BBCF/Makoto Nanaya/Frame Data: Difference between revisions

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{{notice|To edit frame data, edit values in [[BBCF/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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Revision as of 07:51, 7 September 2020

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
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/Frame Data/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.