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:1: Can be hit during specific parts of running animation | :1: Can be hit during specific parts of running animation | ||
:2: Must detonate behind him | :2: Must detonate behind him | ||
==Bandit Revolver Block Frame Advantage== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Characters !! Hitbox Number !! Frame Advantage !! Notes | |||
|- | |||
! Anji, Axl, Eddie, Johnny, Justice,<br>Slayer, Order-Sol, Sol, Testament, Venom | |||
| 1st || -4~-2 || Will only hit very close, otherwise goes to hitbox number 2.<br>Hits most characters on 2nd active (-3 on block).<br>Anji, Justice confirmed on 1st active. | |||
|- | |||
! Jam, Dizzy, I-No, Millia, Potemkin | |||
| 2nd || -1~0 || The more common one to hit. | |||
|- | |||
! ABA, Bridget, Chipp, Faust, Ky, May, Robo-Ky, Zappa | |||
| 3rd || +1~+2 || Max range of the move.<br>Hits crouching Potemkin. | |||
|- | |||
! Baiken, Kliff | |||
| 4th || +3~+4 || Hits all other crouchers. | |||
|} | |||
Hitboxes 3 and 4 will almost always hit on 1st active frame. | |||
==IK Usage Guide== | ==IK Usage Guide== |
Revision as of 10:45, 20 November 2022
Stolen tables
K Nuke Manual Detonation Chart
Character | Can Run Under | Will Connect on Crouching Block? | Will Hit Neutral Crouch? | Notes |
---|---|---|---|---|
A.B.A | No | No | No | |
Anji Mito | No | Inconsistent | No | |
Axl Low | Yes1 | Inconsistent | Inconsistent | |
Baiken | No | No | No | |
Bridget | No | No | No | |
Chipp Zanuff | No | No | No | |
Dizzy | No | Inconsistent | Depends on Idle Animation | |
Eddie | No | No | No | |
Faust | Yes | No | No | |
I-No | No | No | Depends on Idle Animation | |
Jam Kuradoberi | No | No | No | |
Johnny | No | Inconsistent | Depends on Idle Animation | |
Justice | No | Yes | Almost Guaranteed | |
Kliff Undersn | Yes | No | No | |
Ky Kiske | No | No | Depends on Idle Animation | |
May | No | No | No | |
Millia Rage | Yes | Inconsistent | No | |
Order-Sol | Yes1 | Inconsistent | Inconsistent | |
Potemkin | No | Yes | Yes | |
Robo-Ky | No | Yes2 | Almost Guaranteed2 | |
Slayer | No | No | Almost Guaranteed | |
Sol Badguy | Yes1 | Inconsistent | Inconsistent | |
Testament | No | No | Depends on Idle Animation | |
Venom | No | No | No | |
Zappa | Yes | No | No |
- 1: Can be hit during specific parts of running animation
- 2: Must detonate behind him
Bandit Revolver Block Frame Advantage
Characters | Hitbox Number | Frame Advantage | Notes |
---|---|---|---|
Anji, Axl, Eddie, Johnny, Justice, Slayer, Order-Sol, Sol, Testament, Venom |
1st | -4~-2 | Will only hit very close, otherwise goes to hitbox number 2. Hits most characters on 2nd active (-3 on block). Anji, Justice confirmed on 1st active. |
Jam, Dizzy, I-No, Millia, Potemkin | 2nd | -1~0 | The more common one to hit. |
ABA, Bridget, Chipp, Faust, Ky, May, Robo-Ky, Zappa | 3rd | +1~+2 | Max range of the move. Hits crouching Potemkin. |
Baiken, Kliff | 4th | +3~+4 | Hits all other crouchers. |
Hitboxes 3 and 4 will almost always hit on 1st active frame.
IK Usage Guide
Reference Chart
Character | IK mode activation | Startup | Total | Range | Stun potential | Notes |
---|---|---|---|---|---|---|
A.B.A | 68 | 36 | 104 | Short | Medium | |
Anji Mito | 54 | 21 | 75 | Fullscreen1 | Low | Travels from the edge of screen, making the startup a lot longer in practice. Disables screen zooming until recovery. |
Axl Low | 90 | 28 | 118 | Long | Low | |
Baiken | 84 | 17 | 101 | Fullscreen1 | Medium | Travels somewhat fast, max distance around 2/3 of the stage. |
Bridget | 60 | 13 | 76 | Medium1 | Very Low | Takes a few frames to reach max distance. |
Chipp Zanuff | 94 | 56 | 150 | Short-Medium | Low | Short at ground height. Roundstart distance at jump height. 0 frames post flash. |
Dizzy | N/A (30) | 106 | 136 | Short | Medium | Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's. |
Eddie | 68 | 13 | 81 | Short | Low | Very low profile frames during IK mode activation. |
Faust | 82 | 17 | 99 | Medium | Medium | |
I-No | 76 | 15 | 91 | Short | Low | |
Jam Kuradoberi | 54 | 17 | 71 | Long1 | High | Travels pretty fast for slightly less than half screen. |
Johnny | 54 | 17 | 71 | Fullscreen1 | Medium | Travels very slow. |
Justice | 74 | 12 | 86 | Fullscreen1 | Medium | Travels extremely fast. |
Kliff Undersn | 100 | 23 | 123 | Long1 | Very High | Travels somewhat slow for slightly more than half screen. FB Chop > RC > IK is unmashable. |
Ky Kiske | 46 | 17 | 63 | Long | Low | |
May | 70 | 16 | 86 | Short | Very High | Command grab. True reversal. |
Millia Rage | 66 | 34 | 100 | Fullscreen | Low | Tracks. |
Order-Sol | N/A (101) | N/A (8) | N/A (109) | Short | Medium | Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun. |
EX Order-Sol | 76 | 8 | 84 | Short | Medium | Just for fun. |
Potemkin | 98 | 17 | 115 | Short | High | True reversal according to hitbox viewer. |
Robo-Ky | 80 | 18 | 98 | Short | High | Will most likely stun while airborne. |
Slayer | 80 | 20 | 100 | Medium1 | Medium | Travels pretty fast for slightly farther than roundstart. |
Sol Badguy | 76 | 15 | 91 | Short-Medium | Low | Reaches pretty far, but at the height where it probably won't hit anything. |
Testament | 60 | 32 | 92 | Medium | Low | |
Venom | 44 | 26 | 70 | Short | Low | |
Zappa | 76 | 6 | 82 | Very Short | Medium | Command grab |
- 1: Range is for maximum distance, thus startup is only true if activated point blank.
Misc
Quick Ref
chara | input | name | startup |
---|---|---|---|
chara | input | name | startup |
A.B.A | D+X | Blue Burst | 17 |
A.B.A | 6H[gm] | 11 | |
A.B.A | DAA[m] | Dead Angle Attack (Moroha) | 10 |
A.B.A | 236S > 46S > 63214S[m] | Condemnation | 14 |
Dizzy | 5D | 29 | |
Faust | 2D | 13 | |
Ky Kiske | 5D | 25 | |
May | 5[D] | Just Kidding~ | 35 |
Millia Rage | 5D | 27 | |
Order-Sol | 632146H Lv1 | Tyrant Rave ver. Omega Lv 1 | 5+10 |
Robo-Ky | 5D | 24 | |
Venom | 5D | 25 | |
Venom | 6P | 9 | |
Zappa | 236P | Hello, Three Centipedes | 10 |
Zappa | 236S | This Has Gotta Hurt | 12 |
Jam Kuradoberi | 2H | 9 |
Collision Box Sizes
Temp
File:BBCF Tsubaki j236X.png File:BBCF Terumi JarakuEnkokusen2.png File:BDC Invuln Guide by Loekkson pt1.png File:BDC Invuln Guide by Loekkson pt2.png File:BBTAG Nu 5BB Hitbox.png File:BBCF Kokonoe BlackHole2.png
EX Dump
Changes
Lists changes from +R normal version of the character since those are more fammiliar to target audience. Changes that revert properties to AC behavior will be noted separately.
Sol Badguy
- AC changes
c.SGuardMidStartup5Recovery16Advantage-4
- Recovery increased 12 > 16
5DGuardHighStartup22Recovery24Advantage-13
- Startup decreased (24 > 22)
6HGuardMidStartup13Recovery30Advantage-12
- Increased damage (32×2 > 40×2)
- Increased attack level (4 > 5)
- Increased GB+ (10×2 > 20×2)
2HGuardMidStartup8Recovery26Advantage-13
- Untechable time on CH reduced (60 > 40)
2DGuardLowStartup7Recovery20Advantage-6
- Initial proration removed
j.SGuardHigh/AirStartup9Recovery23Advantage-
- Initial proration added (90%)
FafnirGuardMidStartup11Recovery17Advantage+7
- Wallbounces on normal and clean hit
- Reduced throw invul (1~10 > 1~7)
Tyrant RaveGuardAllStartup3+1Recovery21Advantage+8
- Damage on first three hits increased (25 > 40)
- Last hit wallbounces, more untech time (24 > 40)
- Changed input (64D > 46D)
- EX Changes
6PGuardMidStartup11Recovery20Advantage-9
- Now staggers on hit
j.DGuardHigh/AirStartup9Recovery10+5 after landingAdvantage-
- Untech time increased (27 > 40)
- Wallbounces on normal hit
Volcanic ViperGuardMidStartup7Recovery21+10 after landingAdvantage-28
- Now cancels into Sidewinder
SidewinderGuardHigh/AirStartup10RecoveryUntil landing+13Advantage-
- Changed input (j.236H > Volcanic Viper~214H)
- Startup increased (9 > 10)
FafnirGuardMidStartup11Recovery17Advantage+7
- Changed input (41236D > 63214D)
Added: Flame DipperGuardLowStartup7Recovery34Advantage-18, Gunflame: ChargeGuardAllStartup24RecoveryTotal 54Advantage+55, FB Grand ViperGuardLow×12, Mid×3Startup13Recovery36+10 after landingAdvantage-56, Tyrant Rave ver. AlphaGuardAllStartup7+0Recovery17+10 after landingAdvantage-36, Wild PunchGuardMidStartup7+2Recovery24Advantage-8, Savage FangGuardAllStartup7+10Recovery30Advantage+1
Replaced: GunflameGuardAllStartup21RecoveryTotal 50Advantage-3, Bandit RevolverGuardMidStartup9Recovery2+7 after landingAdvantage-3
Removed: Gunflame FeintGuardMidStartup13Recovery31Advantage-9, KnockdownGuardHighStartup12RecoveryUntil landing+10Advantage-, Bandit BringerGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1, Riot StampGuardHigh/AirStartup9 after reaching wallRecovery3 after landingAdvantage-4~, FafnirGuardMidStartup19Recovery27Advantage-13, FB SidewinderGuardHigh/AirStartup9RecoveryUntil landing+13Advantage-, Tyrant Rave ver. BetaGuardMid, AllStartup5+1Recovery31Advantage-15, Dragon InstallGuardStartup19+1RecoveryTotal 20Advantage- and all associated moves
Order-Sol
General:
- All normal moves (except f.S) and some special moves are replaced with those of normal Sol. Will be compared to them.
- AC changes
c.SGuardMidStartup5Recovery16Advantage-4
- Recovery increased 12 > 16 (on block 0 > -4)
5DGuardHighStartup22Recovery24Advantage-13
- Startup decreased (24 > 22)
6HGuardMidStartup12Recovery30Advantage-12
- Increased damage (32×2 > 40×2)
- Increased attack level (4 > 5)
- Increased GB+ (10×2 > 20×2)
2HGuardMidStartup8Recovery26Advantage-13
- Untechable time on CH reduced (60 > 40)
2DGuardLowStartup7Recovery20Advantage-6
- Initial proration removed
j.SGuardHigh/Aircancel=SJRStartup9Recovery23Advantage-
- Initial proration added (90%)
- EX Changes
6PGuardMidStartup9Recovery20Advantage-9
- Startup reduced (11 > 9)
- Untech reduced (30 > 28)
6HGuardMidStartup12Recovery30Advantage-12
- Startup reduced (13 > 12)
2HGuardMidStartup8Recovery26Advantage-13
- Hitboxes size increased
j.DGuardHigh/AirStartup9Recovery10+5 after landingAdvantage-
- Untech time increased (27 > 30)
- Hitboxes changed slightly
Dead Angle AttackGuardAllStartup5Recovery14Advantage-3
- Active frames reduced (5 > 3), second hitbox is inactive
- Recovery reduced (17 > 14)
- Throw invul reduced (1~23 > 1~19)
- Untech on air hit increased (14 > 28)
Volcanic Viper (All versions)GuardMidStartup5Recovery29+8 after landingAdvantage-41
- Removed followup
- Added FRC point
- Landing recovery reduced (10 > 8)
Ground S Volcanic ViperGuardMidStartup7Recovery21+8 after landingAdvantage-26
- Strike invul reduced (1~13 > 1~12)
- Second hitbox changed to that of DI SVV
FB Volcanic ViperGuardMidStartup7Recovery36+8 after landingAdvantage-76
- Now a forcebreak (does not grant meter)
- Damage reduced (60, 18×9 > 50, 12×9)
Ground Bandit RevolverGuardMidStartup9Recovery2+8 after landingAdvantage-2
- Landing recovery increased (7 > 8) DOUBLE CHECK
Air Bandit RevolverGuardAll×2, Mid×2Startup6RecoveryUntil landing+12Advantage-
- Added 2nd hitbox of ground version
- Increased number of hits (3 > 4), hits 3 and 4 now hit Mid
- Increased launch untech (24 > 28)
- Reduced air untech (24, 32, 28 > 12)
Rock ItGuardMidStartup16Recovery10Advantage+3
- Changed input (236S > 214S)
- Only Level 1 version available
FafnirGuardLowStartup10Recovery23Advantage-6
- Changed input (41236D > 63214D)
- Can now be cancelled into
FB GunflameGuardAllStartup14Recovery14Advantage0
- Now a forcebreak (meter gain severely reduced)
- Startup reduced (20 > 14)
- Recovery increased (7 > 14)
Tyrant RaveGuardMidStartup13+4Recovery19Advantage-22
- Only 3rd hit is present
- Increased damage (128 > 135)
- Changed startup and recovery
- Untech time increased (95 > 100), added Wallbounce
Dragon Install Morbid WorldGuardAllStartup7+1Recovery68Advantage-50
- Changed initial input (632146S > 6321463214S)
- Reduced 1st hit untech time (100 > 18)
Added: Instant KillGuardAllStartup1+7Recovery13Advantage-4, P Special SkillGuardMidStartup1Recovery15Advantage-10, K Special SkillGuardHigh/AirStartup21Recovery16 after landingAdvantage-14