BBTag/Izayoi/Frame Data: Difference between revisions

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< BBTag‎ | Izayoi
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{{#lsth:BBTag/Izayoi/Data|Nav}}
{{#lst:BBTag/Izayoi/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Izayoi/Data|SystemData}}
{{#lst:BBTag/Izayoi/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|4A Full}}
{{#lst:BBTag/Izayoi/Data|4A Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5A Full}}
{{#lst:BBTag/Izayoi/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5AA Full}}
{{#lst:BBTag/Izayoi/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5AAA Full}}
{{#lst:BBTag/Izayoi/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5AAAA Full}}
{{#lst:BBTag/Izayoi/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=2A |subtitle=}}
{{AttackVersion|name=2A |subtitle=}}
{{#lsth:BBTag/Izayoi/Data|2A Full}}
{{#lst:BBTag/Izayoi/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5B Full}}
{{#lst:BBTag/Izayoi/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5BB Full}}
{{#lst:BBTag/Izayoi/Data|5BB Full}}
|-
|-
{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name= 2B|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|2B Full}}
{{#lst:BBTag/Izayoi/Data|2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|5C Full}}
{{#lst:BBTag/Izayoi/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C |subtitle=}}
{{AttackVersion|name=2C |subtitle=}}
{{#lsth:BBTag/Izayoi/Data|2C Full}}
{{#lst:BBTag/Izayoi/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|j.A Full}}
{{#lst:BBTag/Izayoi/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|j.AA Full}}
{{#lst:BBTag/Izayoi/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|j.B Full}}
{{#lst:BBTag/Izayoi/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|j.C Full}}
{{#lst:BBTag/Izayoi/Data|j.C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=}}
{{AttackVersion|name=Ground Throw|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|BC Full}}
{{#lst:BBTag/Izayoi/Data|BC Full}}
|-
|-
{{AttackVersion|name=Aegis Blade
{{AttackVersion|name=Aegis Blade
  |subtitle=Reversal Action}}
  |subtitle=Reversal Action}}
{{#lsth:BBTag/Izayoi/Data|AD Full}}
{{#lst:BBTag/Izayoi/Data|AD Full}}
|-
|-
{{AttackVersion|name=Noir Edge
{{AttackVersion|name=Noir Edge
  |subtitle=Air Reversal Action}}
  |subtitle=Air Reversal Action}}
{{#lsth:BBTag/Izayoi/Data|j.AD Full}}
{{#lst:BBTag/Izayoi/Data|j.AD Full}}
|-
|-
{{AttackVersion|name=Strike Fall |subtitle=Reversal Action > A/B/C|rowspan=2}}
{{AttackVersion|name=Strike Fall |subtitle=Reversal Action > A/B/C|rowspan=2}}
{{#lsth:BBTag/Izayoi/Data|AD > X Full}}
{{#lst:BBTag/Izayoi/Data|AD > X Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Izayoi/Data|DP Full}}
{{#lst:BBTag/Izayoi/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Sonic Saber A|subtitle=236A}}
{{AttackVersion|name=Sonic Saber A|subtitle=236A}}
{{#lsth:BBTag/Izayoi/Data|236A Full}}
{{#lst:BBTag/Izayoi/Data|236A Full}}
|-
|-
{{AttackVersion|name=Air Sonic Saber A|subtitle=j.236A}}
{{AttackVersion|name=Air Sonic Saber A|subtitle=j.236A}}
{{#lsth:BBTag/Izayoi/Data|j.236A Full}}
{{#lst:BBTag/Izayoi/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=Sonic Saber B |subtitle=236B}}
{{AttackVersion|name=Sonic Saber B |subtitle=236B}}
{{#lsth:BBTag/Izayoi/Data|236B Full}}
{{#lst:BBTag/Izayoi/Data|236B Full}}
|-
|-
{{AttackVersion|name=Air Sonic Saber B |subtitle=j.236B}}
{{AttackVersion|name=Air Sonic Saber B |subtitle=j.236B}}
{{#lsth:BBTag/Izayoi/Data|j.236B Full}}
{{#lst:BBTag/Izayoi/Data|j.236B Full}}
|-
|-
{{AttackVersion|name=Crusade Seraphim Gamma |subtitle=214A}}
{{AttackVersion|name=Crusade Seraphim Gamma |subtitle=214A}}
{{#lsth:BBTag/Izayoi/Data|214A Full}}
{{#lst:BBTag/Izayoi/Data|214A Full}}
|-
|-
{{AttackVersion|name=Air Crusade Seraphim Gamma|subtitle=j.214A}}
{{AttackVersion|name=Air Crusade Seraphim Gamma|subtitle=j.214A}}
{{#lsth:BBTag/Izayoi/Data|j.214A Full}}
{{#lst:BBTag/Izayoi/Data|j.214A Full}}
|-
|-
{{AttackVersion|name=Crusade Seraphim Alpha |subtitle=214B}}
{{AttackVersion|name=Crusade Seraphim Alpha |subtitle=214B}}
{{#lsth:BBTag/Izayoi/Data|214B Full}}
{{#lst:BBTag/Izayoi/Data|214B Full}}
|-
|-
{{AttackVersion|name=Air Crusade Seraphim Alpha|subtitle=j.214B}}
{{AttackVersion|name=Air Crusade Seraphim Alpha|subtitle=j.214B}}
{{#lsth:BBTag/Izayoi/Data|j.214B Full}}
{{#lst:BBTag/Izayoi/Data|j.214B Full}}
|-
|-
{{AttackVersion|name=Mirage Thruster A |subtitle=Sonic Saber > A}}
{{AttackVersion|name=Mirage Thruster A |subtitle=Sonic Saber > A}}
{{#lsth:BBTag/Izayoi/Data|236X > A Full}}
{{#lst:BBTag/Izayoi/Data|236X > A Full}}
|-
|-
{{AttackVersion|name=Mirage Thruster B |subtitle=Sonic Saber > B}}
{{AttackVersion|name=Mirage Thruster B |subtitle=Sonic Saber > B}}
{{#lsth:BBTag/Izayoi/Data|236X > B Full}}
{{#lst:BBTag/Izayoi/Data|236X > B Full}}
|-
|-
{{AttackVersion|name=Valkyrie Astrea |subtitle=Crusade Seraphim Gamma > A/B}}
{{AttackVersion|name=Valkyrie Astrea |subtitle=Crusade Seraphim Gamma > A/B}}
{{#lsth:BBTag/Izayoi/Data|214A > A/B Full}}
{{#lst:BBTag/Izayoi/Data|214A > A/B Full}}
|-
|-
{{AttackVersion|name=Strike Fall |subtitle=Various Moves > A/B/C}}
{{AttackVersion|name=Strike Fall |subtitle=Various Moves > A/B/C}}
{{#lsth:BBTag/Izayoi/Data|214B > X Full}}
{{#lst:BBTag/Izayoi/Data|214B > X Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Sonic Saber EX |subtitle=236C}}
{{AttackVersion|name=Sonic Saber EX |subtitle=236C}}
{{#lsth:BBTag/Izayoi/Data|236C Full}}
{{#lst:BBTag/Izayoi/Data|236C Full}}
|-
|-
{{AttackVersion|name=Air Sonic Saber EX |subtitle=j.236C}}
{{AttackVersion|name=Air Sonic Saber EX |subtitle=j.236C}}
{{#lsth:BBTag/Izayoi/Data|j.236C Full}}
{{#lst:BBTag/Izayoi/Data|j.236C Full}}
|-
|-
{{AttackVersion|name=Mirage Thruster EX |subtitle=214C}}
{{AttackVersion|name=Mirage Thruster EX |subtitle=214C}}
{{#lsth:BBTag/Izayoi/Data|214C Full}}
{{#lst:BBTag/Izayoi/Data|214C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5P |subtitle=Valkyrie Astrea}}
{{AttackVersion|name=5P |subtitle=Valkyrie Astrea}}
{{#lsth:BBTag/Izayoi/Data|5P Full}}
{{#lst:BBTag/Izayoi/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P |subtitle=Sonic Saber}}
{{AttackVersion|name=6P |subtitle=Sonic Saber}}
{{#lsth:BBTag/Izayoi/Data|6P Full}}
{{#lst:BBTag/Izayoi/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P |subtitle=Crusade Seraphim Alpha}}
{{AttackVersion|name=4P |subtitle=Crusade Seraphim Alpha}}
{{#lsth:BBTag/Izayoi/Data|4P Full}}
{{#lst:BBTag/Izayoi/Data|4P Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Justice Phorizer |subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Justice Phorizer |subtitle=236B+C|rowspan=2}}
{{#lsth:BBTag/Izayoi/Data|236BC Full}}
{{#lst:BBTag/Izayoi/Data|236BC Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
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|-
|-
{{AttackVersion|name=Banshee Lancer |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Banshee Lancer |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Izayoi/Data|214BC Full}}
{{#lst:BBTag/Izayoi/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Justice Phorizer |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Justice Phorizer |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Izayoi/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Izayoi/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Judge of Destiny |subtitle=222B+C}}
{{AttackVersion|name=Judge of Destiny |subtitle=222B+C}}
{{#lsth:BBTag/Izayoi/Data|222BC Full}}
{{#lst:BBTag/Izayoi/Data|222BC Full}}
|}
|}
==Revolver Action Table==
==Revolver Action Table==
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==Navigation==
==Navigation==
{{#lsth:BBTag/Izayoi/Data|Links}}
{{#lst:BBTag/Izayoi/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Izayoi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Izayoi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}

Revision as of 06:46, 6 March 2020

System Data


Normal Moves

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.
4A
5A
5AA
5AAA
5AAAA
2A
5B
5BB
2B
5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

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.
Ground Throw
Aegis Blade
Reversal Action
Noir Edge
Air Reversal Action
Strike Fall
Reversal Action > A/B/C
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack

Skills

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.
Sonic Saber A
236A
Air Sonic Saber A
j.236A
Sonic Saber B
236B
Air Sonic Saber B
j.236B
Crusade Seraphim Gamma
214A
Air Crusade Seraphim Gamma
j.214A
Crusade Seraphim Alpha
214B
Air Crusade Seraphim Alpha
j.214B
Mirage Thruster A
Sonic Saber > A
Mirage Thruster B
Sonic Saber > B
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
Strike Fall
Various Moves > A/B/C

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)
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.
Sonic Saber EX
236C
Air Sonic Saber EX
j.236C
Mirage Thruster EX
214C

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
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.
5P
Valkyrie Astrea
6P
Sonic Saber
4P
Crusade Seraphim Alpha

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)
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.
Justice Phorizer
236B+C
  • Values in [] are for Enhanced version
  • Minimum damage 1815 [2015]
Banshee Lancer
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage 440, 300*2, 1008 (2048) [440, 180*6, 616 (2136)]
Justice Phorizer
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat

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.
Judge of Destiny
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAA 5AAAA - - Jump[-], Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB - 2B 5C, 2C Jump[-], Special, Super
2B[1] - 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 - - - Jump, Special, Super
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources

Navigation

To edit frame data, edit values in BBTag/Izayoi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.