BBCF/Tsubaki Yayoi/Frame Data: Difference between revisions

From Dustloop Wiki
(simplifying frame data backend)
Line 16: Line 16:
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Extra}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
|-
|-
{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|5CC}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
Line 35: Line 40:
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
|-
|-
{{AttackVersion|name=2BB|subtitle=}}
{{AttackVersion|name=2BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|2BB}}
{{#lst:{{BASEPAGENAME}}/Data|2BB Extra}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
|-
|-
{{AttackVersion|name=2CC|subtitle=}}
{{AttackVersion|name=2CC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|2CC}}
{{#lst:{{BASEPAGENAME}}/Data|2CC Extra}}
|-
|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A}}
{{#lst:{{BASEPAGENAME}}/Data|6A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%.
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%.
Line 58: Line 69:
|-
|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B}}
{{#lst:{{BASEPAGENAME}}/Data|6B Extra}}
|-
|-
{{AttackVersion|name=6BB|subtitle=}}
{{AttackVersion|name=6BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6BB}}
{{#lst:{{BASEPAGENAME}}/Data|6BB Extra}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C}}
{{#lst:{{BASEPAGENAME}}/Data|6C Extra}}
|-
|-
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|6CC}}
{{#lst:{{BASEPAGENAME}}/Data|6CC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Bonus proration 110%
{{Description|22|text={{ColumnList |text=*Bonus proration 110%
Line 74: Line 89:
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C}}
{{#lst:{{BASEPAGENAME}}/Data|3C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
Line 81: Line 97:
|-
|-
{{AttackVersion|name=3CC|subtitle=}}
{{AttackVersion|name=3CC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|3CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|3CC}}
{{#lst:{{BASEPAGENAME}}/Data|3CC Extra}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
|-
|-
{{AttackVersion|name=j.BB|subtitle=}}
{{AttackVersion|name=j.BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BB}}
{{#lst:{{BASEPAGENAME}}/Data|j.BB Extra}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|-
|-
{{AttackVersion|name=j.CC|subtitle=}}
{{AttackVersion|name=j.CC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Extra}}
|-
|-
|}
|}
Line 109: Line 131:
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
Line 116: Line 139:
|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
{{Description|22|text={{ColumnList |text=*Active time refers to when Install gauge increases
Line 123: Line 147:
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Ends automatically if Tsubaki lands.
{{Description|22|text={{ColumnList |text=*Ends automatically if Tsubaki lands.
Line 137: Line 162:
|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 144: Line 170:
|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 151: Line 178:
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 158: Line 186:
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 165: Line 194:
|-
|-
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=3}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Extra}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB]}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 181: Line 212:
|-
|-
{{AttackVersion|name=A Sanctus Aequum|subtitle=236A|rowspan=2}}
{{AttackVersion|name=A Sanctus Aequum|subtitle=236A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 188: Line 220:
|-
|-
{{AttackVersion|name=B Sanctus Aequum|subtitle=236B|rowspan=2}}
{{AttackVersion|name=B Sanctus Aequum|subtitle=236B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 195: Line 228:
|-
|-
{{AttackVersion|name=C Sanctus Aequum|subtitle=236C|rowspan=2}}
{{AttackVersion|name=C Sanctus Aequum|subtitle=236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
{{Description|22|text={{ColumnList |text=*On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
Line 202: Line 236:
|-
|-
{{AttackVersion|name=D Sanctus Aequum|subtitle=236D|rowspan=2}}
{{AttackVersion|name=D Sanctus Aequum|subtitle=236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D}}
{{#lst:{{BASEPAGENAME}}/Data|236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 209: Line 244:
|-
|-
{{AttackVersion|name=Shot > D Sanctus Aequum|subtitle=421D > 236D|rowspan=2}}
{{AttackVersion|name=Shot > D Sanctus Aequum|subtitle=421D > 236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|421D 236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|421D 236D}}
{{#lst:{{BASEPAGENAME}}/Data|421D 236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 217: Line 253:
|-
|-
{{AttackVersion|name=B Sanctus Veritas|subtitle=214B|rowspan=2}}
{{AttackVersion|name=B Sanctus Veritas|subtitle=214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 224: Line 261:
|-
|-
{{AttackVersion|name=D Sanctus Veritas|subtitle=214D|rowspan=2}}
{{AttackVersion|name=D Sanctus Veritas|subtitle=214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into from a Special Attack
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into from a Special Attack
Line 231: Line 269:
|-
|-
{{AttackVersion|name=C Benedictus Rex|subtitle=623C|rowspan=2}}
{{AttackVersion|name=C Benedictus Rex|subtitle=623C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623C Full}}
{{#lst:{{BASEPAGENAME}}/Data|623C}}
{{#lst:{{BASEPAGENAME}}/Data|623C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 238: Line 277:
|-
|-
{{AttackVersion|name=D Benedictus Rex|subtitle=623D|rowspan=2}}
{{AttackVersion|name=D Benedictus Rex|subtitle=623D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D}}
{{#lst:{{BASEPAGENAME}}/Data|623D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 245: Line 285:
|-
|-
{{AttackVersion|name=A Aequum Elesion|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=A Aequum Elesion|subtitle=j.236A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
Line 252: Line 293:
|-
|-
{{AttackVersion|name=D Aequum Elesion|subtitle=j.236D|rowspan=2}}
{{AttackVersion|name=D Aequum Elesion|subtitle=j.236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
Line 259: Line 301:
|-
|-
{{AttackVersion|name=D Aequum Elesion (Followup)|subtitle=Special > j.236D|rowspan=2}}
{{AttackVersion|name=D Aequum Elesion (Followup)|subtitle=Special > j.236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.236D}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
{{Description|22|text={{ColumnList |text=*Second hit is a projectile
Line 266: Line 309:
|-
|-
{{AttackVersion|name=A Lux Aeterna|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=A Lux Aeterna|subtitle=j.214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 273: Line 317:
|-
|-
{{AttackVersion|name=B Lux Aeterna|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=B Lux Aeterna|subtitle=j.214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 280: Line 325:
|-
|-
{{AttackVersion|name=C Lux Aeterna|subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=C Lux Aeterna|subtitle=j.214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 287: Line 333:
|-
|-
{{AttackVersion|name=D Lux Aeterna|subtitle=j.214D|rowspan=2}}
{{AttackVersion|name=D Lux Aeterna|subtitle=j.214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214D}}
{{#lst:{{BASEPAGENAME}}/Data|j.214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 294: Line 341:
|-
|-
{{AttackVersion|name=D Lux Aeterna (Followup)|subtitle=Special > j.214D|rowspan=2}}
{{AttackVersion|name=D Lux Aeterna (Followup)|subtitle=Special > j.214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.214D}}
{{#lst:{{BASEPAGENAME}}/Data|Special j.214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 301: Line 349:
|-
|-
{{AttackVersion|name=Shot > D Lux Aeterna|subtitle=j.236D > j.214D|rowspan=2}}
{{AttackVersion|name=Shot > D Lux Aeterna|subtitle=j.236D > j.214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D j.214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D j.214D}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D j.214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 308: Line 357:
|-
|-
{{AttackVersion|name=Sactus Aerolata|subtitle=63214C|rowspan=2}}
{{AttackVersion|name=Sactus Aerolata|subtitle=63214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|63214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214C}}
{{#lst:{{BASEPAGENAME}}/Data|63214C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 315: Line 365:
|-
|-
{{AttackVersion|name=A Lux Macto|subtitle=421A|rowspan=2}}
{{AttackVersion|name=A Lux Macto|subtitle=421A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|421A Full}}
{{#lst:{{BASEPAGENAME}}/Data|421A}}
{{#lst:{{BASEPAGENAME}}/Data|421A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 322: Line 373:
|-
|-
{{AttackVersion|name=D Lux Macto|subtitle=421D|rowspan=2}}
{{AttackVersion|name=D Lux Macto|subtitle=421D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|421D Full}}
{{#lst:{{BASEPAGENAME}}/Data|421D}}
{{#lst:{{BASEPAGENAME}}/Data|421D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 329: Line 381:
|-
|-
{{AttackVersion|name=B Agnus Dei|subtitle=22B|rowspan=2}}
{{AttackVersion|name=B Agnus Dei|subtitle=22B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22B Full}}
{{#lst:{{BASEPAGENAME}}/Data|22B}}
{{#lst:{{BASEPAGENAME}}/Data|22B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 336: Line 389:
|-
|-
{{AttackVersion|name=D Agnus Dei|subtitle=22D|rowspan=2}}
{{AttackVersion|name=D Agnus Dei|subtitle=22D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|22D Full}}
{{#lst:{{BASEPAGENAME}}/Data|22D}}
{{#lst:{{BASEPAGENAME}}/Data|22D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 343: Line 397:
|-
|-
{{AttackVersion|name=Agnus Dei (Followup)|subtitle=Special > 22D|rowspan=2}}
{{AttackVersion|name=Agnus Dei (Followup)|subtitle=Special > 22D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Special 22D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Special 22D}}
{{#lst:{{BASEPAGENAME}}/Data|Special 22D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 360: Line 415:
|-
|-
{{AttackVersion|name=C Confutatis Maledictis|subtitle=236236C|rowspan=2}}
{{AttackVersion|name=C Confutatis Maledictis|subtitle=236236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236C}}
{{#lst:{{BASEPAGENAME}}/Data|236236C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 368: Line 424:
|-
|-
{{AttackVersion|name=D Confutatis Maledictis|subtitle=236236D|rowspan=2}}
{{AttackVersion|name=D Confutatis Maledictis|subtitle=236236D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D}}
{{#lst:{{BASEPAGENAME}}/Data|236236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 379: Line 436:
|-
|-
{{AttackVersion|name=Macto Maledictis|subtitle=214214D|rowspan=2}}
{{AttackVersion|name=Macto Maledictis|subtitle=214214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214D}}
{{#lst:{{BASEPAGENAME}}/Data|214214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Consumes 100 install points per frame normally, 50 during overdrive.
{{Description|22|text={{ColumnList |text=*Consumes 100 install points per frame normally, 50 during overdrive.
Line 386: Line 444:
|-
|-
{{AttackVersion|name=Requiem Maledictus|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Requiem Maledictus|subtitle=632146B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Extra}}
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{{AttackVersion|name=Macto Lux Kyrie|subtitle=ABCD during OD|rowspan=2}}
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{{AttackVersion|name=Requiem Aeternam|subtitle=632146C|rowspan=2}}
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Revision as of 16:45, 3 March 2021

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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


5BB


5C


5CC


  • Fatal Counter
2A


2B


2BB


2C


2CC


6A


  • Bonus Proration 110%.
  • Fatal Counter
6B


6BB


6C


6CC


  • Bonus proration 110%
3C


  • Fatal Counter
3CC


j.A


j.B


j.BB


j.C


j.CC


Drive Moves

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
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


  • Active time refers to when Install gauge increases
2D


  • Active time refers to when Install gauge increases
j.D


  • Ends automatically if Tsubaki lands.

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
A Sanctus Aequum
236A


B Sanctus Aequum
236B


C Sanctus Aequum
236C


  • On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
D Sanctus Aequum
236D


Shot > D Sanctus Aequum
421D > 236D


  • On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged
B Sanctus Veritas
214B


D Sanctus Veritas
214D


  • Values in [] are when canceled into from a Special Attack
C Benedictus Rex
623C


D Benedictus Rex
623D


A Aequum Elesion
j.236A


  • Second hit is a projectile
D Aequum Elesion
j.236D


  • Second hit is a projectile
D Aequum Elesion (Followup)
Special > j.236D


  • Second hit is a projectile
A Lux Aeterna
j.214A


B Lux Aeterna
j.214B


C Lux Aeterna
j.214C


D Lux Aeterna
j.214D


D Lux Aeterna (Followup)
Special > j.214D


Shot > D Lux Aeterna
j.236D > j.214D


Sactus Aerolata
63214C


A Lux Macto
421A


D Lux Macto
421D


B Agnus Dei
22B


D Agnus Dei
22D


Agnus Dei (Followup)
Special > 22D


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
C Confutatis Maledictis
236236C


  • Values in [] are during OD
  • Minimum Damage 15%: 600 [750]
D Confutatis Maledictis
236236D


  • Values in [] are during OD
  • Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
  • [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
  • Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5 Lv5: 1000*9
  • [Base Damage of projectile Lv0: 500*4, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10]
Macto Maledictis
214214D


  • Consumes 100 install points per frame normally, 50 during overdrive.
Requiem Maledictus
632146B


  • Values in [] are during OD
  • Shots fire in 4F intervals starting on 41F
  • Minimum Damage 20%: 630 [960]

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
Macto Lux Kyrie
ABCD during OD


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {572+38}

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
Requiem Aeternam
632146C


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special
5C[1] - 6B 5CC[+], 2C Yes Special
5CC - 6B 6C, 2C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special
2BB - 5B 5C, 2C, 6C Yes Special
2C[1] - - 2CC[+] - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB[+] - - Special
6BB - - - - Special
6C - - 6CC[+] - Jump[-], Special
6CC - - - - Jump[-], Special
3C - - 3CC[+] - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B - j.BB[+] j.C Yes Jump, Special
j.BB - - j.C Yes Jump, Special
j.C - - j.CC[+] Yes Jump, Special
j.CC - - - Yes 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/Tsubaki Yayoi/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.