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

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Revision as of 04:27, 12 April 2021


System Data


Normal Moves

Template:FullFrameDataHeader-BBCF
5ABBCS Lambda 5A.png


5BBBCS Lambda 5B.png


5CBBCS Lambda 5C.png


  • Swords appear in 4F intervals? Each sword is active for 3
2ABBCS Lambda 2A.png


2BBBCS Lambda 2B.png


2CBBCS Lambda 2C.png


6ABBCS Lambda 6A.png


6BBBCS Lambda 6B.png


  • Bonus Proration 110%
6CBBCS Lambda 6C.png


3CBBCS Lambda 3C.png


j.ABBCS Lambda jA.png


j.BBBCS Lambda jB.png


j.CBBCS Lambda jC.png


j.2CBBCS Lambda j2C.png


Drive Moves

  • Values in [] are during OD
Template:FullFrameDataHeader-BBCF
5DBBCS Lambda 5D.png


  • Automatically cancels into followup on hit/block
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DBBCS Lambda 5D.png
Followup


2DBBCS Lambda 2D.png


  • Automatically cancels into followup on hit/block
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DBBCS Lambda 2D.png
Followup


6DBBCS Lambda 6D.png


  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DBBCS Lambda 6D.png
Followup


4DBBCS Lambda 4D.png


  • Automatically cancels into followup on hit/block
4DBBCS Lambda 4D.png
Followup


j.DBBCS Lambda jD.png


  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DBBCS Lambda jD.png
Followup


j.2DBBCS Lambda j2D.png


  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DBBCS Lambda j2D.png
Followup


j.6DBBCP Lambda j6D.png


  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DBBCP Lambda j6D.png
Followup


Universal Mechanics

Template:FullFrameDataHeader-BBCF
Ground ThrowBBCS Lambda throw.png


  • Minimum Damage 100%
Air ThrowBBCS Lambda AThrow.png


  • Minimum Damage 100%
Counter AssaultBBCS Lambda 6B.png


CrushTriggerBBCP Lambda CT.png
Uncharged/Charged


Specials

Template:FullFrameDataHeader-BBCF
Act Parser ZweiBBCS Lambda ActParserA.png
236A


  • Can go through opponent 8-13.
  • Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
Act Parser TriFile:BBCF Lambda ActParserTri.png
236B


  • Can cancel into Act Parser followups on hit/block.
  • Can cancel into Act Parser followups on whiff ??-??
Act Parser Tri: SpadaFile:BBCF Lambda ActParserSpada.png
236B > 6A


  • Can pass through opponent 1-42F
Act Parser Tri: BladeBBCS Lambda ActParserB.png
236B > 6B


Act Parser Tri: CavalierBBCS Lambda ActParserC.png
236C or 236B > 6C


Sickle StormBBCP Lambda SickleStorm.png
236D


During OD, fires 2 blades with same properties

Crescent SaberBBCP Lambda CrescentSaber.png
j.214D


Hits crossup during last 4 active frames

Spike ChaserBBCP Lambda SpikeChaser.png
214D


Exiga NailBBCP Lambda Exiga Nail 2.png
22D


Gravity SeedBBCS Lambda GravitySeed.png
214A/B/C


  • Fatal Counter

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Template:FullFrameDataHeader-BBCF
Calamity SwordBBCP Lambda CalamitySword.png
632146D


  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Air Calamity SwordBBCP Lambda CalamitySword.png
j.632146D


  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Legacy EdgeBBCP Lambda LegacyEdge.png
236236D


  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

Exceed Accel

Template:FullFrameDataHeader-BBCF
Duo CultusBBCF Lambda DuoCultus.png
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

Template:FullFrameDataHeader-BBCF
Sword of DestructionBBCS Lambda SOD.png
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 (5D, 2D, 6D, 4D) 8th hit 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.