BBTag/Merkava/Frame Data: Difference between revisions

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{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
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{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AA}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Extra}}
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{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Extra}}
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{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Extra}}
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{{AttackVersion|name=2A |subtitle=}}
{{AttackVersion|name=2A |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
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{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
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{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Extra}}
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{{AttackVersion|name=5BBB|subtitle=}}
{{AttackVersion|name=5BBB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB Extra}}
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{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name= 2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
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{{AttackVersion|name=2C |subtitle=}}
{{AttackVersion|name=2C |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
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{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
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{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Extra}}
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{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
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{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=I, Penetrate the Clear Skies|subtitle=Reversal Action|rowspan=2}}
{{AttackVersion|name=I, Penetrate the Clear Skies|subtitle=Reversal Action|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD}}
{{#lst:{{BASEPAGENAME}}/Data|AD Extra}}
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{{Description|21|text=
{{Description|21|text=
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  }}
{{AttackVersion|name=Air I, Penetrate the Clear Skies|subtitle=Air Reversal Action}}
{{AttackVersion|name=Air I, Penetrate the Clear Skies|subtitle=Air Reversal Action}}
{{#lst:{{BASEPAGENAME}}/Data|j.AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AD}}
{{#lst:{{BASEPAGENAME}}/Data|j.AD Extra}}
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{{AttackVersion|name=I, Drill Through A|subtitle=236A}}
{{AttackVersion|name=I, Drill Through A|subtitle=236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
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{{AttackVersion|name=I, Drill Through B|subtitle=236B}}
{{AttackVersion|name=I, Drill Through B|subtitle=236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Extra}}
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{{AttackVersion|name=I, Capture and Devour A|subtitle=214A|rowspan=2}}
{{AttackVersion|name=I, Capture and Devour A|subtitle=214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Extra}}
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{{Description|21|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
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  }}
{{AttackVersion|name=I, Capture and Devour B|subtitle=214B|rowspan=2}}
{{AttackVersion|name=I, Capture and Devour B|subtitle=214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
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{{Description|21|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
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  }}
{{AttackVersion|name=I, Breath Out A|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=I, Breath Out A|subtitle=j.214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Extra}}
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{{Description|21|text=
{{Description|21|text=
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  }}
{{AttackVersion|name=I, Breath Out B|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=I, Breath Out B|subtitle=j.214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=I, Soar the Sky (Forward)|subtitle=j.66|rowspan=2}}
{{AttackVersion|name=I, Soar the Sky (Forward)|subtitle=j.66|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.66 Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.66}}
{{#lst:{{BASEPAGENAME}}/Data|j.66 Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=I, Soar the Sky (Backward)|subtitle=j.44|rowspan=2}}
{{AttackVersion|name=I, Soar the Sky (Backward)|subtitle=j.44|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.44 Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.44}}
{{#lst:{{BASEPAGENAME}}/Data|j.44 Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=I, Drill Through EX|subtitle=236C}}
{{AttackVersion|name=I, Drill Through EX|subtitle=236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
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{{AttackVersion|name=I, Capture and Devour EX|subtitle=214C|rowspan=2}}
{{AttackVersion|name=I, Capture and Devour EX|subtitle=214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C}}
{{#lst:{{BASEPAGENAME}}/Data|214C Extra}}
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{{Description|21|text={{ColumnList|text=
{{Description|21|text={{ColumnList|text=
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{{AttackVersion|name=I, Breath Out EX|subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=I, Breath Out EX|subtitle=j.214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=5P|subtitle=I, Drill Through}}
{{AttackVersion|name=5P|subtitle=I, Drill Through}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
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{{AttackVersion|name=6P|subtitle=I, Breath Out}}
{{AttackVersion|name=6P|subtitle=I, Breath Out}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
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{{AttackVersion|name=4P|subtitle=5A}}
{{AttackVersion|name=4P|subtitle=5A}}
{{#lst:{{BASEPAGENAME}}/Data|4P Full}}
{{#lst:{{BASEPAGENAME}}/Data|4P}}
{{#lst:{{BASEPAGENAME}}/Data|4P Extra}}
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{{AttackVersion|name=I, Resentfully Rage|subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=I, Resentfully Rage|subtitle=236B+C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=I, Frolic|subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=I, Frolic|subtitle=214B+C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|214BC}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=Air I, Frolic|subtitle=j.214B+C|rowspan=2}}
{{AttackVersion|name=Air I, Frolic|subtitle=j.214B+C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.214BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=I, Resentfully Rage|subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=I, Resentfully Rage|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Full}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Extra}}
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{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=I, Overrun|subtitle=222B+C|rowspan=2}}
{{AttackVersion|name=I, Overrun|subtitle=222B+C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|222BC}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=

Revision as of 07:35, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

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.
5A


5AA


5AAA


5AAAA


2A


5B


5BB


5BBB


2B


5C


2C


j.A


j.AA


j.B


j.C


  • Advantage based on immediate j.C; Lowest possible j.C hit is -3

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


  • Minimum Damage 100% (2000)
I, Penetrate the Clear Skies
Reversal Action


  • Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect
Air I, Penetrate the Clear Skies
Air Reversal Action


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.
I, Drill Through A
236A


I, Drill Through B
236B


I, Capture and Devour A
214A


  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Capture and Devour B
214B


  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out A
j.214A


  • Advantage based on lowest possible use
I, Breath Out B
j.214B


  • Advantage based on lowest possible use
I, Soar the Sky (Forward)
j.66


  • Can cancel into attacks on 24F
I, Soar the Sky (Backward)
j.44


  • Can cancel into attacks on 29F

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.
I, Drill Through EX
236C


I, Capture and Devour EX
214C


  • Enters recovery on block
  • adds a frame of recovery for every 2 frames spent active
  • additional 23 frames recovery on whiff
I, Breath Out EX
j.214C


  • Advantage based on lowest possible use

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
I, Drill Through


6P
I, Breath Out


4P
5A


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.
I, Resentfully Rage
236B+C


  • Values in [] are for Enhanced version
  • Minimum damage: 93*20 (1860) [83*25 (2075)]
I, Frolic
214B+C


  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
Air I, Frolic
j.214B+C


  • Values in [] are for Enhanced version
  • Minimum damage: 200, 80*5, 300, 1054 (1954) [200, 80*5, 200*3, 928 (2128)]
I, Resentfully Rage
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.
I, Overrun
222B+C


  • Minimum damage 100%: 49000

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA[-] - - Special, Super
5AAAA - - - -
2A[2] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
j.C - - - 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation

To edit frame data, edit values in BBTag/Merkava/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.