BBCF/Bang Shishigami/Frame Data: Difference between revisions

From Dustloop Wiki
(simplifying frame data backend)
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
|-
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A}}
{{#lst:{{BASEPAGENAME}}/Data|6A Extra}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B}}
{{#lst:{{BASEPAGENAME}}/Data|6B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C}}
{{#lst:{{BASEPAGENAME}}/Data|6C Extra}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C}}
{{#lst:{{BASEPAGENAME}}/Data|3C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
|-
|-
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Extra}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Extra}}
|-
|-
{{AttackVersion|name=j.4B|subtitle=}}
{{AttackVersion|name=j.4B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.4B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4B}}
{{#lst:{{BASEPAGENAME}}/Data|j.4B Extra}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
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|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
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|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D}}
{{#lst:{{BASEPAGENAME}}/Data|6D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
{{Description|22|text={{ColumnList |text=*Guards Mid and Low attacks
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|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
{{Description|22|text={{ColumnList |text=*Guards High and Mid attacks
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|-
{{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:{{BASEPAGENAME}}/Data|D A/B/C Full}}
{{#lst:{{BASEPAGENAME}}/Data|D A/B/C}}
{{#lst:{{BASEPAGENAME}}/Data|D A/B/C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{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:{{BASEPAGENAME}}/Data|D D Full}}
{{#lst:{{BASEPAGENAME}}/Data|D D}}
{{#lst:{{BASEPAGENAME}}/Data|D D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
{{Description|22|text={{ColumnList |text=*100% Minimum Damage
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|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Extra}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Extra}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB]}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Extra}}
|-
|-
|}
|}
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|-
|-
{{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:{{BASEPAGENAME}}/Data|623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|623B}}
{{#lst:{{BASEPAGENAME}}/Data|623B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623B}}
{{#lst:{{BASEPAGENAME}}/Data|j.623B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|623C}}
{{#lst:{{BASEPAGENAME}}/Data|623C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.623C}}
{{#lst:{{BASEPAGENAME}}/Data|j.623C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.236AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236AD}}
{{#lst:{{BASEPAGENAME}}/Data|j.236AD Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 17
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.236BD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BD}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BD Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 30
{{Description|22|text={{ColumnList |text=*Can cancel into Flaming Air Attack (float) on 30
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.236CD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236CD}}
{{#lst:{{BASEPAGENAME}}/Data|j.236CD Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Sticks opponent in place for 60
{{Description|22|text={{ColumnList |text=*Sticks opponent in place for 60
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|-
|-
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.22A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.22A}}
{{#lst:{{BASEPAGENAME}}/Data|j.22A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can only be used once per jump
{{Description|22|text={{ColumnList |text=*Can only be used once per jump
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|-
|-
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214A/B/C/D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A/B/C/D}}
{{#lst:{{BASEPAGENAME}}/Data|214A/B/C/D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{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:{{BASEPAGENAME}}/Data|j.214A/B/C/D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A/B/C/D}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A/B/C/D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Shoots 60 nails total?
{{Description|22|text={{ColumnList |text=*Shoots 60 nails total?
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|-
|-
{{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:{{BASEPAGENAME}}/Data|Nail Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|Nail Dash}}
{{#lst:{{BASEPAGENAME}}/Data|Nail Dash Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|FRKZ Dash Full}}
{{#lst:{{BASEPAGENAME}}/Data|FRKZ Dash}}
{{#lst:{{BASEPAGENAME}}/Data|FRKZ Dash Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*FRKZ Dash has additional properties depending on what Seals Bang has active.
{{Description|22|text={{ColumnList |text=*FRKZ Dash has additional properties depending on what Seals Bang has active.
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|-
|-
{{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:{{BASEPAGENAME}}/Data|2363214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2363214C}}
{{#lst:{{BASEPAGENAME}}/Data|2363214C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
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|-
|-
{{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:{{BASEPAGENAME}}/Data|236236D vs Ground Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Ground}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Ground Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
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|-
|-
{{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:{{BASEPAGENAME}}/Data|236236D vs Air Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Air}}
{{#lst:{{BASEPAGENAME}}/Data|236236D vs Air Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
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|-
|-
{{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:{{BASEPAGENAME}}/Data|236236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236A}}
{{#lst:{{BASEPAGENAME}}/Data|236236A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
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|-
|-
{{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:{{BASEPAGENAME}}/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Extra}}
|-
|-
{{Description|22|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
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|-
|-
{{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:{{BASEPAGENAME}}/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*On Guard Point, can cancel into shadowstep
{{Description|22|text={{ColumnList |text=*On Guard Point, can cancel into shadowstep

Revision as of 16:18, 3 March 2021

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System Data


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.