Template:FullFrameDataHeader-BBCF

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! Name ! height="25px" |Damage ! GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
! StartupNumber of frames to reach the first active frame (includes the first active frame). ! ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. ! RecoveryHow long this attack is in a recovery state before returning to neutral. ! Frame AdvThe 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. ! 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
! Inv.Attribute and Hitbox Invincibility information. ! CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
! P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. ! P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. ! StarterCombo time modifier when used as the starting hit of a combo. ! LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. ! BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. ! HitstunWhen hitting a grounded opponent, how much hitstun they experience. ! UntechWhen hitting an airborne opponent, how long they can't air tech. ! Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience ! Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. ! BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
! HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
! CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
! HitboxHitbox link for this move