BBCF/Bang Shishigami/Frame Data: Difference between revisions

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</div>
</div>
==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lst:BBCF/Bang Shishigami/Data|System Data}}
{| class='wikitable'
<br style="clear:both;"/>
|-
! Health
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
! Combo Rate
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
! Prejump
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
! Backdash
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|}


==Normal Moves==
==Normal Moves==
Line 14: Line 27:
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Bonus Proration 110%
*Bonus Proration 110%
*First 6 active frames only hit above Bang
*First 6 active frames only hit above Bang
Line 30: Line 42:
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*110% Bonus Proration  
*110% Bonus Proration  
}}
}}
Line 62: Line 72:
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
|-
|-
{{AttackVersion|name=j.4B|subtitle=}}
{{AttackVersion|name=j.4B|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|j.4B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4B Full}}
|-
|-
|}
|}
Line 87: Line 97:
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
|18|text={{ColumnList |text=*Guards Mid and Low attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*On Guard Point, hitstop for Bang and Opponent 14F
*On Guard Point, hitstop for Bang and Opponent 14F
Line 97: Line 106:
|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
|18|text={{ColumnList |text=*Guards High and Mid attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*On Guard Point, hitstop for Bang and Opponent 14F
*On Guard Point, hitstop for Bang and Opponent 14F
Line 107: Line 115:
|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
|18|text={{ColumnList |text=*Guards Mid and Low attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*During OD and with 6D Seal active, Guards High, Mid, and Low attacks
*On Guard Point, hitstop for Bang and Opponent 14F
*On Guard Point, hitstop for Bang and Opponent 14F
Line 117: Line 124:
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
|18|text={{ColumnList |text=*Guards High and Mid attacks
*On Guard Point, hitstop for Bang and Opponent 14F
*On Guard Point, hitstop for Bang and Opponent 14F
}}
}}
Line 126: Line 132:
|-
|-
{{AttackVersion|name=Secret Art: Bang's Shadowstep Jutsu|subtitle=A/B/C during Guardpoint|rowspan=2}}
{{AttackVersion|name=Secret Art: Bang's Shadowstep Jutsu|subtitle=A/B/C during Guardpoint|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|D A/B/C Full}}
{{#lst:{{BASEPAGENAME}}/Data|D A/B/C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Secret Technique: Bang's Pulverizing Blast Jutsu|subtitle=D during Guardpoint|rowspan=2}}
{{AttackVersion|name=Secret Technique: Bang's Pulverizing Blast Jutsu|subtitle=D during Guardpoint|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|D D Full}}
{{#lst:{{BASEPAGENAME}}/Data|D D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Cannot do any actions until landing and is in CH state after inv during the fall.
*Cannot do any actions until landing and is in CH state after inv during the fall.
}}
}}
Line 150: Line 154:
|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
|18|text={{ColumnList |text=*100% Minimum Damage
*Can cancel into air dash on hit
*Can cancel into air dash on hit
}}
}}
Line 159: Line 162:
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
|18|text={{ColumnList |text=*100% Minimum Damage
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:BBCF/Bang Shishigami/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Bang Shishigami/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
|}
|}
Line 182: Line 184:
|-
|-
{{AttackVersion|name=Bang's Unstoppable Double Palm Thrust|subtitle=623B|rowspan=2}}
{{AttackVersion|name=Bang's Unstoppable Double Palm Thrust|subtitle=623B|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Bang's Heavenly Double Palm Thrust|subtitle=j.623B|rowspan=2}}
{{AttackVersion|name=Bang's Heavenly Double Palm Thrust|subtitle=j.623B|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Bang's Void Tempest Kick EX|subtitle=j.623C|rowspan=2}}
{{AttackVersion|name=Bang's Void Tempest Kick EX|subtitle=j.623C|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
|18|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=A Bang-style Shuriken *3|subtitle=j.236AD|rowspan=2}}
{{AttackVersion|name=A Bang-style Shuriken *3|subtitle=j.236AD|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236AD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
|18|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=B Bang-style Shuriken *3|subtitle=j.236BD|rowspan=2}}
{{AttackVersion|name=B Bang-style Shuriken *3|subtitle=j.236BD|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236BD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 30
|18|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 30
*Sticks opponent in place for 60
*Sticks opponent in place for 60
}}
}}
Line 255: Line 248:
|-
|-
{{AttackVersion|name=C Bang-style Shuriken *3|subtitle=j.236CD|rowspan=2}}
{{AttackVersion|name=C Bang-style Shuriken *3|subtitle=j.236CD|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236CD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236CD Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Sticks opponent in place for 60
|18|text={{ColumnList |text=*Sticks opponent in place for 60
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.22A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.22A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can only be used once per jump
|18|text={{ColumnList |text=*Can only be used once per jump
*Costs 1 air action
*Costs 1 air action
*Can cancel into actions on 9
*Can cancel into actions on 9
Line 281: Line 271:
|-
|-
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|214A/B/C/D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A/B/C/D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Air Set Nail|subtitle=j.214A/B/C/D|rowspan=2}}
{{AttackVersion|name=Air Set Nail|subtitle=j.214A/B/C/D|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|j.214A/B/C/D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A/B/C/D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|632146B Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Shoots 60 nails total?
|18|text={{ColumnList |text=*Shoots 60 nails total?
*Nails appear in 2F intervals
*Nails appear in 2F intervals
}}
}}
Line 306: Line 293:
|-
|-
{{AttackVersion|name=Nail Dash|subtitle=Direction while on Set Nail|rowspan=2}}
{{AttackVersion|name=Nail Dash|subtitle=Direction while on Set Nail|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|Nail Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|Nail Dash Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|FRKZ Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|FRKZ Dash Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*FRKZ Dash has additional properties depending on what Seals Bang has active.
|18|text={{ColumnList |text=*FRKZ Dash has additional properties depending on what Seals Bang has active.
*5D Seal allows Bang to pass through opponents
*5D Seal allows Bang to pass through opponents
*6D Seal gives the dash some Projectile Inv
*6D Seal gives the dash some Projectile Inv
Line 334: Line 319:
|-
|-
{{AttackVersion|name=Shishigami-style Secret Technique: "Fatal Eruption"|subtitle=2363214C|rowspan=2}}
{{AttackVersion|name=Shishigami-style Secret Technique: "Fatal Eruption"|subtitle=2363214C|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|2363214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2363214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum damage 15%: 1010 [1374]
*Minimum damage 15%: 1010 [1374]
}}
}}
Line 343: Line 327:
|-
|-
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)|subtitle=236236D with 4 Seals|rowspan=2}}
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)|subtitle=236236D with 4 Seals|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|236236D vs Ground Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Ground Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
*Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
}}
}}
Line 352: Line 335:
|-
|-
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)|subtitle=236236D with 4 Seals|rowspan=2}}
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)|subtitle=236236D with 4 Seals|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|236236D vs Air Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Air Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
*Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
}}
}}
Line 361: Line 343:
|-
|-
{{AttackVersion|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"|subtitle=236236A|rowspan=2}}
{{AttackVersion|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"|subtitle=236236A|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|236236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 20%: 740 [833]
*Minimum Damage 20%: 740 [833]
}}
}}
Line 377: Line 358:
|-
|-
{{AttackVersion|name=Bang's Dancing Petal Storm|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Bang's Dancing Petal Storm|subtitle=ABCD during OD|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10%: 305 {595+39}
*Minimum Damage 10%: 305 {595+39}
Line 393: Line 374:
|-
|-
{{AttackVersion|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"|subtitle=j.6321463214D|rowspan=2}}
{{AttackVersion|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"|subtitle=j.6321463214D|rowspan=2}}
{{#lst:BBCF/Bang Shishigami/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*On Guard Point, can cancel into shadowstep
|18|text={{ColumnList |text=*On Guard Point, can cancel into shadowstep
*On Guard Point, hitstop for Bang and Opponent unchanged
*On Guard Point, hitstop for Bang and Opponent unchanged
}}
}}
Line 481: Line 461:
: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Bang Shishigami/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Bang Shishigami/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.}}
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[[Category:Frame Data]]

Revision as of 14:56, 7 September 2020

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System Data

Health
Combo Rate
Prejump
Backdash

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
5C
  • Fatal Counter
  • Bonus Proration 110%
  • First 6 active frames only hit above Bang
2A
2B
2C
6A
6B
  • Fatal Counter
6C
3C
  • Fatal Counter
  • 110% Bonus Proration
j.A
j.AA, j.AAA
j.B
j.C
j.2C
j.4B

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
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
2D
  • Guards High and Mid attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
6D
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
j.D
  • Guards High and Mid attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
  • Fatal Counter
  • Cannot do any actions until landing and is in CH state after inv during the fall.

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
Ground Throw
  • 100% Minimum Damage
  • Can cancel into air dash on hit
Air Throw
  • 100% Minimum Damage
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
Bang's Unstoppable Double Palm Thrust
623B
Bang's Heavenly Double Palm Thrust
j.623B
Bang's Void Tempest Kick
623C
Bang's Void Tempest Kick EX
j.623C
A Bang-style Shuriken
j.236A
  • Can cancel into Flaming Air Attack (float) on 17
A Bang-style Shuriken *3
j.236AD
B Bang-style Shuriken
j.236B
  • Can cancel into Flaming Air Attack (float) on 17
B Bang-style Shuriken *3
j.236BD
C Bang-style Shuriken
j.236C
  • Can cancel into Flaming Air Attack (float) on 30
  • Sticks opponent in place for 60
C Bang-style Shuriken *3
j.236CD
  • Sticks opponent in place for 60
D Bang-style Shuriken
j.236D
Flaming Air Attack
j.22A
  • Can only be used once per jump
  • Costs 1 air action
  • Can cancel into actions on 9
Set Nail
214A/B/C/D
Air Set Nail
j.214A/B/C/D
Bang's Steel Rain
632146B
  • Shoots 60 nails total?
  • Nails appear in 2F intervals
Nail Dash
Direction while on Set Nail
FRKZ Dash
Direction during OD
  • FRKZ Dash has additional properties depending on what Seals Bang has active.
  • 5D Seal allows Bang to pass through opponents
  • 6D Seal gives the dash some Projectile Inv

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
Shishigami-style Secret Technique: "Fatal Eruption"
2363214C
  • Values in [] are during OD
  • Minimum damage 15%: 1010 [1374]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"
236236A
  • Values in [] are during OD
  • Minimum Damage 20%: 740 [833]

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
Bang's Dancing Petal Storm
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {595+39}

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
Shishigami-style Forbidden Technique: "The Ultimate Bang"
j.6321463214D
  • On Guard Point, can cancel into shadowstep
  • On Guard Point, hitstop for Bang and Opponent unchanged

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C 6A 6B 2C 5D, 2D, 6D Jump, Special
5D - - - - Jump[-], Special
2A[2] 2A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 6C, 2C, 3C 5D, 2D, 6D Jump[-], Special
2C - - - 5D, 2D, 6D Jump[-], Special
2D - - - - Jump, Special
6A[2] - 5B, 6B 6C, 2C - Special
6B - - - - -
6C - - - j.D Jump, Special
3C - - - - -
6D - - - - Jump[-], Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B - - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Jump[-], Special[-]
j.4B - - - - Jump, Special
j.2C - - - j.D Special
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/Bang Shishigami/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.