BBCPE/Amane Nishiki: Difference between revisions

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;Play-style
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:Balanced, Zoning, Chip Damage
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;Full Frame Data
: [[Amane Frame_Data_(BBCPE)]]
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{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
{{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}


{{notice|''See also: [[Amane Frame_Data_(BBCPE)|Amane Full Frame Data]]''}}
===Normal Moves===
===Normal Moves===
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======

Revision as of 02:39, 12 February 2015

Amane Nishiki
BBCP Amane Portrait.png

Health: 10,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Zoning, Chip Damage
Full Frame Data
Amane Frame_Data_(BBCPE)

Overview

Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.

Drive: Spiral
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.

  • A total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge even builds on whiffed D attacks.
  • Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used.
  • Each attack will deal more hits if button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
  • Level 3 D moves do a very high amount of chip damage on block.


Overdrive: Cyclone
Spiral Gauge continues to rapidly rise to level 3. Does not immediately become level 3 on activation. The Distortion Drive, Kyouryuu Tokkou: Seijyuu Rensoukyaku (632146C), becomes enhanced gaining extra hits to the attack.

Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:

  • You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
  • The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
  • Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
  • The lower your health, the longer OD will last and the match timer will also freeze while OD is active.


Pros/Strengths:

  • Amazing chip damage and barrier draining.
  • Great attack range with D and C normals.
  • Good anti-air 6A.
  • High mobility with Choujin Kaihi: Zettou.


Cons/Weaknesses:

  • Below Average health.
  • Lack of mixup options.
  • Lack of meterless defensive options.
  • Very space dependent.
  • Combo damage is lower than average.


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Amane 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 6 3(4)3 6 +3 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B
5B
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 SOR HL 11 2*3 25 -10 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
BBCP Amane 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
585, 315 SOR HL 20 4(4)5 12 -5 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Placeholder

2A
2A
BBCP Amane 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 7 2(6)1 11 0 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Amane 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOR L 11 3 27 -16 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Amane 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR L, HL 21 4(4)4 23 -10 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Amane 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 12 4 21 -8 B 5-15H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Amane 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 15 3 21 -3 H 1-4T, 5-17FT
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Amane 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
845, 455 SOR HL 27 2(6)4 24 - B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Amane 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR L 14 4 21 -6 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Amane jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR HA 6 3(4)3 8 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Amane jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 (S)JOR All 14 2, 2, 3 20 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2B
j.2B
BBCP Amane j2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR All 16 9 till L +8 H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Amane jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 28+5L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.6C
j.6C
BBCP Amane j6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650, 350 SOR All 19 4(4)4 24+5L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.4C / j.2C
j.4C / j.2C
BBCP Amane j4C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 30+5L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

Notes
  • 1 gauge has total 60000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame.
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
5D
5D
BBCP Amane 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*4, 1*12 20 -1 BP -
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 20 +1 BP -
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 20 +3 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2D
2D
BBCP Amane 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*14, 1*2 24 -5 BP 13~H
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 24 -3 BP 13~H
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 24 -1 BP 13~H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D
6D
BBCP Amane 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 300*N R All 44 - 69~T +2 HBFP* -
Lv2 300*N R All 44 - 69~T +4 HBFP* -
Lv3 300*N R All 44 - 69~T +6 HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
BBCP Amane jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 130*4~16 R*3, (S)OR*1~13 All 13 3*14, 1*2 25+9L - HP -
Lv2 169*4~16 R*3, (S)OR*1~13 All 13 2*14, 1*2 25+9L - HP -
Lv3 234*4~16 R*3, (S)OR*1~13 All 13 1*14 25+9L - HP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.6D
j.6D
BBCP Amane j6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 220*4~16 R*3, (S)OR*1~13 All 19 3*14, 1*2 21 - HP -
Lv2 286*4~16 R*3, (S)OR*1~13 All 19 2*14, 1*2 21 - HP -
Lv3 396*4~16 R*3, (S)OR*1~13 All 19 1*14 21 - HP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Amane ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4B+C
BBCP Amane BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCP Amane AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 700*2 -, SOR*2 T(90) 7 3 15+3L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B (When Blocking)
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 6 25 -12 B 1-20Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
5A+B
BBCP Amane CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~61 1 33 -8 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Ninpu Sengeki: Hariken
Ninpu Sengeki: Hariken
236D~A/B/C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Stance - - - - - 139T - - -
Lv1 200*15 R All 6+40 90 6+64T +47 HBFP* -
Lv2 200*15 R All 6+40 120 6+64T +47 HBFP* -
Lv3 200*15 R All 6+40 240 6+64T +47 HBFP* -
Break - - - - - 13T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Jyuuken Dageki: Gekiren
Jyuuken Dageki: Gekiren
623C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 2300 -, R UNB 25 3 60T - PT -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Choujyuu Rengeki: Raibu
Choujyuu Rengeki: Raibu
236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
180*6, 600 R All 14 3*6(4)3 23 -7 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tensou Rakugeki: Gosei
Tensou Rakugeki: Gosei
j.236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150*N, 800 R All 11 2*N(12)3 24 -9 H*N, F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Choujin Kaihi: Zettou
Choujin Kaihi: Zettou
214A/B, 236A/B, air OK
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
236A - - - - - 28+3LT - - -
214A - - - - - 22+3LT - - -
236B - - - - - 31+3LT - - -
214B - - - - - 32+3LT - - -
j.236A - - - - - 25+3LT - - -
j.214A - - - - - 25+3LT - - -
j.236B - - - - - 29+3LT - - -
j.214B - - - - - 33+3LT - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku
Kyouryuu Tokkou: Seijyuu Rensoukyaku
632146C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 800, 950 (OD: 800, 400*2, 950) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv2 800, 1600 (OD: 800, 400*3, 1600) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv3 800, 2350 (OD: 800, 400*6, 2350) (R) All 5+5 1*8 42 -24 B 1-14 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Kaizoku Senkou: Goukai Rasen Renpa
Kaizoku Senkou: Goukai Rasen Renpa
632146D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv2 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv3 200*N R All 9+9 27*N 72T - HBFP*(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Jyatoku Meika: Gouha Houyou
222D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - All - 9 44 -22 HBFP*(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
>> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc