BBCF/Jin Kisaragi/Frame Data: Difference between revisions

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*100% minimum damage (1400)
*100% minimum damage (1400)
*Freezes opponent for 70F. Freeze Count 3
*Freezes opponent for 55F. Freeze Count 3
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*100% minimum damage (1400)
*100% minimum damage (1400)
*Freezes opponent for 70F. Freeze Count 3
*Freezes opponent for 55F. Freeze Count 3
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Revision as of 00:15, 3 December 2016

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 All 6 3 9 - - B -
400 * 2 HL 7 4(2)1 16 - - B -
800 HL 10 4 19 - - B -
300 All 7 3 8 - - F -
600 L 9 1 16 - - F -
930 HL 17 3 24 - - B -
640 H 19 3 20 - - B -
840 All 19 4 3+14L - - H -
1060 HL 19 3 31 - - B -
900 L 13 4 28 - - F -
300 HA 7 4 8 - - H -
600 HA 9 9 27 - - H -
850 HA 10 3 20+4L - - H -
850 HA 13 5 23 - - H -
0 All 13 5 37 - - B -
1000 All-Barrier 30-60 1 27 - - B -

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 All 17 8 20 - - HBFP -
720 All 22 3 35 - - HBFP* -
1000 All 30 6 Total: 65 - - P* -
970 All 16 3 29+5L - - HBFP -
600x3 All 16 52T - - P* -
600x3 All 16 40T - - P* -
900, 1200 HL 13 3(24)1 42 - - B -
640 LA 17 24 4+5L - - F -
1200 All 17 3 8+19L - - H -
300, 1500 All,HA 8 1(13)3 22 - - H -

Throws

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
0,0,1500 T(70) 7 5 15 - - T -
0,1500 T(70) 7 5 15 - - T -
0, 1500 T(90) 7 3 18+3L - - T -

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
500 All 14 44T - - HBFP* -
600 All 18 45T - - HBFP* -
950 HL 8 3 33 - - B -
1300 HL 13 3 49 - - B -
640 LA 17 9 4+3 - - F -
1000 All 36 6 3+22L - - H -
1000 All 13 3 Till L+7 - - H -
385x4 All 8 2(3)2(3)2(3)2 28 - - B -
400,800 All 25 8 57 - - B,HBFP -
200x6,800 All 25 1,2x4,7 57 - - Bx6, HBFP -

Distortion Drives

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
700xN All 1+8 44T - - HBFP*(2) -
700xN,400x3,1000 All 1+8 44T - - HBFP* -
800, 100x22, 1100 HL 5+5 63T - - HBFP*(2) -
800, 100x22, 1100 All 5+5 until L+11 - - HBFP*(2) -
1 14 21 - - -
500+3500 UNB 57 15 78 - - B,HBFP -
500+500*4+3500 UNB 57 15 78 - - Bx5,HBFP -
All Slow: 20
Fast: 10
3 20 - - 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
death L 6+50 5 95 - - FP* -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Overdrive
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 - - - - Specials, Dash, Overdrive
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Overdrive
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2C - 6B 6C, 3C 5D, 2D, 6D Jump, Special, Overdrive
2D - - - - Jump[-], Special, Overdrive
6A - - - - -
6B - - - - Special, Overdrive
6C - - - 2D, 6D Special, Overdrive
6D - - - - -
3C - - - - Special, Overdrive
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Special, Overdrive
j.B j.A - j.C, j.2C - Jump, Special, Overdrive
j.C[1] - - j.2C j.D Jump[-], Special, Overdrive
j.2C[1] - - j.C j.D Jump, Special, Overdrive
j.D - - - - Special, Overdrive
  • 5A and 2A can only be done three times in any string of normals, even on whiff.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only