BBCF/Jin Kisaragi/Frame Data: Difference between revisions

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  |cancel= |damage=385*4 |starter=L |p1=100 |p2=89 |guard=
  |cancel= |damage=385*4 |starter=L |p1=100 |p2=89 |guard=
  |level=3 |attribute=B |startup=8 |active=2 (3) 2 (3) 2 (3) 2 |recovery=28 |frameAdv=-13 |invul=
  |level=3 |attribute=B |startup=8 |active=2 (3) 2 (3) 2 (3) 2 |recovery=28 |frameAdv=-13 |invul=
  |blockstun=16 |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jn/
  |blockstun=16 |airHit=17*3, 40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jn/
  |description={{ColumnList |text=*Fatal Counter
  |description={{ColumnList |text=*Fatal Counter
*If opponent was frozen, then last hit freezes for 50. Freeze Count 3
*If opponent was frozen, then last hit freezes for 50. Freeze Count 3
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  |version=Yukikaze (Attack) |subtitle=
  |version=Yukikaze (Attack) |subtitle=
  |cancel= |damage=Normal: 500, 3500<br/>OD: 500*5, 3500 |starter=N |p1=100 |p2=100, 60 |guard=
  |cancel= |damage=Normal: 500, 3500<br/>OD: 500*5, 3500 |starter=N |p1=100 |p2=100, 60 |guard=
  |level=4 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=1-All All
  |level=4 |attribute=B |startup=57 |active=15 |recovery=77 |frameAdv= |invul=1-End All
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jn/
  |blockstun= |airHit= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/jn/
  |description={{ColumnList |text=*First hit Fatal Counter
  |description={{ColumnList |text=*First hit Fatal Counter

Revision as of 23:20, 22 November 2017

System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5
Movement Options

Double Jump, 1 Airdash, Dash type: Run


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 6 3 11 - - B -
400*2 8 4 (2) 1 16 - - B -
800 10 4 19 - - B -
300 7 4 9 - - F -
600 9 2 15 - - F -
930 17 3 31 - - B -
640 19 3 20 - - B -
840 19 4 4+14L - - H -
1060 19 3 31 - - B -
900 13 4 28 - - F -
300 7 3 9 - - H -
600 9 7 30 - - H -
850 10 3 20+4L - - H -
850 13 5 24 - - H -

Drive Moves

Notes
  • Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, get a higher P2 and freeze for a longer period of time during OD.
  • All Special Drives (236D/[D], j.236D, 214D, j.214D, 623D) have a 180F Heat Gauge Cooldown. The cooldown period is removed during OD.
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
960 17 8 20 - - BP* -
960 22 3 Total 57 - - P1 -
1000 31 9 Total 65 - - P1 -
970 16 3 29+5L - - HP* -
600*3 18  ?? Total 52 - - P1 -
600*3 24  ?? Total 40+8L - - P1 -
900, 1200 13 2 (23~77) 3 42 - - B -
640 17 10 16+7L - - F -
1200 14 3 9+18L - - H -
600, 1200 9 1 (9) 3 22+5L - - 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 7 3 23 - - T -
1500 7 3 23 - - T -
1500 7 3 23+3L - - T -
0 13 5 34 - - B -
1000 20 1 25 - - B -
1000 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
640 17 8 16+7L - - F -
1000 14 4 6+20L - - H -
385*4 8 2 (3) 2 (3) 2 (3) 2 28 - - B -
Normal: 400, 800
OD: 200*6, 800
25 8 68 - - B -
950 8 3 33 - - B -
1300 13 3 45 - - B -
600 13 Until Offscreen Total 44 - - P1 -
600 20 Until Offscreen Total 49+8L - - P1 -
1000 13 3 Until L+7 - - H -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • 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
1600, 400*N 1+8 Until Offscreen Total 44 - - P2 -
400*3, 1200 - - P2 -
Normal: 1000, 200*14, 1100
OD: 1000, 200*20, 1100
5+5 Until Offscreen Total 108 - - P2 -
Normal: 1000, 200*14, 1100
OD: 1000, 200*20, 1100
5+5 Until Ground Normal: Total Until L+15
OD: Total Until L+10
- - P2 -
1+33 - - -
Normal: 500, 3500
OD: 500*5, 3500
57 15 77 - - B -

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, 300*4, 1250
AF: 600, 400*10, 1250
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
6+25 10 95 - - F -

Revolver Action Table

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