BBCF/Hibiki Kohaku/Frame Data

From Dustloop Wiki
< BBCF‎ | Hibiki Kohaku
Revision as of 08:16, 27 June 2018 by Shtkn (talk | contribs)

Template:CharNav-BBCF

System Data

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:



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
300 All 6 3 11 - - B -
600 Mid 8 3 18 - - B -
500 Mid 10 3 18 - - B -
900 Mid 12 3 18 - - B -
300 All 7 3 10 - - F -
550 Low 9 3 15 - - F -
500 Low 10 3 15 - - F -
800 Mid 13 3 25 - - B -
900 Low 12 3 24 - - F -
650 Low 17 3 15 - - B -
800 Mid 18 3 22 - - F -
700 Mid 13 3 24 - - F -
700 High 25 3 21 - - B -
500 Mid 16 3 20 - - B -
620*3 Mid 17 3 (9) 3 (8) 3 11+5L - - H -
300 High/Air 7 3 9 - - H -
600 High/Air 9 3 11 - - H -
500 High/Air 8 2 20 - - H -
900 High/Air 12 6 19 - - H -

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
900 All 27~35 3 Total: 56 - - P1* -
900 All 14~24 3 Total: 47 - - P1* -
900 All 27~35 3 20 - - H -
900 All 14~25 3 20 - - H -
900 All 45 3 Total: 71 - - P1* -
900 All 25 3 Total: 51 - - P1* -
900 All 45 3 Until L+9 - - B -
900 All 25 3 Until L+9 - - B -
900 All 34 3 Total: 60+4L - - P1* -
900 All 17 3 Total: 52+4L - - P1* -
900 High/Air 34 3 18+4L - - H -
900 High/Air 17 3 18+4L - - H -
900 All 34 3 Total: 64+4L - - P1* -
900 All 24 3 Total: 54+4L - - P1* -
900 High/Air 34 3 14+9L - - H -
900 High/Air 25 3 14+9L - - H -

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
1500 T(70) 5 5 23 - - T -
200*4, 700 T(70) 5 5 23 - - T -
1500 T(120) 7 3 23+3L - - T -
0 All 13 3 30 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 30~61 1 25 - - B -

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
600*4 All 9 2*4 56 - - B -
600*4 All 7 2*4 - - H -
800 All 13 Until L Until L+7 - - H -
Until L+7 - - -
Until L+7 - - -
500 per shot All 16 8 Until L - - P1* -
1100 High/Air 12 3 24+9L - - H -
0, 2500 Throw(180) 5 Until L 15 - - T -
Until L+16 - - -
800*3 Ground: 14
Air: 13
2*9 Ground: 30
Air: Until L+23
- - B -
1000 High/Air 46 3 Until L+15 - - H -
 ?? + 18 - - -
1000 Low/Air 55 5 15 - - F -
 ?? + 18 - - -
600, 1200 All 14 9 21 - - B -
1200 All 4~18+17 3 29 - - B -

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
Normal: 600, 900*2, 2400
OD: 600, 570*10
All 4+5 Until Offscreen Total 74 - - P2 -
Normal: 2000
OD: 1200, 0, 3000
All 1+7 Until Ground 123 - - H -

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
Normal: 600, 800, 1550
AF: 600, 1000, 1370*3
All Fast: 10
Slow: 20
3 34 - - B -

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
12412 All 1+14 3 51 - - B -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Jump, Special
5B[2] 6A 5BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
5BB 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5C 6A - 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5D/6D 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 3C 5D, 2D, 6D, 3D Special
2BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2C - - 5C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
2D/3D - - - - Special
6A - - 3C - Special
6B[1] - 6BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6C - - - - Jump
4B[1] 6A 4BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
4BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
3C - - - 5D, 2D, 6D, 3D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D/j.6D, j.2D/j.3D Throw, Jump, Special
j.B - j.BB[+] j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.BB - - j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.C - - - j.D/j.6D, j.2D/j.3D Jump, Special
j.D/j.6D - - - - Jump, Special
j.2D/j.3D j.A[+] j.B[+] j.C[+] - Jump, 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

Template:CharLinks-BBCF