BBCF/Lambda-11/Frame Data: Difference between revisions

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{{#lst:BBCF/Lambda-11/Data|5C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Swords appear in 4F intervals? Each sword is active for 3
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{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{#lst:BBCF/Lambda-11/Data|2D Followup Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{Description
{{Description|22|text={{ColumnList |text=*Automatically cancels into followup on hit/block
|18|text={{ColumnList |text=*Automatically cancels into followup on hit/block
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
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{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
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{{Description
{{Description|22|text={{ColumnList |text=*Can go through opponent 8-13.
|18|text={{ColumnList |text=*Can go through opponent 8-13.
*Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
*Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into Act Parser followups on hit/block.
|18|text={{ColumnList |text=*Can cancel into Act Parser followups on hit/block.
*Can cancel into Act Parser followups on whiff ??-??
*Can cancel into Act Parser followups on whiff ??-??
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{{#lst:BBCF/Lambda-11/Data|236B 6A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can pass through opponent 1-42F
|18|text={{ColumnList |text=*Can pass through opponent 1-42F
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{{Description|22|text={{ColumnList |text=During OD, fires 2 blades with same properties
|18|text={{ColumnList |text=During OD, fires 2 blades with same properties
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{{Description
{{Description|22|text={{ColumnList |text=Hits crossup during last 4 active frames
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{{Description|22|text={{ColumnList |text=*Fatal Counter
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 40% [45%]: 960 [1260]
*Minimum Damage 40% [45%]: 960 [1260]
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 40% [45%]: 960 [1260]
*Minimum Damage 40% [45%]: 960 [1260]
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 10%: 312 [481]
*Minimum Damage 10%: 312 [481]
*Swords appear in 4F intervals
*Swords appear in 4F intervals
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{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
|18|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%: 303 {583+58}
*Minimum Damage 10%: 303 {583+58}
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Revision as of 21:33, 18 July 2020

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

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
  • Swords appear in 4F intervals? Each sword is active for 3
2A
2B
2C
6A
6B
  • Bonus Proration 110%
6C
3C
j.A
j.B
j.C
j.2C

Drive Moves

  • Values in [] are during OD
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
  • Automatically cancels into followup on hit/block
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5D
Followup
2D
  • Automatically cancels into followup on hit/block
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2D
Followup
6D
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
6D
Followup
4D
  • Automatically cancels into followup on hit/block
4D
Followup
j.D
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.D
Followup
j.2D
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2D
Followup
j.6D
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6D
Followup

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
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
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
Act Parser Zwei
236A
  • Can go through opponent 8-13.
  • Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
Act Parser Tri
236B
  • Can cancel into Act Parser followups on hit/block.
  • Can cancel into Act Parser followups on whiff ??-??
Act Parser Tri: Spada
236B > 6A
  • Can pass through opponent 1-42F
Act Parser Tri
236B > 6B
Act Parser Tri: Cavalier
236C or 236B > 6C
Sickle Storm
236D

During OD, fires 2 blades with same properties

Crescent Saber
j.214D

Hits crossup during last 4 active frames

Spike Chaser
214D
Exiga Nail
22D
Gravity Seed
214A/B/C
  • Fatal Counter

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
Calamity Sword
632146D
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Air Calamity Sword
j.632146D
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Legacy Edge
236236D
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

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
Duo Cultus
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 303 {583+58}

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
Sword of Destruction
214214D

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
5C - - 2C, 6C, 3C - Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B[1] 6A 6B 5C, 2C, 6C, 3C - Special
2C - - 5C, 6C, 3C - Jump, Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
6B - - - - -
6C - - - 5D, 2D, 6D, 4D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.2C - Throw, Special
j.B j.A - j.C, j.2C - Throw, Jump, Special
j.C - - j.2C j.D, j.2D, j.6D Jump, Special
j.2C - - - j.D, j.2D, j.6D Jump, 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/Lambda-11/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.