BBCF/Amane Nishiki/Frame Data

From Dustloop Wiki
 Amane Nishiki


Glossary

How do I read frame data?

System Data Glossary  
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash 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 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.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive 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.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Amane Nishiki 10,500 4F 25F (1~7F Inv All, 2-18 airborne) Command Hops

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300×2 All 6 3(4)3 9 ±0 B 100 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
5B 280×3 Mid 11 2,2,2 25 -10 B 100 89 Long SOR 3 16 17 23 22 37 3×2, 7 +0 +2
5C 700×2 All 20 2(4)2 15 ±0 B 80 89 Long SOR 3 16 17, Crumple 28 22, Crumple 42 11 +0 +2
4C 700 All 17 2 21 -6 B 100 89 Long SOR 3 16 17 28 22 42 11 +0 +2
2A 300 All 7 3 9 ±0 F 100 80 Normal SOJR 1 11 12 12 16 23 9 +0 +0
2AA 300 All 5 3 9 ±0 F 100 80 Normal SOJR 1 11 12 12 16 23 9 +0 +0
2AAA 300×2 All 5 3(4)3 9 ±0 F 100 80 Normal SOJR 1 11 12 12 16 23 9 +0 +0
2B 540 Low 10 3 19 -5 F 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 650×2 Low/Air, All 21 2(4)2 23 -8 F 80 89 Long SOR 3 16 Spin Fall 33 28 Spin Fall 38 42 11 +0 +2
1C 650 Low/Air 17 2 29 -14 F 90 89 Long SOR 3 16 17 28 22 42 11 +0 +2
6A 600 Mid 12 4 21 -8 B 5~15 H 90 89 Long SOJR 3 16 17 28 Launch 42 11 +0 +2
6B 800 All 15 3 21 -3 H 1~17 T
5~17 F
80 94 Long R 5 20 21 40 + Slide 30 59 + Slide 13 +0 +8
6C 800×2 Mid 23 2 (6) 4 24 -11 B 80 89 Long SOR 3 16 Launch 38 + Slide Launch 55 + Slide 11 +0 +2
3C 800 Low 14 4 21 -6 F 100 82 Long SOR 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5
j.A 300 High/Air 6 3(4)3 9 H 80 80 Normal CSOJR 1 11 12 16 16 27 9 +0 +0
j.B 280×3 All 14 2,2,3 20 H 80 89 Long (S)(O)JR 3 16 17 20 22 34 3×2, 7 +0 +2
j.2B 700 All 16 9 21 H 80 89 Long SOR 3 16 Launch 36 + GBounce Launch 50 + GBounce 11 +0 +2
j.C 700×2 All 18 2(4)2 28+5L H 80 89 Long SOR 3 16 Spin Fall 33 28 Launch 42 11 +0 +2
j.6C 780×2 All 19 2(4)2 24+5L H 80 89 Long SOR 3 16 Spin Fall 33 28 Launch 42 11 +0 +2
j.4C 700×2 All 18 2(4)2 30+5L H 80 89 Long SOR 3 16 Spin Fall 33 28 Launch 42 11 +0 +2

Drive Moves

  • 1 gauge has total 6000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
  • During overheat, cannot use Hariken (236D), Seijyuu Rensoukyaku (236236D), or Goukai Rasen Renpa (632146D).
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv1 120×N All 15 7~30 26 -9 B 80 99×N Normal SOR 3 16 17 24 Crumple 39 2/+1 +1 +0
5D Lv2 120×N All 15 7~30 26 -7 B 80 99×N Normal SOR 4 18 19 24 Crumple 41 1/+1 +1 +0
5D Lv3 120×N All 15 7~30 26 -5 B 80 99×N Normal SOR 5 20 11 24 Crumple 43 0/+1 +1 +0
2D Lv1 140×N All 13 7~30 29 -12 B 12~(End of Active) H 80 99×N Normal SOR 3 16 Launch 30 + WBounce Launch 44 + WBounce 2/+1 +1 +0
2D Lv2 140×N All 13 7~30 29 -10 B 12~(End of Active) H 80 99×N Normal SOR 4 18 Launch 34 + WBounce Launch 49 + WBounce 1/+1 +1 +0
2D Lv3 140×N All 13 7~30 29 -8 B 12~(End of Active) H 80 99×N Normal SOR 5 18 Launch 38 + WBounce Launch 54 + WBounce 0/+1 +1 +0
6D Lv1 250×N All 44 Total 73~ +3 P1* 90 98×N Normal R 3 16 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
6D Lv2 250×N 44 Total 73~ +5 P1* 90 98×N Normal R 3 18 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
6D Lv3 250×N 44 Total 73~ +7 P1* 90 98×N Normal R 3 20 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2
j.D Lv1 100×N All 13 7~30 25+9L ~+7 H 80 99×N Normal SOR 3 16 17 17 Crumple 31 2/+1 +1 +0
j.D Lv2 100×N All 13 7~30 25+9L ~+10 H 80 99×N Normal SOR 4 18 19 19 Crumple 33 1/+1 +1 +0
j.D Lv3 100×N All 13 7~30 25+9L ~+13 H 80 99×N Normal SOR 5 20 21 21 Crumple 37 0/+1 +1 +0
j.6D Lv1 150×N All 17 7~30 21 H 80 99×N Normal SOR 3 16 Launch 36 + WBounce Launch 50 + WBounce 2/+1 +1 +0
j.6D Lv2 150×N All 17 7~30 21 H 80 99×N Normal SOR 4 20 Launch 40 + WBounce Launch 54 + WBounce 1/+1 +1 +0
j.6D Lv3 150×N All 17 7~30 21 H 80 99×N Normal SOR 5 22 Launch 44 + WBounce Launch 60 + WBounce 1/+1 +1 +0

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 50 + WBounce 0, 3 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 50 + WBounce 0, 3 +0
j.B+C Air Throw 750×2 Throw(90) 7 3 23 T 100 50 Normal SOR 0, 4 80 + GBounce + WBounce 0, 16 +0, +5
6A+B Counter Assault 0 All 13 6 25 -12 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 Crumple 74 12 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 Crumple 74 12 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236D Ninpu Sengeki: Hariken 5~(Recovery) Guard P
236D A/B/C Foot Ninpu Sengeki: Hariken 700 All 20 2 31 -14 F 1~11 Guard P 100 92 Long R 4 18 Launch 30 + GBounce + Slide Launch 45 + GBounce + Slide 12 +0 +5
236D A/B/C Drill Lv1 Ninpu Sengeki: Hariken (Lv 1) 1000 All 30 60 +5~+65 P1 100 89 Long 3 18 Launch 30 Launch 44 0/+2 +11 +2
236D A/B/C Drill Lv2 Ninpu Sengeki: Hariken (Lv 2) 1000 All 30 90 +15~+105 P1 100 92 Long 4 18 Launch 40 Launch 54 0/+2 +12 +5
236D A/B/C Drill Lv3 Ninpu Sengeki: Hariken (Lv 3) 1000 All 30 120 +25~+145 P1 100 94 Long 5 20 Launch 50 Launch 66 0/+2 +13 +8
236D D Ninpu Sengeki: Hariken Cancel 12
236C Choujyuu Rengeki: Raibu 200×6,750 All 12 3×6 (4) 3 21 -5 B 100 75 Long R 2×6,4 13×6, 18 14×6, Launch 30×5, 30 + WStick 17 18×6, Launch 42×6, 42 + WStick 17 3×6, 15 +0 +1×6, +5
j.236C Tensou Rakugeki: Gosei 200×N, 900 All 11 2,4×N(12)3 24 -10 H×N, F 80 89 Long R 3 16 25×N, Launch 25 + Down 38×N, 30 + Slide 30×N, Launch 39 + Down 38×N, 44 + Slide 1/-1×N, 11 -1 +0×N, +2
623C Jyuuken Dageki: Gekiren 0, 2700 Unblockable 25 3 Total: 60 PT 100 70 Long R 0, 3 17 + Down 23 0 +0
236A A Choujin Kaihi: Zettou Total: 28+3L
236B B Choujin Kaihi: Zettou Total: 31+3L
j.236A/B Air Choujin Kaihi: Zettou Total: 25+3L
214C Gangan Senbu: Ginga 800 All 15 33 Total 50 -8~+24 P1 90 79 Normal R 3 16 Launch 39 Launch 53 0/+11 +0 +2

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Lv1 Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 1) 800, 3500
[800, 400×2, 3500]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All 80 82 Normal R 4 18 Launch 100 Launch 115 3 +0, +30 +5
236236D Lv2 Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 2) 800, 4000
[800, 300×3, 4000]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All 80 82 Normal R 4 18 Launch 100 Launch 115 3 +0, +30 +5
236236D Lv3 Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 3) 800, 4500
[800, 200×6, 4500]
All 5+(30 Flash)+5 1×8 42 -24 B 1~14 All 80 82 Normal R 4 18 Launch 100 Launch 115 3 +0, +30 +5
632146D Kaizoku Senkou: Goukai Rasen Renpa (180+40×Lv)×N All 9+(36 Flash)+3 Until Offscreen Total: 66 P2 100 94×N Normal R 2 13 Launch 60 Launch 72 0 +0 +1

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Hazan Gekisou: Jakua Dengekitai 600,0,800,500,1000
{600,0,800,500,3750}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 4 26 Launch 100 + Down 28 20 20, 0, 13×2, 23 +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222D Jyatoku Meika: Gouha Houyou 0,10,20990 1+(60 Flash)+15 9 Total 66 -22 P2* 1~24 All 18 0/+12


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Amane 5A-2.pngGuardAllStartup6Recovery9Advantage±0[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCP Amane 5B.pngGuardMidStartup11Recovery25Advantage-10[2*] 6A 2B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special/Super
5CBBCP Amane 5C.pngGuardAllStartup20Recovery15Advantage±0[1] 6A - 2C, 6C, 3C, 1C 5D, 2D, 6D Special/Super
4CBBCF Amane 4C.pngGuardAllStartup17Recovery21Advantage-6[1] 6A 2C, 6C, 3C, 1C 5D, 2D, 6D Special/Super
5DBBCF Amane 5D.pngGuardAllStartup15Recovery26Advantage-9 - - - - Special/Super
2ABBCF Amane 2A.pngGuardAllStartup7Recovery9Advantage±0[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
2BBBCP Amane 2B.pngGuardLowStartup10Recovery19Advantage-5[2*] 6A 5B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special/Super
2CBBCP Amane 2C.pngGuardLow/Air, AllStartup21Recovery23Advantage-8[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special/Super
1CBBCF Amane 1C.pngGuardLow/AirStartup17Recovery29Advantage-14[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special/Super
2DBBCF Amane 2D.pngGuardAllStartup13Recovery29Advantage-12 - - - - Special/Super
6ABBCP Amane 6A.pngGuardMidStartup12Recovery21Advantage-8 - 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special/Super
6BBBCP Amane 6B.pngGuardAllStartup15Recovery21Advantage-3 - - j.C, j.2C, j.6C, j.4C - -
6CBBCP Amane 6C.pngGuardMidStartup23Recovery24Advantage-11[1] 6A - 5C, 2C 5D, 2D, 6D Special/Super
6DBBCF Amane 6D.pngGuardAllStartup44RecoveryTotal 73~Advantage+3 - - - - -
3CBBCP Amane 3C.pngGuardLowStartup14Recovery21Advantage-6 - - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Amane jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A (2nd hit) j.B, j.2B j.C, j.2C, j.6C, j.4C j.D, j.6D Throw, Jump, Special
j.BBBCP Amane jB.pngGuardAllStartup14Recovery20Advantage- j.A - j.C, j.2C, j.6C, j.4C j.D, j.6D Jump, Special[-]
j.CBBCP Amane jC.pngGuardAllStartup18Recovery28+5LAdvantage-[1] - j.2B j.2C, j.6C, j.4C j.D, j.6D Special
j.6CBBCP Amane j6C.pngGuardAllStartup19Recovery24+5LAdvantage-[1] - j.2B j.C, j.4C j.D, j.6D Special
j.4CBBCP Amane j4C.pngGuardAllStartup18Recovery30+5LAdvantage-[1] - j.2B j.C, j.6C j.D, j.6D Special
j.DBBCF Amane jD.pngGuardAllStartup13Recovery25+9LAdvantage~+7 - - - - Special
j.6DBBCF Amane j6D.pngGuardAllStartup17Recovery21Advantage- - - - - Special
j.2BBBCP Amane j2B.pngGuardAllStartup16Recovery21Advantage- - - - - Special
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
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References

Navigation

 Amane Nishiki


To edit frame data, edit values in BBCF/Amane Nishiki/Data.


System Pages
Mechanics
Application & Advanced Information
Archived Information