User:Triplicity/Sandbox

From Dustloop Wiki

GGST 5D

Character Startup Active Recovery Total Duration On-Block On-Hit Invuln
Character Startup Active Recovery Total Duration On-Block On-Hit Invuln
Anji Mito 20 3 26 48 -15 0 none
Asuka R 20 3 26 48 -15 ±0
Axl Low 20 6 23 48 -15 0
Baiken 20 3 26 48 -15 0
Bedman 20 3 26 48 -15 0
Bridget 20 3 26 48 -15 0 none
Chipp Zanuff 20 5 24 48 -15 0
Elphelt Valentine 20 3 26 48 -15 0
Faust 20 3 26 48 -15 0
Giovanna 20 4 25 48 -15 -0
Goldlewis Dickinson 20 3 26 48 -15 0 none
Happy Chaos 20 3 26 48 -15 0
I-No 20 3 26 48 -15 0
Jack-O 20 3 26 48 -15 0 none
Johnny 20 3 26 48 -15 0 none
Ky Kiske 20 4 25 48 -15 0 none
Leo Whitefang 20 3 26 48 -15 0
May 20 3 26 48 -15 0
Millia Rage 20 3 26 48 -15 0 None
Nagoriyuki 20 3 26 48 -15 0
Potemkin 20 8 21 48 -15 0
Ramlethal Valentine 20 2 27 48 -15 0
Sin Kiske 20 3 26 48 -15 0
Sol Badguy 20 3 26 48 -15 ±0 none
Testament 20 3 26 48 -15 ±0 none
Zato-1 20 3 26 48 -15 0

Frame Traps/Gaps Chart

Gaps on immediate cancel
Level 0 Level 1 Level 2 Level 3 Level 4
Move Startup 5P / 2P 5K / 2K f.S / 2S 6P / 2D c.S 2H(1) / 6H 2H(2) / 5H 6K (link)
6P 9 0 -2 -7 5
6K 25 16 14 9 21
f.S 12 -4 8
2S 10 -6 6
5H 14 1 -2 10
2H 11 -2 -5 7
6H 15 6 4 -1 11
5D 20 9 4 16
2D 10 -1 -6 6
214S 14 5 3 1 1 -2 -2 -4 -2 (cancel)
Gaps on immediate cancel
Level 0 Level 1 Level 2 Level 3 Level 4
Move Startup 5P / 2P 5K / 2K f.S / 2S 6P / 2D c.S 2H(1) / 6H 2H(2) / 5H 6K (link)
6P 9 0 -2 N/A N/A -7 N/A 5
6K 25 16 14 9 21
f.S 12 N/A -4 8
2S 10 -6 6
5H 14 1 -2 10
2H 11 -2 -5 7
6H 15 6 4 N/A -1 11
5D 20 N/A 9 4 16
2D 10 -1 -6 6
214S 14 5 3 1 1 -2 -2 -4 -2 (cancel)
Gaps on immediate cancel
Level 0 Level 1 Level 2 Level 3 Level 4
Move Startup 5P / 2P 5K / 2K f.S / 2S 6P / 2D c.S 2H(1) / 6H 2H(2) / 5H 6K (link)
6P 9 0 -2 N/A N/A -7 N/A 5
6K 25 16 14 9 21
f.S 12 N/A -4 8
2S 10 -6 6
5H 14 1 -2 10
2H 11 -2 -5 7
6H 15 6 4 N/A -1 11
5D 20 N/A 9 4 16
2D 10 -1 -6 6
214S 14 5 3 1 1 -2 -2 -4 -2 (cancel)
Gaps on immediate cancel
Level 0 Level 1 Level 2 Level 3 Level 4
Move Startup 5P / 2P 5K / 2K f.S / 2S 6P / 2D c.S 2H(1) / 6H 2H(2) / 5H 6K (link)
6P 9 0 -2 -7 5
6K 25 16 14 9 21
f.S 12 -4 8
2S 10 -6 6
5H 14 1 -2 10
2H 11 -2 -5 7
6H 15 6 4 -1 11
5D 20 9 4 16
2D 10 -1 -6 6
214S 14 5 3 1 1 -2 -2 -4 -2 (cancel)
Gaps on immediate cancel
Startup 9 25 12 10 14 11 15 20 10 14
Attack Level Starter 6P 6K f.S 2S 5H 2H 6H 5D 2D 214S
Level 0 5P / 2P 0 16 N/A 6 N/A 5
Level 1 5K / 2K -2 14 4 9 -1 3
Level 2 f.S / 2S N/A 1 -2 N/A 1
6P / 2D N/A 1
Level 3 c.S -7 9 -4 -6 -2 -5 -1 4 -6 -2
2H(1) / 6H N/A -2
Level 4 2H(2) / 5H -4
6K (link) 5 21 8 6 10 7 11 16 6 -2 (cancel)
Gaps on immediate cancel
Attack Level Starter 6P 6K f.S 2S 5H 2H 6H 5D 2D 214S
Level 0 5P / 2P 0 16 N/A 6 N/A 5
Level 1 5K / 2K -2 14 4 9 -1 3
Level 2 f.S / 2S N/A 1 -2 N/A 1
6P / 2D N/A 1
Level 3 c.S -7 9 -4 -6 -2 -5 -1 4 -6 -2
2H(1) / 6H N/A -2
Level 4 2H(2) / 5H -4
6K (link) 5 21 8 6 10 7 11 16 6 -2 (cancel)

BBCF Frame Data Glossary Template

Glossary

  • Guard: How this attack can be guarded. Throw range is listed in parentheses. All strikes can be air Barrier Blocked unless otherwise stated.
  • Startup: Number of frames for this move to reach the first active frame (includes the first active frame).
  • Active: Number of active frames in this attack. Values in () are for gaps between hits of an attack.
  • Recovery: Number of frames this move is in a recovery state before returning to neutral.
  • OnBlock: The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based on the very first active frame of the move touching the opponent.
  • Attribute: Some 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
  • Invuln: Attribute and Hitbox invincibility for this attack.
  • P1: Proration value that is applied only when this attack is used as a starter. See here for more info.
  • P2: Proration value that is applied to the combo proration value when this attack is used.
  • Starter: Combo time modifier when this attack is used as the starting hit of a combo.
  • Cancel: What 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
  • Level: Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
  • Blockstun: When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
  • GroundHit: When hitting a grounded opponent, how many frames of hitstun they experience.
  • AirHit: When hitting an airborne opponent, how many frames for which they cannot air tech.
  • GroundCH: When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
  • AirCH: When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
  • Blockstop: When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
  • Hitstop: When an opponent gets hit by this attack, how many frames 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.
  • CHstop: When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.