BBCF/Bang Shishigami/Frame Data: Difference between revisions

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


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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|5A Full}}
{{#lst:BBCF/Bang Shishigami/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|5B Full}}
{{#lst:BBCF/Bang Shishigami/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|5C Full}}
{{#lst:BBCF/Bang Shishigami/Data|5C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|2A Full}}
{{#lst:BBCF/Bang Shishigami/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|2B Full}}
{{#lst:BBCF/Bang Shishigami/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|2C Full}}
{{#lst:BBCF/Bang Shishigami/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|6A Full}}
{{#lst:BBCF/Bang Shishigami/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|6B Full}}
{{#lst:BBCF/Bang Shishigami/Data|6B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|6C Full}}
{{#lst:BBCF/Bang Shishigami/Data|6C Full}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|3C Full}}
{{#lst:BBCF/Bang Shishigami/Data|3C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.A Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{AttackVersion|name=j.AA, j.AAA|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.AA Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.B Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.C Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.2C Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.2C Full}}
|-
|-
{{AttackVersion|name=j.4B|subtitle=}}
{{AttackVersion|name=j.4B|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|j.4B Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.4B Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|5D Full}}
{{#lst:BBCF/Bang Shishigami/Data|5D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|2D Full}}
{{#lst:BBCF/Bang Shishigami/Data|2D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|6D Full}}
{{#lst:BBCF/Bang Shishigami/Data|6D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.D Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Secret Art: Bang's Shadowstep Jutsu|subtitle=A/B/C during Guardpoint|rowspan=2}}
{{AttackVersion|name=Secret Art: Bang's Shadowstep Jutsu|subtitle=A/B/C during Guardpoint|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|D > A/B/C Full}}
{{#lst:BBCF/Bang Shishigami/Data|D > A/B/C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Secret Technique: Bang's Pulverizing Blast Jutsu|subtitle=D during Guardpoint|rowspan=2}}
{{AttackVersion|name=Secret Technique: Bang's Pulverizing Blast Jutsu|subtitle=D during Guardpoint|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|D > D Full}}
{{#lst:BBCF/Bang Shishigami/Data|D > D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|BC Full}}
{{#lst:BBCF/Bang Shishigami/Data|BC Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.BC Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.BC Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lsth:BBCF/Bang Shishigami/Data|6AB Full}}
{{#lst:BBCF/Bang Shishigami/Data|6AB Full}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|5AB Full}}
{{#lst:BBCF/Bang Shishigami/Data|5AB Full}}
|-
|-
{{#lsth:BBCF/Bang Shishigami/Data|5[AB] Full}}
{{#lst:BBCF/Bang Shishigami/Data|5[AB] Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Bang's Unstoppable Double Palm Thrust|subtitle=623B|rowspan=2}}
{{AttackVersion|name=Bang's Unstoppable Double Palm Thrust|subtitle=623B|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|623B Full}}
{{#lst:BBCF/Bang Shishigami/Data|623B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Bang's Heavenly Double Palm Thrust|subtitle=j.623B|rowspan=2}}
{{AttackVersion|name=Bang's Heavenly Double Palm Thrust|subtitle=j.623B|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.623B Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.623B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{AttackVersion|name=Bang's Void Tempest Kick|subtitle=623C|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|623C Full}}
{{#lst:BBCF/Bang Shishigami/Data|623C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Bang's Void Tempest Kick EX|subtitle=j.623C|rowspan=2}}
{{AttackVersion|name=Bang's Void Tempest Kick EX|subtitle=j.623C|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.623C Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.623C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=A Bang-style Shuriken|subtitle=j.236A|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236A Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236A Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=A Bang-style Shuriken *3|subtitle=j.236AD|rowspan=2}}
{{AttackVersion|name=A Bang-style Shuriken *3|subtitle=j.236AD|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236AD Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236AD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{AttackVersion|name=B Bang-style Shuriken|subtitle=j.236B|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236B Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=B Bang-style Shuriken *3|subtitle=j.236BD|rowspan=2}}
{{AttackVersion|name=B Bang-style Shuriken *3|subtitle=j.236BD|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236BD Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236BD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{AttackVersion|name=C Bang-style Shuriken|subtitle=j.236C|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236C Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=C Bang-style Shuriken *3|subtitle=j.236CD|rowspan=2}}
{{AttackVersion|name=C Bang-style Shuriken *3|subtitle=j.236CD|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236CD Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236CD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{AttackVersion|name=D Bang-style Shuriken|subtitle=j.236D|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.236D Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.236D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{AttackVersion|name=Flaming Air Attack|subtitle=j.22A|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.22A Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.22A Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{AttackVersion|name=Set Nail|subtitle=214A/B/C/D|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|214A/B/C/D Full}}
{{#lst:BBCF/Bang Shishigami/Data|214A/B/C/D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air Set Nail|subtitle=j.214A/B/C/D|rowspan=2}}
{{AttackVersion|name=Air Set Nail|subtitle=j.214A/B/C/D|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|j.214A/B/C/D Full}}
{{#lst:BBCF/Bang Shishigami/Data|j.214A/B/C/D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Bang's Steel Rain|subtitle=632146B|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|632146B Full}}
{{#lst:BBCF/Bang Shishigami/Data|632146B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Nail Dash|subtitle=Direction while on Set Nail|rowspan=2}}
{{AttackVersion|name=Nail Dash|subtitle=Direction while on Set Nail|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|Nail Dash Full}}
{{#lst:BBCF/Bang Shishigami/Data|Nail Dash Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{AttackVersion|name=FRKZ Dash|subtitle=Direction during OD|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|FRKZ Dash Full}}
{{#lst:BBCF/Bang Shishigami/Data|FRKZ Dash Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Shishigami-style Secret Technique: "Fatal Eruption"|subtitle=2363214C|rowspan=2}}
{{AttackVersion|name=Shishigami-style Secret Technique: "Fatal Eruption"|subtitle=2363214C|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|2363214C Full}}
{{#lst:BBCF/Bang Shishigami/Data|2363214C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)|subtitle=236236D with 4 Seals|rowspan=2}}
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)|subtitle=236236D with 4 Seals|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|236236D vs Ground Full}}
{{#lst:BBCF/Bang Shishigami/Data|236236D vs Ground Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)|subtitle=236236D with 4 Seals|rowspan=2}}
{{AttackVersion|name=Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)|subtitle=236236D with 4 Seals|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|236236D vs Air Full}}
{{#lst:BBCF/Bang Shishigami/Data|236236D vs Air Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"|subtitle=236236A|rowspan=2}}
{{AttackVersion|name=Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"|subtitle=236236A|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|236236A Full}}
{{#lst:BBCF/Bang Shishigami/Data|236236A Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Bang's Dancing Petal Storm|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Bang's Dancing Petal Storm|subtitle=ABCD during OD|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|ABCD Full}}
{{#lst:BBCF/Bang Shishigami/Data|ABCD Full}}
|-
|-
{{Description|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
{{Description|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
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|-
|-
{{AttackVersion|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"|subtitle=j.6321463214D|rowspan=2}}
{{AttackVersion|name=Shishigami-style Forbidden Technique: "The Ultimate Bang"|subtitle=j.6321463214D|rowspan=2}}
{{#lsth:BBCF/Bang Shishigami/Data|Astral Full}}
{{#lst:BBCF/Bang Shishigami/Data|Astral Full}}
|-
|-
{{Description
{{Description
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: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lsth:BBCF/Bang Shishigami/Data|Links}}
{{#lst:BBCF/Bang Shishigami/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Bang Shishigami/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 [[BBCF/Bang Shishigami/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-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue: Central Fiction]]
[[Category:Frame Data]][[Category:Bang Shishigami]]
[[Category:Frame Data]][[Category:Bang Shishigami]]

Revision as of 09:12, 5 March 2020

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
  • Fatal Counter
  • Bonus Proration 110%
  • First 6 active frames only hit above Bang
2A
2B
2C
6A
6B
  • Fatal Counter
6C
3C
  • Fatal Counter
  • 110% Bonus Proration
j.A
j.AA, j.AAA
j.B
j.C
j.2C
j.4B

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
2D
  • Guards High and Mid attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
6D
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
j.D
  • Guards High and Mid attacks
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
  • Fatal Counter
  • Cannot do any actions until landing and is in CH state after inv during the fall.

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Ground Throw
  • 100% Minimum Damage
  • Can cancel into air dash on hit
Air Throw
  • 100% Minimum Damage
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Bang's Unstoppable Double Palm Thrust
623B
Bang's Heavenly Double Palm Thrust
j.623B
Bang's Void Tempest Kick
623C
Bang's Void Tempest Kick EX
j.623C
A Bang-style Shuriken
j.236A
  • Can cancel into Flaming Air Attack (float) on 17
A Bang-style Shuriken *3
j.236AD
B Bang-style Shuriken
j.236B
  • Can cancel into Flaming Air Attack (float) on 17
B Bang-style Shuriken *3
j.236BD
C Bang-style Shuriken
j.236C
  • Can cancel into Flaming Air Attack (float) on 30
  • Sticks opponent in place for 60
C Bang-style Shuriken *3
j.236CD
  • Sticks opponent in place for 60
D Bang-style Shuriken
j.236D
Flaming Air Attack
j.22A
  • Can only be used once per jump
  • Costs 1 air action
  • Can cancel into actions on 9
Set Nail
214A/B/C/D
Air Set Nail
j.214A/B/C/D
Bang's Steel Rain
632146B
  • Shoots 60 nails total?
  • Nails appear in 2F intervals
Nail Dash
Direction while on Set Nail
FRKZ Dash
Direction during OD
  • FRKZ Dash has additional properties depending on what Seals Bang has active.
  • 5D Seal allows Bang to pass through opponents
  • 6D Seal gives the dash some Projectile Inv

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Shishigami-style Secret Technique: "Fatal Eruption"
2363214C
  • Values in [] are during OD
  • Minimum damage 15%: 1010 [1374]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)
236236D with 4 Seals
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"
236236A
  • Values in [] are during OD
  • Minimum Damage 20%: 740 [833]

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Bang's Dancing Petal Storm
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {595+39}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Shishigami-style Forbidden Technique: "The Ultimate Bang"
j.6321463214D
  • On autoguard, can cancel into shadowstep

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C 6A 6B 2C 5D, 2D, 6D Jump, Special
5D - - - - Jump[-], Special
2A[2] 2A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 6C, 2C, 3C 5D, 2D, 6D Jump[-], Special
2C - - - 5D, 2D, 6D Jump[-], Special
2D - - - - Jump, Special
6A[2] - 5B, 6B 6C, 2C - Special
6B - - - - -
6C - - - j.D Jump, Special
3C - - - - -
6D - - - - Jump[-], Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B - - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Jump[-], Special[-]
j.4B - - - - Jump, Special
j.2C - - - j.D Special
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
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Bang Shishigami/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.