BBCF/Makoto Nanaya/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
No edit summary
Line 25: Line 25:
{{#lst:BBCF/Makoto Nanaya/Data|5CC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5CC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*21F hitstun
|18|text={{ColumnList |text=*21F hitstun
}}
}}
}}
}}
Line 33: Line 32:
{{#lst:BBCF/Makoto Nanaya/Data|2A Full}}
{{#lst:BBCF/Makoto Nanaya/Data|2A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are for followup 2As
|18|text={{ColumnList |text=*Values in [] are for followup 2As
}}
}}
}}
}}
Line 50: Line 48:
{{#lst:BBCF/Makoto Nanaya/Data|6B Full}}
{{#lst:BBCF/Makoto Nanaya/Data|6B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
|18|text={{ColumnList |text=*Bonus Proration 110%
}}
}}
}}
}}
Line 61: Line 58:
{{#lst:BBCF/Makoto Nanaya/Data|3C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|3C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
|18|text={{ColumnList |text=*Bonus Proration 110%
}}
}}
}}
}}
Line 84: Line 80:
{{#lst:BBCF/Makoto Nanaya/Data|j.2C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.2C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*On hit/block, Makoto bounces upwards with recovery 10F
|18|text={{ColumnList |text=*On hit/block, Makoto bounces upwards with recovery 10F
}}
}}
}}
}}
Line 99: Line 94:
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 107: Line 101:
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 115: Line 108:
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5D Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 123: Line 115:
{{#lst:BBCF/Makoto Nanaya/Data|5D LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5D LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 131: Line 122:
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 139: Line 129:
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 147: Line 136:
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|2D Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 155: Line 143:
{{#lst:BBCF/Makoto Nanaya/Data|2D LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|2D LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 163: Line 150:
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 171: Line 157:
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 179: Line 164:
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.D Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 187: Line 171:
{{#lst:BBCF/Makoto Nanaya/Data|j.D LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.D LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 202: Line 185:
{{#lst:BBCF/Makoto Nanaya/Data|BC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
Line 210: Line 192:
{{#lst:BBCF/Makoto Nanaya/Data|4BC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|4BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
Line 218: Line 199:
{{#lst:BBCF/Makoto Nanaya/Data|j.BC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
Line 226: Line 206:
{{#lst:BBCF/Makoto Nanaya/Data|6AB Full}}
{{#lst:BBCF/Makoto Nanaya/Data|6AB Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 236: Line 215:
{{#lst:BBCF/Makoto Nanaya/Data|5[AB] Full}}
{{#lst:BBCF/Makoto Nanaya/Data|5[AB] Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 251: Line 229:
{{#lst:BBCF/Makoto Nanaya/Data|236A Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into Shot 22-34
|18|text={{ColumnList |text=*Can cancel into Shot 22-34
}}
}}
}}
}}
Line 259: Line 236:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv1 Strike Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv1 Strike Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Frame Adv Listed assumes opponent blocks both the strike and projectile
|18|text={{ColumnList |text=*Frame Adv Listed assumes opponent blocks both the strike and projectile
}}
}}
}}
}}
Line 267: Line 243:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv1 Projectile Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv1 Projectile Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 275: Line 250:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv2 Strike Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv2 Strike Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Frame Adv Listed assumes opponent blocks both the strike and projectile
|18|text={{ColumnList |text=*Frame Adv Listed assumes opponent blocks both the strike and projectile
}}
}}
}}
}}
Line 283: Line 257:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv2 Projectile Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv2 Projectile Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 291: Line 264:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv3 Strike Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv3 Strike Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Frame Adv Listed assumes opponent blocks both the strike and projectile
*Frame Adv Listed assumes opponent blocks both the strike and projectile
}}
}}
Line 300: Line 272:
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv3 Projectile Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD Lv3 Projectile Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 308: Line 279:
{{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Strike Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Strike Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 316: Line 286:
{{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Projectile Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Projectile Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 324: Line 293:
{{#lst:BBCF/Makoto Nanaya/Data|623C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 332: Line 300:
{{#lst:BBCF/Makoto Nanaya/Data|j.623C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|j.623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 340: Line 307:
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 348: Line 314:
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 356: Line 321:
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|623CD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 364: Line 328:
{{#lst:BBCF/Makoto Nanaya/Data|623CD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|623CD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 372: Line 335:
{{#lst:BBCF/Makoto Nanaya/Data|236B Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 380: Line 342:
{{#lst:BBCF/Makoto Nanaya/Data|41236C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|41236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are when hitting standing opponent
|18|text={{ColumnList |text=*Values in [] are when hitting standing opponent
}}
}}
}}
}}
Line 388: Line 349:
{{#lst:BBCF/Makoto Nanaya/Data|214D Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
*On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
*On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
}}
}}
Line 397: Line 357:
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=30F Hitstun
|18|text={{ColumnList |text=30F Hitstun
}}
}}
}}
}}
Line 405: Line 364:
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=33F Hitstun
|18|text={{ColumnList |text=33F Hitstun
}}
}}
}}
}}
Line 413: Line 371:
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214DD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*36F Hitstun
*36F Hitstun
}}
}}
Line 422: Line 379:
{{#lst:BBCF/Makoto Nanaya/Data|214DD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214DD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*36F Hitstun
*36F Hitstun
}}
}}
Line 431: Line 387:
{{#lst:BBCF/Makoto Nanaya/Data|214A Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into followups at various times
|18|text={{ColumnList |text=*Can cancel into followups at various times
*Starups for followups include the startups of this.
*Starups for followups include the startups of this.
}}
}}
Line 440: Line 395:
{{#lst:BBCF/Makoto Nanaya/Data|214B Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into air normals and followups 13 until landing
|18|text={{ColumnList |text=*Can cancel into air normals and followups 13 until landing
}}
}}
}}
}}
Line 448: Line 402:
{{#lst:BBCF/Makoto Nanaya/Data|214C Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into air normals and followups 13 until landing
|18|text={{ColumnList |text=*Can cancel into air normals and followups 13 until landing
}}
}}
}}
}}
Line 456: Line 409:
{{#lst:BBCF/Makoto Nanaya/Data|214AA Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 464: Line 416:
{{#lst:BBCF/Makoto Nanaya/Data|214AB Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AB Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can pass through opponent 1-17
|18|text={{ColumnList |text=*Can pass through opponent 1-17
}}
}}
}}
}}
Line 472: Line 423:
{{#lst:BBCF/Makoto Nanaya/Data|214AC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Followups occur after the second hit
|18|text={{ColumnList |text=*Followups occur after the second hit
}}
}}
}}
}}
Line 480: Line 430:
{{#lst:BBCF/Makoto Nanaya/Data|214ACC Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 488: Line 437:
{{#lst:BBCF/Makoto Nanaya/Data|214ACA Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 496: Line 444:
{{#lst:BBCF/Makoto Nanaya/Data|214ACB Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACB Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 505: Line 452:
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 513: Line 459:
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 521: Line 466:
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter}}
|18|text={{ColumnList |text=*Fatal Counter}}
}}
}}
|-
|-
Line 528: Line 472:
{{#lst:BBCF/Makoto Nanaya/Data|214ACD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214ACD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter}}
|18|text={{ColumnList |text=*Fatal Counter}}
}}
}}
|-
|-
Line 535: Line 478:
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 543: Line 485:
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 551: Line 492:
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 559: Line 499:
{{#lst:BBCF/Makoto Nanaya/Data|214AD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214AD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*26F grounded hitstun
*26F grounded hitstun
}}
}}
Line 568: Line 507:
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 576: Line 514:
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 584: Line 521:
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214BD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 592: Line 528:
{{#lst:BBCF/Makoto Nanaya/Data|214BD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|214BD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 600: Line 535:
{{#lst:BBCF/Makoto Nanaya/Data|Taunt Full}}
{{#lst:BBCF/Makoto Nanaya/Data|Taunt Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 618: Line 552:
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 25%: 450
|18|text={{ColumnList |text=*Minimum Damage 25%: 450
}}
}}
}}
}}
Line 626: Line 559:
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 25%: 550
|18|text={{ColumnList |text=*Minimum Damage 25%: 550
}}
}}
}}
}}
Line 634: Line 566:
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|632146D Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 25%: 650
|18|text={{ColumnList |text=*Minimum Damage 25%: 650
}}
}}
}}
}}
Line 642: Line 573:
{{#lst:BBCF/Makoto Nanaya/Data|632146D LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|632146D LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 25%: 750
|18|text={{ColumnList |text=*Minimum Damage 25%: 750
}}
}}
}}
}}
Line 650: Line 580:
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 180
|18|text={{ColumnList |text=*Minimum Damage 20%: 180
}}
}}
}}
}}
Line 658: Line 587:
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 180
|18|text={{ColumnList |text=*Minimum Damage 20%: 180
}}
}}
}}
}}
Line 666: Line 594:
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236D Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 220
|18|text={{ColumnList |text=*Minimum Damage 20%: 220
}}
}}
}}
}}
Line 674: Line 601:
{{#lst:BBCF/Makoto Nanaya/Data|236236D LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236D LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 240
|18|text={{ColumnList |text=*Minimum Damage 20%: 240
}}
}}
}}
}}
Line 682: Line 608:
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 180
|18|text={{ColumnList |text=*Minimum Damage 20%: 180
}}
}}
}}
}}
Line 690: Line 615:
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 200
|18|text={{ColumnList |text=*Minimum Damage 20%: 200
}}
}}
}}
}}
Line 698: Line 622:
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 220
|18|text={{ColumnList |text=*Minimum Damage 20%: 220
}}
}}
}}
}}
Line 706: Line 629:
{{#lst:BBCF/Makoto Nanaya/Data|236236DD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Minimum Damage 20%: 232
*Minimum Damage 20%: 232
}}
}}
Line 715: Line 637:
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv1 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv1 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 360
|18|text={{ColumnList |text=*Minimum Damage 20%: 360
}}
}}
}}
}}
Line 723: Line 644:
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv2 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv2 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 440
|18|text={{ColumnList |text=*Minimum Damage 20%: 440
}}
}}
}}
}}
Line 731: Line 651:
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv3 Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD Lv3 Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%: 600
|18|text={{ColumnList |text=*Minimum Damage 20%: 600
}}
}}
}}
}}
Line 739: Line 658:
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|236236DDD LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter*Minimum Damage 20%: 800
|18|text={{ColumnList |text=*Fatal Counter*Minimum Damage 20%: 800
}}
}}
}}
}}
Line 754: Line 672:
{{#lst:BBCF/Makoto Nanaya/Data|ABCD Full}}
{{#lst:BBCF/Makoto Nanaya/Data|ABCD Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
* Values in [] are when canceled into or immediately after activating Overdrive
* Values in [] are when canceled into or immediately after activating Overdrive
* Values in {} are during Active Flow
* Values in {} are during Active Flow
Line 777: Line 695:
{{#lst:BBCF/Makoto Nanaya/Data|Astral LvG Full}}
{{#lst:BBCF/Makoto Nanaya/Data|Astral LvG Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}

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
5CC
  • 21F hitstun
2A
rowspan=2
  • Values in [] are for followup 2As
2B
2C
6A
6B
  • Bonus Proration 110%
6C
3C
  • Bonus Proration 110%
3C Feint
3[C]
j.A
j.B
j.C
j.CC
j.2C
  • On hit/block, Makoto bounces upwards with recovery 10F

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 Lv1
5D Lv2
5D Lv3
  • Fatal Counter
5D LvG
  • Fatal Counter
2D Lv1
2D Lv2
2D Lv3
2D LvG
j.D Lv1
j.D Lv2
j.D Lv3
  • Fatal Counter
j.D LvG
  • Fatal Counter

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
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
Comet Cannon
236A
  • Can cancel into Shot 22-34
Break Shot Lv1 (strike)
236A > D
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv1 (projectile)
236A > D
Break Shot Lv2 (strike)
236A > D
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv2 (projectile)
236A > D
Break Shot Lv3 (strike)
236A > D
  • Fatal Counter
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv3 (projectile)
236A > D
Break Shot LvG (strike)
236A > D
  • Fatal Counter
Break Shot LvG (projectile)
236A > D
  • Fatal Counter
Corona Upper
623C
Air Corona Upper
j.623C
Meteor Dive Lv1
623C > D
Meteor Dive Lv2
623C > D
Meteor Dive Lv3
623C > D
  • Fatal Counter
Meteor Dive LvG
623C > D
  • Fatal Counter
Shooting Star
236B
Sirius Jolt
41236C
  • Values in [] are when hitting standing opponent
Space Counter
214D
  • On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
Space Counter > Attack Lv1
214D > D

30F Hitstun

Space Counter > Attack Lv2
214D > D

33F Hitstun

Space Counter > Attack Lv3
214D > D
  • Fatal Counter
  • 36F Hitstun
Space Counter > Attack LvG
214D > D
  • Fatal Counter
  • 36F Hitstun
A Asteroid Vision
214A
  • Can cancel into followups at various times
  • Starups for followups include the startups of this.
B Asteroid Vision
214B
  • Can cancel into air normals and followups 13 until landing
C Asteroid Vision
214C
  • Can cancel into air normals and followups 13 until landing
Break
214A > A
Eclipse Turn
214A > B
  • Can pass through opponent 1-17
Rush
214A > C
  • Followups occur after the second hit
Infinite Rush
214A > C > C
Mars Chopper
214A > C > A
Star Gazer
214A > C > B
Lander Blow Lv1
214A > C > D
Lander Blow Lv2
214A > C > D
Lander Blow Lv3
214A > C > D
  • Fatal Counter
Lander Blow LvG
214A > C > D
  • Fatal Counter
Cosmic Ray Lv1
214A > D
Cosmic Ray Lv2
214A > D
Cosmic Ray Lv3
214A > D
  • Fatal Counter
Cosmic Ray LvG
214A > D
  • Fatal Counter
  • 26F grounded hitstun
Lightning Arrow Lv1
214B/C > D
Lightning Arrow Lv2
214B/C > D
Lightning Arrow Lv3
214B/C > D
  • Fatal Counter
Lightning Arrow LvG
214B/C > D
  • Fatal Counter
Acorn
Taunt

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
Big Bang Smash Lv1
632146D
  • Minimum Damage 25%: 450
Big Bang Smash Lv2
632146D
  • Minimum Damage 25%: 550
Big Bang Smash Lv3
632146D
  • Minimum Damage 25%: 650
Big Bang Smash LvG
632146D
  • Minimum Damage 25%: 750
Particle Flare (1) Lv1
236236D
  • Minimum Damage 20%: 180
Particle Flare (1) Lv2
236236D
  • Minimum Damage 20%: 180
Particle Flare (1) Lv3
236236D
  • Minimum Damage 20%: 220
Particle Flare (1) LvG
236236D
  • Minimum Damage 20%: 240
Particle Flare (2) Lv1
236236D > D
  • Minimum Damage 20%: 180
Particle Flare (2) Lv2
236236D > D
  • Minimum Damage 20%: 200
Particle Flare (2) Lv3
236236D > D
  • Minimum Damage 20%: 220
Particle Flare (2) LvG
236236D > D
  • Fatal Counter
  • Minimum Damage 20%: 232
Particle Flare (3) Lv1
236236D > D > D
  • Minimum Damage 20%: 360
Particle Flare (3) Lv2
236236D > D > D
  • Minimum Damage 20%: 440
Particle Flare (3) Lv3
236236D > D > D
  • Minimum Damage 20%: 600
Particle Flare (3) LvG
236236D > D > D
  • Fatal Counter*Minimum Damage 20%: 800

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
Cygnus Combination
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {606+60}

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
Planet Crusher
236214D
Lv1/2/3/G

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special
5C - - 5CC 5D, 2D Special
5CC - 6B - 5D, 2D Special
5D - - - - Special (Lv1,2)
2A[3] 6A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Jump, Special
2B[1] 6A - 5C, 2C, 3C 5D, 2D Special
2C - - - 5D, 2D Special
2D - - - - Special (Lv1,2)
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B 6A - 5CC 5D, 2D Special
6C - - - 5D, 2D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - j.CC - Jump, Special
j.CC - - - - Jump, Special
j.D - - - - Special (Lv1,2)
j.2C - - - - 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/Makoto Nanaya/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.