BBCF/Tsubaki Yayoi/Frame Data: Difference between revisions

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Revision as of 02:50, 4 March 2021

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System Data


Normal Moves

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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
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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

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Forward Throw


  • Minimum Damage 100%
Back Throw


  • Minimum Damage 100%
Air Throw


  • Minimum Damage 100%
Counter Assault


CrushTrigger
Uncharged/Charged


Specials

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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
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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

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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

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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.