BangBang Shishigami



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ASJR200828084all1BH63901014
5BS(J)R6402648589HL3BH10415-22216
5CSJR8603567092H4BH18819-84019
  • forces crouch on ground hit
  • sends opponent downward on air hit, prevents quick tech
  • fatal counter possible
  • hits crouching opponent on 24F
2ASR150627082L0F839-21012
  • Can only use 2 times in succession
2BSJR6202569089HL3FB13320-61820
2CS(J)R6502698084*L3F13318-42740
  • Downs on hit
  • cannot emergency tech on CH
  • [FRKZ] version cannot be quick teched on ground hit
  • 5% repeat proration while in [FRKZ]
6ASJR3801578089L3F1731312517
6BR5802408092HL4BH2239 + 8 after landing-13319
  • 13F~ in the air
  • forces crouch on ground hit
  • grounds opponent on air hit
  • cannot be emergency teched on CH
6CSJR92038010094HL5BH15315 + 27 after landing-244325
  • 5F~ in the air
  • floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent
3CR8803648094L5F15926-144340
  • Downs on hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
j.AcSJR180749084HA1H729-1314
  • Can cancel into itself
  • second j.A has 5F startup, CH state till 11F
j.BSJR5602319087HA2H10520-2816[29]
j.CSR6502699089HA3H12223-2440
  • Grounds opponent on air hit
j.4BSJR8403479089HA3H11416-1817
  • Pulls opponent in on hit or guard
j.4CSJR60024810089HA3H10418-during animation19[26]
Forward Throw-, Rx20x2, 15000x2, 62190, 100x2100x2, 551200x2, 4ground throw7315-during animation12x2, 55
  • 2nd attack staggers for 50F on hit
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 6F hitstop
Back Throw-, Rx20x2, 15000x2, 62190, 100x2100x2, 551200x2, 4ground throw8315-during animation12x2, 55
  • 2nd attack staggers for 50F on hit
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 6F hitstop
Air Throw-, SRx20x2, 15000x2, 621100100x2, 551200x2, 4air throw7318-during animation12, 49
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 12F hitstop
  • hitbox height for throw is 60~28
Counter AssaultR005065all4BH8334-183425
  • 1~20F fully invul
  • wall bounces on hit
  • 30F hitstop
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5DS(J)R680[720]281[298]8080*HL3BH19[24]428-1546[51]23[30]
  • guard point against Upper and Mid attribute attacks on frames 3-11
  • gains 1 seal mark on hit
  • CH wall bounce
  • 10% repeat proration
  • 15F hitstop when guarding using guardpoint
  • can teleport on successful guard until 16F
2DJR920[1000]380[414]8094*HL5FBH24326-83530[40]
  • 7~23F guard point against Upper and Mid attribute attacks
  • 15F hitstop when guarding using guardpoint
  • floats on hit
  • gains 1 seal mark on hit
  • 10% repeat proration (FRKZ version does not count)
  • can teleport on successful guard until 23F
6DS(J)R850[1000]351[414]8094*LA5F24228-94940
  • 1~14F guard point against mid and low attacks
  • downs on hit
  • gains 1 seal mark on hit
  • cannot emergency tech on CH
  • 10% repeat proration
  • 18F hitstop
j.D(J)R750[1000]310[414]7050[92]*all4H24124-3*during animation19
  • 4~15F guard point against high attacks
  • grounds opponent on hit
  • ground bounces on CH
  • cannot emergency tech
  • 10% repeat proration (FRKZ version doesn't count)
  • P2 80 on CH (same with FRKZ version)
  • 18F hitstop
  • 13F landing recovery
  • can teleport on successful guard until 21F
  • frame advantage is off of lowest jump possible (startup 29F)
Teleport--------------
  • Can warp after pressing a button (will stop teleport if hit during hitstop)
Air Teleport--------------
  • Can warp after pressing a button (will stop teleport if hit during hitstop)
  • values in [ ] represent values when in FRKZ



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Void Tempest Kick
623C
-, Rx40x2, 600, 653, 8420x2, 248, 270, 348100100x2, 89, 92, 941000x2, 3, 4, 5ground throw13337-during animation12, 99x4
  • Attacks 2~4 float on hit
  • 2nd attack pulls in opponent on hit
  • 5th attack grounds opponent, cannot emergency tech
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd and 4th attacks 14F hitstop, 5th attack 22F hitstop
Void Tempest Kick EX
j.623C
-, Rx30, 700, 785, 10000, 289, 324, 414100100, 92, 92, 941200, 4, 4, 5air throw7320-during animation12, 99, 99, 50
  • 2nd attack floats and pulls opponent in on hit
  • 3rd attack ground bounces on hit, cannot emergency tech
  • 4th attack floats on hit
  • 100% damage
  • 14F landing recovery
  • 2nd and 3rd attacks have 14F hitstop, 4th attack 22F hitstop
  • vertical range for throw is 60~280
Unstoppable Double Palm Thrust
623B
R13005386092*HL4HB16224-73736
  • Blows back on hit
  • wall bounces either in corner on hit or on CH, adds 40F of untechable time
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration
  • 18F hitstop
Heavenly Double Palm Thrust
j.623B
R130053810084*all4H133landing +7-4*2736
  • Blows back on hit
  • fatal possible
  • wall bounces either in corner on hit or on CH, adds 40F of untechable time
  • breaks 1 guard primer
  • 10% repeat proration
  • 18F hitstop
  • frame advantage is off of lowest jump possible (startup 18F)
A Shuriken
j.236A
R30012410084all1FBHP9-23 total-during animation14
  • Poisons opponent on hit (80 damage per 60 frames, lasts 600F)
  • projectile
  • guaranteed to come out after startup
  • 0F hitstop
  • 9F landing recovery
  • takes up 1 nail on startup
  • poison ends when time runs out or when Bang gets hit or thrown (throw can be teched and poison will still go away)
B Shuriken
j.236B
R300x2124x210084, 89all1/3/2011FBHP, BHP16until landing (28) 336 total-during animation14, 17
  • 2nd attack floats on hit
  • projectile
  • guaranteed to come out after startup
  • 9F landing recovery
  • 1st attack has 3F hitstop, 2nd attack 13F hitstop
  • takes up 1 nail on startup
  • 2nd attack starts up either when nail hits opponent, another projectile, or the ground
C Shuriken
j.236C
R30012410084all1FBHP18-landing +9-1*until landing14
  • Projectile
  • guaranteed to come out on startup
  • 33F hitstop on hit, 3F on guard
  • frame advantage is off of lowest jump possible (startup 23F)
D Shuriken
j.236D
R177x373x310082all0FBHP9-23 total+6*during animation12
  • Grounds opponent on air hit
  • projectile
  • guaranteed to come out after startup
  • all 3 nails come out on 18F
  • 5F hitstop
  • frame advantage is off of lowest jump possible (startup 14F)
  • takes up 3 nails on startup
  • nails can bounce on ground
Nail Set
214A/B/C/D
----------30 total-during animation-
  • Sets nail on 17F
  • guaranteed to come out 16F~, takes up 1 nail
  • can be done with other buttons (each button placing a bumper in a different position)
Nail Set (air)
j.214A/B/C/D
----------33 total-during animation-
  • Sets nail on 14F
  • guaranteed to come out 13F~, takes up 1 nail
  • can be done with other buttons (each button placing a bumper in a different position)
Nail Dash (air)----------19 total-during animation-
  • 9~14F fully invul
  • 1~14F passes through opponent
  • 2F~ can cancel into j.D or special moves (cannot be done in a FRKZ dash)
  • 9F~ can cancel into aerial attacks or throw (including j.D and special moves)
  • can only use 3 times per jump
  • no invulnerability while in FRKZ, up and backward dashes are shorter (cannot use up and up-forward, applies to entire animation)
Nail Dash (ground)----------16 total-during animation-
  • 1~10F passes through opponent
  • 2F~ can cancel into attacks (with directions), D moves, throws, and special moves (cannot do this while in FRKZ)



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Fatal Eruption
2363214C
R0, 910x4, 0, 3373(0, 209x4, 0, 858)75, 100x689, 92x4, 100, 65all3, 4x4, 0, 4FBH, BHx4, throw , HB1+172420-27during animation- x3, 99x2, - , 100
  • 1~24F after superflash fully invul
  • breaks 1 guard primer
  • attacks 1~5 have 20% minimum damage
  • 80F Heat Gauge Cooldown
  • 2nd and successive attacks start up if 1st attack hits
  • 6th attack starts up when 5th attack hits or is guarded
  • hitstops: 1st attack = 45F, attacks 2~5 = 20F, 6th attack = 0F, 7th attack = 60F
  • 1st attack staggers for 30F on hit, 2nd attack forces standing (50F hitstun on ground), 3rd attack staggers for 50F, 4th attack blows back (cannot emergency tech), 5th attack ground bounces (cannot emergency tech), 7th attack wall bounces
Fu-Rin-Ka-Zan
632146D
----------1 total +0---
  • Requires 4 seal marks
  • Opponent can move 2F before animation is finished
  • 180F Heat Gauge Cooldown
  • effect lasts for remainder of current round
  • attacks are 120% stronger (this does not affect untechable time)
  • cannot guard (can barrier); all actions regarding normal guard are replaced with dashes
Steel Rain
632146B
R220xN(50xN)10096all1FBHP21+1614*85 total-8014
  • 1~4F after superflash fully invul
  • 20% minimum damage
  • projectile (Lv 2)
  • 3F hitstop
  • 180F Heat Gauge Cooldown
  • projectile searches for opponent on superflash
  • all nails are used 13F after superflash
  • active frames are per nail
  • nails tend to hit 3F from each other
Ashura
236236A
R0, 3126(0, 718)100100, 40all5, 3FBH, BHP1+8325-731300
  • 1~10F after superflash fully invul
  • 1st attack floats on hit
  • 2nd attack downs on hit
  • breaks 1 guard primer
  • cannot emergency tech
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • can rapid cancel on guard or after the pose that initiates on hit
The Ultimate Bang
j.6321463214D
-Death0--2803throw9+243until landing-until landing-
  • 1~26F after superflash full body guard point
  • 180F Heat Gauge Cooldown



Ground Revolver Action Table

5A5B5C5D2A2B2C2D6A6B6C3C6DThrowSpecial & SuperJump
5A-YesYesYesYesYesYesYesYesYesYesYesYesYesYesYes
5B--YesYes-1x Per
String
YesYesYes-Yes-Yes-YesOn Hit
5C---Yes--YesYesYesYes--Yes-YesYes
5D--------------YesOn Hit
2A-YesYesYes2 TimesYesYesYes--YesYesYesYesYes-
2B-1x Per
String
-Yes--YesYes--YesYesYes-YesYes
2C-------Yes----Yes-YesOn Hit
2D---------------Yes
6A------Yes-------YesYes
6B*----------------
6C--------------YesYes
3C----------------
6D--------------YesOn Hit

Air Revolver Action Table

j.Aj.Bj.Cj.Dj.4Bj.4CThrowSpecial & SuperJump
j.AYes+YesYesYes-YesYesYesYes
j.B--YesYes-Yes-YesYes
j.C---Yes---Yes-
j.4B-------YesYes
j.4C--YesYes---YesYes
  • + Available even on whiff
  • * 6B puts Bang airborne and can cancel into j.D