~6F = 1250 points per frame
  • Charge rate (charge-cancel from 22B):5~6F = 2500 points per frame

-

  • Recovery listed is based on (normal).
  • Listed rates are separate from the passive gain to her gauge during OD.
2D
- - - - - - - - - - - 18T - - - - - - -
  • Charge rate (normal): 7~21F = 250 points per frame; 22F~ = 200 points per frame
  • Charge rate (charge-cancel): 7~10F = 625 points per frame
  • Charge rate (charge-cancel from 22B): 7~10F = 1250 points per frame

-

  • Recovery listed is based on (normal).
(OD) 2D
- - - - - - - - - - - 14T - - - - - - -
  • Charge rate (normal): 5~6F = 500 points per frame; 7~17F = 250 points per frame; 18F~ = 200 points per frame
  • Charge rate (charge-cancel): 5~6F = 1250 points per frame
  • Charge rate (charge-cancel from 22B):5~6F = 2500 points per frame

-

  • Recovery listed is based on (normal).
  • Listed rates are separate from the passive gain to her gauge during OD.
j.D
- - - - - - - - - - - 14T+9L - - - - - - -
  • Charge rate (normal): 4~7F = 250 points per frame; 8-21F~ = 200 points per frame; 22F~ = depends on Tsubaki's height
  • Charge rate (charge-cancel): 4~7F = 625 points per frame
  • Charge rate (charge-cancel from j.236A): 4~7F = 1250 points per frame

-

  • You can only charge once per jump.
  • Shorter heights causes less charging.
  • Charging only possible at certain heights.
  • Height dependent points varies from 50 to 350.
  • Landing recovery is 15F if you land while charging.
  • Recovery listed is based on (normal) and you stopped charging before hitting the ground.
(OD) j.D
- - - - - - - - - - - 10T+9L - - - - - - -
  • Charge rate (normal): 4~5F = 500 points per frame; 6~20F = 250 points per frame; 21F~ = depends on Tsubaki's height
  • Charge rate (charge-cancel): 4~5F = 1250 points per frame
  • Charge rate (charge-cancel from j.236A): 5~6F = 2500 points per frame

-

  • You can only charge once per jump.
  • Shorter heights causes less charging.
  • Charging only possible at certain heights.
  • Height dependent points varies from 50 to 350.
  • Landing recovery is 15F if you land while charging.
  • Listed rates are separate from the passive gain to her gauge during OD.
  • Recovery listed is based on (normal) and you stopped charging before hitting the ground.

Throws

Forward Throw (B+C)
0,1400 --,SOR 100 100,60 S - T(70) 0,4 T 7 3 19 - - --,Wb60 - - - -
  • 100% minimum damage.
Back Throw (4B+C)
0,1400 --,SOR 100 100,60 S - T(70) 0,4 T 7 3 19 - - --,S36 - - - -
  • 100% minimum damage.
Air Throw (j.B+C)
0,1400 --,SOR 100 100,60 S - T(100) 0,4 T 7 3 17+3L - - - - --,BD60 - -
  • 100% minimum damage.

Specials

test
- - - - - - - - - - - - - - - - - - -
test
- - - - - - - - - - - - - - - - - - -

Distortion Drives

C Confutatis Maledictis 236236C
300,700*2 (R) 100 92 S - all 4 B,HBFPr (2) 5+7 15 26 -22 18 F50,--*3 F84,--*3 50 84,--*3 1-14 Inv
  • 180F cooldown
  • 20% minimum damage
  • only possible to Rapid Cancel on block
D Confutatis Maledictis 236236D (0 stock)
300,2000 (R) 100 92 S - all 4 B,HBFPr (2) 5+0 15 26 -22 18 F50,-- F84,-- 50,Wb50 84,-- -
  • 180F cooldown.
  • Projectile has 30% minimum damage.
  • First attack has 20% minimum damage.
  • Only possible to Rapid Cancel on block.

Astral Heat

Requiem Aeternam 632146C
Death - - - - - all 4 B 3+17 10 24 -20 18 - - - - 1-29 Inv
  • 180F Cooldown

Revolver Action Table

Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc