BBCF/Nu-13/Frame Data: Difference between revisions

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Revision as of 04:01, 27 March 2021


System Data


Normal Moves

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5A


5B


5C


  • Each sword is active for 3
2A


2B


2C


6A


6B


6C


3C


j.A


j.B


j.C


j.2C


Drive Moves

  • Values in [] are during OD
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5D


  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD


  • Can cancel into dashes on hit/block~36F
2D


  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD


  • Can cancel into dashes on hit/block~39F
6D


  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD


  • Can cancel into dashes on hit/block~44F
4D


  • Can cancel into dashes on hit/block~48F. Fatal Counter
4DD


  • Can cancel into dashes on hit/block~38F
j.D


  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD


  • Can cancel into dashes on hit/block~23F
j.2D


  • Can cancel into dashes on hit/block~40F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD


  • Can cancel into dashes on hit/block~39F
j.6D


  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD


  • Can cancel into dashes on hit/block~23F
xD OD Followup


  • Active frames same as previous sword
xDD OD Followup


Universal Mechanics

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Ground Throw


  • Minimum Damage 100%
Air Throw


  • Minimum Damage 100%
Counter Assault


CrushTrigger
Uncharged/Charged


Specials

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D > Forward Dash


  • Can pass through opponent 12-24
D >Back Dash


Air D > Forward Dash


  • Can pass through opponent 9-19
Air D > Back Dash


Sickle Storm
236D


  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (Hold)
236[D]


  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (C)
236D~C


Crescent Saber
j.214D


  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)
j.214[D]


  • Frame advantage calculated off of lowest jump possible
Crescent Saber (C)
j.214D~C


  • Can cancel into anything except blocking, double jump 14F onwards.
  • Can only be used oncer per jump
Luminous Slave
214D


  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)
214[D]


  • Shot fires 38F after pressing D again.
  • During OD, fires a second shot 10F after first
Luminous Slave (C)
214D~C


  • During OD, fires a second shot 10F after first
Supra Rage
623C


  • First hit to hit opponent always does 700. Remaining hits do 140
Air Supra Rage
j.623C


  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity Seed
214A/B/C


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
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Calamity Sword
632146D


  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Air Calamity Sword
j.632146D


  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Legacy Edge
236236D


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

Exceed Accel

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True Impreza
ABCD during Overdrive


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 288 {570+36}

Astral Heat

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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 6A 2B, 6B[+] 5C, 2C, 6C, 3C - Throw, Jump, Special
5C - - 2C, 6C, 3C - Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B 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 6A 2B 5C, 2C, 6C, 3C - Jump, Special
6C - - - - Dash, 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 - Jump, Special
j.C - - j.2C - Jump, Special
j.2C - - - - Jump, Special
  • D normals can cancel inot every other D normal
  • D normals be used 3 times per string (not counting followups)
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/Nu-13/Data.