BBTag/Chie Satonaka/Frame Data

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< BBTag‎ | Chie Satonaka
Revision as of 05:37, 22 May 2018 by Elite Soba (talk | contribs) (Gatling Table)

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - 6 - - -2 - - - - 9 - - - - - - - 6 - - - - - - - 14 - - - - - - - 7 - - -4 - - - - 7 - - - - - - - 10 - - - - - - - 14 - - - - - - - 7 - - -2 - - - - 12 - - - - - - - 19 - - - - - - - 10 - - - - - - - 22 - - - - - - - 9 - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Universal Mechanics

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Special Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Rampage
- - 11 - - - - - - - - - - - - - Skullcracker
- - 6 - - - - - Dragon Kick
- - - - - - - - Dragon Kick
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Herculean Strike
- - 11 - - - - - - - - - - - - - - - - - - - - -

Partner Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Herculean Strike
- - - - - - - - Dragon Kick
- - - - - - - - 2D
- - - - - - - -

Distortion Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
God Hand
- - - - - - - - Power Charge
- - - - - - - - Agneyastra
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
4A 4A[1], 4AA, 5A, 2A 5B, 2B 5C, 2C Jump, Special
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special
4AAA 4AAAA - 5C, 2C Jump, Special
4AAAA - - - -
5A 5AA, 2A 5B, 2B 5C, 2C Jump, Special
5AA 5AAA 5B, 2B 5C, 2C Jump, Special
5AAA 5AAAA 5B, 2B 5C, 2C Special
5AAAA - - - -
2A 4A, 5A, 2A 5B, 2B 5C, 2C Special
5B 5A 5BB, 2B 5C, 2C Jump, Special
5BB - - 5C, 2C Special
2B 5A 5B 5C, 2C Jump, Special
5C - - - -
2C - - - Jump, Special
Air Revolver Action Table
A B C Cancels
j.A j.AA j.B j.C Jump, Special
j.AA - j.B j.C Jump, Special
j.B j.AA - j.C Jump, Special
j.C - - - Special
  • 4A and 2A can only be done a max of 3 times per string total.
For example, 2A > 4A > 2A will work, but 4A > 2A > 4A > 2A will not.
  • 5A can only be done a max of 3 times per string total (separate from 4A/2A).
For example, 5A > 5B > 5A > 2B > 5A will work, but 5A > 5B > 5A > 2B > 5A > 2A > 5A will not.
  • 5B is only allowed once per string.
  • 2B is only allowed once per string.
  • X[1] = X is available only on whiff

Sources

@Elite_Soba - Blame this guy if anything is inaccurate