BBCF/Makoto Nanaya/Frame Data: Difference between revisions

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|videos=http://horibuna.web.fc2.com/BBCF/BBCF_MK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/141-makoto-nanaya/
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{{CharLinks |charMainPage=BBCF/Makoto Nanaya
{{CharLinks-BBCF|Makoto}}
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_MK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/141-makoto-nanaya/
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[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue: Central Fiction]]
[[Category:Frame Data]]
[[Category:Frame Data]]
[[Category:Makoto Nanaya]]
[[Category:Makoto Nanaya]]

Revision as of 22:40, 27 June 2018

Template:CharNav-BBCF

System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5
Movement Options

Double Jump, Air Dash, Dash type: Run


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
300 All 5 2 11 - - B -
600 Mid 9 6 16 - - B -
700 Mid 8 7 16 - - B -
800 Mid 7 6 16 - - B -
300 All 6 3 10 - - F -
550 Low 9 3 12 - - F -
1000 Mid 22 6 26 - - B -
700 Mid 11 4 23 - - B -
750 High 22 3 20 - - B -
900 Mid 14 8 20 - - B -
900 Low 30 4 12 - - F -
35 - - -
300 High/Air 6 3 8 - - H -
600 High/Air 8 4 12 - - H -
700 High/Air 13 6 11 - - H -
800 High/Air 5 3 22 - - H -
800 High/Air 20 Until L 9 - - H -

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
700 Mid 13 3 31 - - B -
850 Mid 17 3 31 - - B -
1000 Mid 20 3 31 - - B -
1000 Mid 10 2 31 - - B -
700 Mid 18 5 32 - - B -
850 Mid 21 5 32 - - B -
1000 Mid 24 5 32 - - B -
1000 Mid 18 5 32 - - B -
700 High/Air 20 6 Until L+5 - - H -
850 High/Air 21 6 Until L+5 - - H -
1000 High/Air 23 6 Until L+5 - - H -
1000 High/Air 20 6 Until L+5 - - H -

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
0, 1500 Throw(70) 7 3 23 - - T -
0, 1500 Throw(70) 7 3 23 - - T -
700, 800 Throw(120) 7 3 23+3L - - T -
0 All 15 4 28 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 30~61 1 25 - - B -

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
350*3 All 16 Total 49 - - P1* -
800 Mid 3 18 - - B -
700 All 26 - - P1* -
950 Mid 3 18 - - B -
800 All 26 - - P1* -
1100 Mid 3 18 - - B -
900 All 26 - - P1* -
1100 Mid 3 18 - - B -
900 All 26 - - P1* -
900 Mid 9 2 (2) 12 28+17L - - B -
900 All 8 8 Until L+20 - - H -
800 6 Until L+9 - - H -
1000 6 Until L+9 - - H -
1400 6 Until L+9 - - H -
1400 6 Until L+9 - - H -
1200 All 22 3 25 - - B -
1000 All 26 3 28 - - B -
0 7 20 12 - - B -
1000 8 45 - - B -
1200 8 45 - - B -
1400 8 45 - - B -
1600 8 45 - - B -
35 - - -
Until L+6 - - -
Until L+6 - - -
12+11 - - -
10+21 - - -
250*2, 1000 All 6+7 3 (6) 3 (8) 4 33 - - B -
250*4, 1000 All 3 2 (3) 2 (3) 2 (3) 2 (8) 4 33 - - B -
1000 All 15 3 20 - - B -
1000 Low/Air 11 4 14 - - F -
800 All 8+?? 6 14 - - B -
950 All 8+?? 6 14 - - B -
1100 All 8+?? 6 14 - - B -
1100 All 8+?? 6 14 - - B -
800 All 12+?? 20 Until L+8 - - H -
1000 All 12+?? 20 Until L+8 - - H -
1200 All 12+?? 20 Until L+8 - - H -
1200 All 12+?? 20 Until L+8 - - H -
100 All 21 Until Ground Total 82 - - P1* -

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
1800 All 5+9 14 Total 70 - - P2* -
2200 All 5+9 14 Total 70 - - P2* -
2600 All 5+9 15 Total 70 - - P2* -
3000 All 5+9 15 Total 70 - - P2* -
900 Mid 1+7 4 78 - - B -
900 Mid 1+4 4 78 - - B -
1100 Mid 1+4 4 78 - - B -
1200 Mid 1+7 4 78 - - B -
900 1+?? 4 59 - - B -
1000 1+?? 4 59 - - B -
1100 1+?? 4 59 - - B -
20*28, 600 1+?? 2*28 (7) 4 59 - - B -
1800 28+?? 6 Until L+11 - - H -
2200 28+?? 6 Until L+11 - - H -
3000 28+?? 6 Until L+11 - - H -
4000 28+?? 6 Until L+11 - - H -

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
Normal: 600, 800*2, 900
AF: 600, 800*3, 1530*2
All Fast: 10
Slow: 20
3 34 - - B -

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
0, 300*35, 5000 All 5+ - - B -

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

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