BBCF/Arakune/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Arakune
Line 422: Line 422:
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, <span style="color:green">6B<sup>[+]</sup></span> || - || 5D || Throw, Jump, Dash, Special
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, <span style="color:green">6B<sup>[+]</sup></span> || - || 5D || Throw, Jump, Dash, Special
|-
|-
! <span style="color:blue">5B<sup>[1]</sup></span>
! <span style="color:blue">5B<sup>[2]</sup></span>
| 5A (whiff only), 6A || 2B, 4B || 5C, 2C, 6C, 3C || 5D, 2D || <span style="color:red">Jump<sup>[-]</sup></span>, Dash, Special
| 5A (3rd Hit Only, Except On Whiff), 6A || 2B, 4B || 5C, 2C, 6C, 3C || 5D, 2D || <span style="color:red">Jump<sup>[-]</sup></span>, Dash, Special
|-
|-
! 5C
! 5C
Line 434: Line 434:
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B || 2C, 3C || 2D || Special
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B || 2C, 3C || 2D || Special
|-
|-
! <span style="color:blue">2B<sup>[1]</sup></span>
! <span style="color:blue">2B<sup>[2]</sup></span>
| - || 5B, <span style="color:green">2B<sup>[+]</sup></span> || 5C, 6C, 3C || 2D || Special
| - || 5B, <span style="color:green">2B<sup>[+]</sup></span> || 5C, 6C, 3C || 2D || Special
|-
|-
Line 447: Line 447:
|-
|-
! 6B
! 6B
| - || - || - || - || <span style="color:red">Jump<sup>[-]</sup></span>, Special
| - || - || - || <span style="color:red">6D<sup>[-]</sup></span> || <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! 4B
! 4B
Line 468: Line 468:
|-
|-
! <span style="color:blue">j.A<sup>[3]</sup></span>
! <span style="color:blue">j.A<sup>[3]</sup></span>
| <span style="color:green">j.A<sup>[+]</sup></span>, j.6A, j2A || j.B, j.6B, j.2B || j.C, j.6C, j.2C || j.D || Throw, Jump, Special
| j.6A, j2A || j.B, j.6B, j.2B || j.C, j.6C, j.2C || j.D || Throw, Jump, Special
|-
|-
! j.B
! <span style="color:blue">j.B<sup>[2]</sup></span>
| j.A || - || j.C || - || Special
| j.A || - || j.C || - || Special
|-
|-
Line 476: Line 476:
| j.2A || j.2B || j.2C || j.D || Special
| j.2A || j.2B || j.2C || j.D || Special
|-
|-
! j.D
! <span style="color:blue">j.D<sup>[2]</sup></span>
| j.6A, j.2A || j.6B, j.2B || j.6C, j.2C || j.D || Jump, Special
| j.6A, j.2A || j.6B, j.2B || j.6C, j.2C || j.D || Jump, Special
|-
|-
Line 498: Line 498:
: '''Special''' = Specials and Supers
: '''Special''' = Specials and Supers
: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Arakune/Data|Links}}
{{#lst:BBCF/Arakune/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Arakune/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBCF/Arakune/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 00:16, 4 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data

Health
Combo Rate
Prejump
Backdash
Forward Dash

Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
  • Can only hit 3 times
5C
2A
2B
2C
  • Does 5 hits max in 3F intervals. Only first hit is a low
3C
6A
6B
  • On Guard Point, hitstop for Arakune reduced by 1F. Opponent hitstop unchanged
4B
6C
6CC
6CCC
j.A
j.B
j.C
  • Fatal Counter
j.2A
j.2B
j.2C
j.6A/B/C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
2D
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
6D
  • Fatal Counter
  • Bug Projectile: 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
j.D
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
A Bug
B Bug
C Bug
D Bug

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Dash Cancel
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Equals Zero
236B
Y-Two Dash
j.236C
Zero Vector
236D
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Air Zero Vector
j.236D
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Permutation, N, R
22A/B/C
  • 1000 Curse on hit, 500 on block. During OD, 2000 Curse on hit, 1000 on block
  • Hits standing Ragna on 51F
Air Permutation, N, R
j.22A/B/C
  • 1000 Curse on hit, 500 on block. During OD, 2000 Curse on hit, 1000 on block
a±b
during Curse 236D
  • Cloud lasts until Curse ends
Air a±b
during Curse j.236D
  • Cloud lasts until Curse ends
A If p then q
214A
B If p then q
214B
C If p then q
214C
Air A If p then q
j.214A
Air B If p then q
j.214B
Air C If p then q
j.214C
Negating "p"
Near opponent during If p then q
Wall Teleport
j.44 When backed to a wall
  • Costs an air option

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
F Inverse (Body)
236236C
  • Values in [] are during OD
  • Minimum Damage 20%: 128
F Inverse (Laser)
  • Values in [] are during OD
  • Minimum Damage 20%: 630 [954]
F of G
j.214214D
  • Values in [] are during OD
  • Minimum Damage 10%: 384 [768]
F equals
236236D during Curse
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%
Air F equals
j.236236D during Curse
  • Values in [] are during OD
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
n Factorial
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during AF
  • Minimum Damage 10%: 298 {570+57}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
N-Infinity

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 6B[+] - 5D Throw, Jump, Dash, Special
5B[2] 5A (3rd Hit Only, Except On Whiff), 6A 2B, 4B 5C, 2C, 6C, 3C 5D, 2D Jump[-], Dash, Special
5C - - 6C 5D, 6D Jump, Dash, Special
5D - - 3C 2D, 6D Jump, Dash, Special
2A[2] 5A, 2A[+], 6A 5B 2C, 3C 2D Special
2B[2] - 5B, 2B[+] 5C, 6C, 3C 2D Special
2C - - - 6D[-] (5th hit) 214C[-] (5th hit)
3C - - - - Special
6A[1] - 2B, 6B, 4B 5C 5D, 6D Jump, Dash, Special
6B - - - 6D[-] Jump[-], Special
4B 6A 6B 6C, 3C - Jump, Dash, Special
6C - - 6CC - -
6CC - - 6CCC - -
6D - - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.6A, j2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B[2] j.A - j.C - Special
j.C j.2A j.2B j.2C j.D Special
j.D[2] j.6A, j.2A j.6B, j.2B j.6C, j.2C j.D Jump, Special
j.6A/B/C - - - - Jump, Special
j.2A[1] - j.2B[-] j.2C[-] - j.214C[-]
j.2B[1] j.2A[-] - j.2C[-] - -
j.2C[1] j.2A[-] j.2B[-] - - j.214C[-]
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
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Arakune/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.