BBTag/Kanji Tatsumi/Frame Data: Difference between revisions

From Dustloop Wiki
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Cruel Attack |subtitle=236A
  |version=A Cruel Attack |subtitle=236A
  |damage= |level= |attribute= |guard=
  |damage=1300*2  |level= |attribute=H |guard=All
|P1=80 |P2=85 (once) |cancel=P
  |startup=17 |active= |recovery= |frameAdv=-1
  |startup=17 |active= |recovery= |frameAdv=-1
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
Line 222: Line 223:
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Cruel Attack |subtitle=236B
  |version=B Cruel Attack |subtitle=236B
  |damage= |level= |attribute= |guard=
  |damage=1500*2 |level= |attribute=H |guard=All
  |startup=30 |active= |recovery= |frameAdv=+3
|P1=80 |P2=85 (once) |cancel=P
  |startup=30 |active= |recovery= |frameAdv=+6
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=This'll Hurt! |subtitle=214A
  |version=This'll Hurt! |subtitle=214A
  |damage= |level= |attribute= |guard=
  |damage=0, 500, 2000, 100*6 |level= |attribute=T |guard=Throw
|P1=100 |P2=50 (once) |cancel=(S)*
  |startup=7 |active= |recovery= |frameAdv=  
  |startup=7 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=100% minimum damage, can cancel into Additional Cruel Attack on hit
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Gotcha! |subtitle=214B
  |version=Gotcha! |subtitle=214B
  |damage= |level= |attribute= |guard=
  |damage=0*2, 550*9 |level= |attribute=B |guard=Air Unblockable*
|P1=80 |P2=100*2, 60 (once) |cancel=(S)*
  |startup=13 |active= |recovery= |frameAdv=  
  |startup=13 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=Throw indicator appears on 13f, Burst disabled from 14f
  |description=Air Unblockable indicator appears on 13f, Burst disabled from 14f, can cancel into Additional Cruel Attack on hit, only connects vs air
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=A Bet Ya Can't Take This!|subtitle=j.214A
  |version=A Bet Ya Can't Take This!|subtitle=j.214A
  |damage= |level= |attribute= |guard=
  |damage=0, 400*2, 1600 |level= |attribute=T |guard=Throw*
|P1=100 |P2=100*3, 50 |cancel=(S)*
  |startup=26 |active= |recovery= |frameAdv=  
  |startup=26 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=Can cancel into Additional Cruel Attack on hit, catches on air and standing, whiffs on crouching
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=B Bet Ya Can't Take This!|subtitle=j.214B
  |version=B Bet Ya Can't Take This!|subtitle=j.214B
  |damage= |level= |attribute= |guard=
  |damage=0, 400*4, 1600 |level= |attribute=T |guard=Throw*
|P1=100 |P2=100*5, 50 |cancel=(S)
  |startup=28 |active= |recovery= |frameAdv=  
  |startup=28 |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=Can cancel into Additional Cruel Attack on hit, catches on air and standing, whiffs on crouching
  }}
  }}
{{FrameData-BBTag
{{FrameData-BBTag
  |version=Followup Cruel Attack |subtitle=236A after certain moves
  |version=Additional Cruel Attack |subtitle=A/B/C after certain moves
  |damage= |level= |attribute= |guard=
  |damage=1200 |level= |attribute=B |guard=
|P1=- |P2=80 |cancel=(P)*
  |startup= |active= |recovery= |frameAdv=  
  |startup= |active= |recovery= |frameAdv=  
  |blockstun= |groundHit= |aiHit=
  |blockstun= |groundHit= |aiHit=
  |invul= |hitbox=
  |invul= |hitbox=
  |description=
  |description=Can use Partner actions only if done after 2C
  }}
  }}
|}
|}

Revision as of 08:03, 8 November 2018

Template:CharNav-BBTag

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.
1000 All 6 - - -6 B - 1500 All - - - -3 B - 0, 1500, 0, 1500 All - - - -9 B - 2400 All - - - -6 B - 1500 All 11 - - +1 B - 1500 All - - - 0 B - 2000 All - - - -11 B - 2400 All - - - -6 B - 1500 Low 8 - - 0 F - 2000 All 20 - - -12 B - 2000 All - - - -1 B - 1700 All 18 - - -15 B - 800+ High 22 - - -10 B - 1700 Low 13 - - -20 F - 1500 High 10 - - - H - 1700 High - - - - H - 1700 High 16 - - - H - 2000 All 22 - - - H -

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.
0, 2000 Throw 20 - - - T - 2200 Air Unblockable 13 - - -34 B - 1000 All - - - - H -

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.
1300*2 All 17 - - -1 H - 1500*2 All 30 - - +6 H - 0, 500, 2000, 100*6 Throw 7 - - - T - 0*2, 550*9 Air Unblockable* 13 - - - B - 0, 400*2, 1600 Throw* 26 - - - T - 0, 400*4, 1600 Throw* 28 - - - T - 1200 - - - - - B -

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
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.
- - 28 - - +3 - - - - 12 - - - - - - - 19 - - - - -

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.
- - - - - - - - - - - - - - - - - - - - - - - -

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
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.
- - 4+6 - - -31 - - - - 6+0 - - - - -

Astral Heat

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.
- - - - - - - -

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA[-] - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA - 5C, 2C Special, Super
5AAAA - - - -
2A 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 2B 5C, 2C Special, Super
2B - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - -
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
  • When canceling for 4AAA on hit, all cancels are only on last hit

Sources


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