BBCF/Weiss Schnee/Frame Data
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File:BBTag Weiss Schnee Icon.png Weiss Schnee
File:BBTag Weiss Schnee Icon.png Weiss Schnee
BBCF/Weiss Schnee/Frame Data/Data
Glossary
System Data Glossary | |
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Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
Frame Data Glossary | |||||||||||||||||
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Guard | How this attack can be guarded. All non-throws 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 | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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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 on P1 and P2. | ||||||||||||||||
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.
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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. |
System Data
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Normal Moves
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Universal Mechanics
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Skills
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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)
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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.
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Distortion Skills
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge the frame before superflash
- Skill Gauge Cooldown 180F (starts frame after superflash starts)
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Astral Heat
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Revolver Action Table
A | B | C | Cancel | |
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Template:MiniMoveCard[1] | 4AA, 5A, 2A | 5B, 2B | 5C, 2C | Throw, Jump, Special, Super |
Template:MiniMoveCard[1] | 5AA, 2A | 5B, 2B | 5C, 2C | Throw, Jump, Special, Super |
Template:MiniMoveCard | 5AAA, 2A | 5B, 2B | 5C, 2C | Throw, Special, Super |
Template:MiniMoveCard | 5AAAA | - | - | Special, Super |
Template:MiniMoveCard | - | - | - | - |
Template:MiniMoveCard[3] | 4A, 5A | 5B, 2B | 5C, 2C | Throw, Jump, Special, Super |
Template:MiniMoveCard[1] | - | 5BB, 2B | 5C, 2C | Special, Super |
Template:MiniMoveCard | - | 5BB, 2B | 5C, 2C | Jump, Special, Super |
Template:MiniMoveCard[1] | - | 5B | 5C, 2C | Special, Super |
Template:MiniMoveCard | - | - | - | - |
Template:MiniMoveCard | - | - | - | Special, Super |
A | B | C | Cancel | |
---|---|---|---|---|
Template:MiniMoveCard | j.AA | j.B | j.C | Jump, Special, Super |
Template:MiniMoveCard | j.A | j.BB | j.C | Jump, Special, Super |
Template:MiniMoveCard | - | - | - | Special, Super |
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used only # times per string
- 5AA and 4AA cancels are on last hit
Sources
Early Proration Data from Hima based on the Beta
Link
BBCF/Weiss Schnee/Frame Data/Data
File:Ambox notice.png | To edit frame data, edit values in BBCF/Weiss Schnee/Frame Data/Data. |
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