BBCF/Rachel Alucard/Frame Data: Difference between revisions

From Dustloop Wiki
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Gerber Lute |subtitle=ABCD during Overdrive
  |version=Gerber Lute |subtitle=ABCD during OD
  |damage=Normal: 600, 1000, 1400<br/>AF: 600, 1000, 4200 |cancel= |p1=100 |p2=100 |starter=Long |guard=All
  |damage=600, 1000, 1400 |cancel= |p1=100 |p2=100 |starter=Long |guard=All
  |level= |attribute=B
  |level= |attribute=B
  |startup=20 |active=3 |recovery=34 |frameAdv=-10 |blockstun=26 |airHit= |invul=
  |startup=20 [10] |active=3 |recovery=34 |frameAdv=-10 |blockstun=26 |airHit= |invul=1-22 All<br/>[1-12 All]
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/rc/
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/rc/
  |description=*Minimum Damage 10% (Normal: 300 AF: 580+58)
  |description=* Values in [] are when canceled into or immediately after activating Overdrive
*Minimum Damage 10% (300)
}}
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{{FrameData-BBCF
|version=Gerber Lute |subtitle=ABCD during OD+AF  
|damage=600, 1000, 4200 |cancel= |p1=100 |p2=100 |starter=Long |guard=All
|level= |attribute=B
|startup=20 [10] |active=3 |recovery=34 |frameAdv=-10 |blockstun=26 |airHit= |invul=1-22 All<br/>[1-12 All]
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/rc/
|description=* Values in [] are when canceled into or immediately after activating Overdrive
*Minimum Damage 10% (580+58)
}}
}}
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Revision as of 23:07, 14 March 2019

Template:CharNav-BBCF

System Data

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:



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*2 All 6 2(6)3 11 - - B -
600 Mid 8 6 15 - - BP -
850 Mid 13 8 22 - - B -
850 Mid 9 8 24 - - B -
300 All 7 4 9 - - F -
550 Low 10 6 18 - - FP -
1200 Low 23 13 42 - - B -
700 Mid 13 5 17 - - B -
700 Mid 11 3 15 - - B -
750 High 26 4 17 - - B -
83-711 All 13 3*N 13L - - H -
400*3 Low 10 4*3 15 - - F -
400*7 Low 11 4*7 15 - - F -
300 High/Air 8 3 12 - - H -
600 All 9 6 12 - - H -
800 All 8 6 20 - - H -
16L - - -
800 High/Air 13 till L 20L - - H -
1200 All 13 till L 20L - - H -
1800 All 13 till L 20L - - 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
0 60 0 - - -

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 -
0, 1500 Throw(120) 7 3 23+3L - - T -
0 All 13 4 33 - - 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
850 All 11 Total 47 - - P1* -
850 All 20 Total 52 - - P1* -
850 All 20 Total 52 - - P1* -
850 All 9 Total 53+9L - - P1* -
850 All 22 Total 53+9L - - P1* -
850 All 22 Total 53+9L - - P1* -
25 540 Ground: 49
Air: 82
- - -
250*6 All 27 2*6 - - P1* -
61 [] Ground:Total 32
Air:Total 30
- - -
900 All 19 8 42T - - P1* -
900 All 22 8 45+3LT - - P1* -
600 per bat All 54 36T - - 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
450*6
OD: 350*12
All 13+4 2*6
OD:2*12
- - P2* -
250*4 All 2*4 - - P2* -
300*8
OD:300*12
all 10+?? Ground: Total 81
Air: Total 81+7L
- - P2* -
300*9, 400
OD: 300*14, 400
All 10+?? Ground: Total 81
Air: Total 81+7L
- - P2* -
300*11, 400
OD:300*11 400*4
All 10+?? Ground: Total 81
Air: Total 81+7L
- - P2* -
[300*2, 400]*3, 500*3
OD:300*2, 400*2, 300*2, 400*4, 500*3
all 10+?? Ground: Total 81
Air: Total 81+7L
- - P2* -
400*6, 500*3, 600*3
OD: 400*6, 500*6, 600*6
All 10+?? Ground: Total 81
Air: Total 81+7L
- - P2* -

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
600, 1000, 1400 All 20 [10] 3 34 - - B -
600, 1000, 4200 All 20 [10] 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
34200 all 1+10 40 26 - - HBFP -

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B two times, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5C - - Followup, 6C, 3C Special
5CC - - 3C Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2B - 5B two times, 6B, 4B 5C, 2C, 6C, 3C Special
2C - - - -
6A - 5B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6B - - 5C, 6C, 3C Throw, Jump, Special
4B[1] - - - -
6C - - j.C, j.2C Special
3C - - - Special on first 2 hits
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Throw, Jump, Special
j.C - - j.2C Jump, Special
j.2C - - - Special on landing and hit
  • j.2C can cancel ground recovery into ground normals on landing
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only

Template:CharLinks-BBCF