BBCF/Jin Kisaragi/Frame Data

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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
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
2A
2B
2C
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
6A
  • Bonus Proration 110%
6B
6C
  • Values in [] are during OD
  • [During OD, freezes for 45, Freeze Count 3]
3C
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.A
j.B
j.C
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.2C
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]

Drive Moves

Notes
  • During OD, normal Drives (5D, 2D, 6D, j.D) gain more frame advantage and freeze for longer. All except 2D gain a better P2 as well.
  • All Special Drives (236D, j.236D, 214D, j.214D, 623D, 22C~D) 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
5D
  • Values in [] are during OD
  • Freezes for 26 [36]. Freeze Count 1 [3]
  • On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]
2D
  • Values in [] are during OD
  • Freezes for 40 [55]. Freeze Count 1 [3].
6D
  • Values in [] are during OD
  • Freezes for 45 [55]. Freeze Count 1 [3].
  • Bonus Proration 110%
j.D
  • Values in [] are during OD
  • Freezes for 50 [60]. Freeze Count 1 [3].
Hishousetsu
236D
  • Freezes for 36. Freeze Count 10
Air Hishousetsu
j.236D
  • Freezes for 36. Freeze Count 10
Hirensou
623D
  • First hit freezes for 50. Freeze Count 10.
  • Second hit is Unblockable and Fatal Counter if fully charged
Musou Tousshugeki 1
214D
  • Freezes for 45. Freeze Count 10. Otherwise 26F hitstun
  • On hit/block, goes into recovery animation
Musou Tousshugeki 2
214D~C
Hizangeki
j.214D
  • First hit freezes for 80. Freeze Count 10
Sekkajin Followup
22C~D
  • All except last hit hit freeze for 70. Freeze Count 10
  • Only 1 hit on block/whiff. Recovery in this case is 52F

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
Forward Throw
  • Freezes for 55. Freeze Count 3
Back Throw
  • Freezes for 55. Freeze Count 3
Air Throw
  • Freezes for 65. Freeze Count 3
Dash Cancel
Counter Assault
Crush Trigger
Uncharged/Charged
  • During OD, freezes for 60. Freeze Count 3

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
Musou Senshouzan 1
214B
  • On hit/block, goes into recovery animation
  • During OD freezes for 45. Freeze Count 5
Musou Senshouzan 2
214B~C
  • During OD freezes for 45. Freeze Count 5
Sekkajin
22C
  • Fatal Counter
  • If opponent was frozen, then last hit freezes for 50. Freeze Count 3
  • During OD, last hit freezes for 50. Freeze Count 5
  • If too far away from opponent Jin does not attack and does a pose instead, total duration 37
Fubuki
623B
  • During OD freezes for 55. Freeze Count 5
Rehhyou
623C
  • During OD freezes for 70. Freeze Count 5
Hishouken
236A
  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800 and floats opponent on CH
Air Hishouken
j.236A
  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800
Hizansen
j.214C
  • During OD freezes for 55. Freeze Count 5

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
Touga Hyojin
632146C
  • During OD freezes for 100. Freeze Count 20
  • Minimum Damage 20%: 320+80*N
Touga Hyojin
OD Followup
  • First 3 hits Freeze for 120. Freeze Count 100
  • Minimum Damage 20%: 480
Hiyoku Getsumei
632146D
  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
Air Hiyoku Getsumei
j.632146D
  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
Yukikaze (Catch)
236236D
  • If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21)
Yukikaze (Attack)
  • Values in [] are during OD
  • First hit Fatal Counter
  • Only does 1 hit on whiff
  • All except last hit Freeze for 180. Freeze Count 60
  • Minimum Damage 20%: 800 [1200]

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
Gekka Hyourou
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {585+58}

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
Rengoku Hyouya
[2]8D

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
5C - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special
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

Navigation


To edit frame data, edit values in BBCF/Jin Kisaragi/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.