BBCF/Tsubaki Yayoi/Frame Data

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 Tsubaki Yayoi


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Tsubaki Yayoi 11,000 4F 22F (1~5F Inv All, 2~15 airborne)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 11 -2 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 10 5 17 -5 B 100 89 Long SJR 3 16 17 17 22 31 9 +0 +2
5BB 500 Mid 11 3 19 -8 B 100 85 Long S(J)R 2 13 14 14 18 26 9 +0 +1
5C 660 Mid 8 3 23 -9 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5CC 600 Mid 12 3 27 -11 B 100 92 Long S(J)R 4 18 19 19 27 37 12 +0 +5
2A 300 All 7 2 11 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 11 3 12 -1 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2BB 500 Low 10 3 18 -7 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2C 660 Mid 13 3 22 -8 B 8~15 H 90 89 Long SJR 3 16 17 22 Crumple 36 11 +0 +2
2CC 740 Mid 12 3 29 -15 B 100 89 Long SJR 3 16 Launch 22 Launch 36 11 +0 +2
6A 800 High 26 2 24 -9 B 80 89 Normal SR 3 16 17 17 + Down 23 25 34 + Down 23 11 +0 +2
6B 600 Low 17 3 17 -3 F 90 89 Long SR 3 16 17 17 Launch 31 + Down 23 11 +0 +2
6BB 600 Low 11 4 20 -7 F 90 89 Long SR 3 16 19 35 24 49 11 +0 +2
6C 200×6 Mid 23 1×6 38 -18 B 100 94 Long S(J)R 5 20 21 21 + Down 23 27 37 + Down 23 2 +6 +6
6CC 200×3 Mid 20 1×3 35 -15 B 100 84 Long S(J)R 5 20 Launch 29 Launch 45 4 +0 +8
3C 800 Low 18 10 23 -12 F 90 94 Long R 5 20 Launch 54 Launch 73 13 +0 +8
3CC 800 Mid 17 4 17+18L -18 B 1~17 H 90 84 Long R 5 20 Launch 54 Launch 73 13 +0 +8
j.A 300 High/Air 7 2 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 8 4 12 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.BB 750 High/Air 7 3 24 H 80 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
j.C 700 High/Air 11 4 23 H 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.CC 800 High/Air 10 2 29 H 80 92 Long SR 4 18 22 22 27 37 12 +0 +5

Drive Moves

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 7 [4] 4+Hold 9
2D 7 [4] 4+Hold 9
j.D 4 4+Hold 8+5L [3+5L]

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 60 + GBounce 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Crumple 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 60 + GBounce + Down 23 0 +0
6A+B Counter Assault 0 All 13 4 35 -20 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Sanctus Aequum 600 All 13 4 18 -7 B 90 79 Long R 3 16 17 30 22 44 11 +0 +2
236B B Sanctus Aequum 800 All 18 9 18 -8 B 90 82 Long R 4 18 19 30 24 45 12 +0 +5
236C C Sanctus Aequum 800 All 18 9 18 -8 B 90 82 Long R 4 18 Spin Fall 31 40 Spin Fall 36 55 12 +0 +5
236D D Sanctus Aequum 900 {990} All 19 10 10 +2 B 90 94 Long R 5 20 Launch 50 Launch 66 13 +0 +8
421D 236D Shot > D Sanctus Aequum 250×7 {275×7} All 19 10 [2×6] 18 +6 B 19~End of Active Guard P 90 94 Long R 5 20 Launch 50 Launch 65 3/+5 +5 +13
214B B Sanctus Veritas 800 Mid 21 3 23 -7 B 9~20 B 90 82 Normal R 4 18 Launch 45 Launch 60 12 +0 +5
Followup 214B B Sanctus Veritas (Followup) 700 Mid 17 3 23 -7 B 90 92 Normal R 4 18 Launch 45 Launch 60 12 +0 +5
214D D Sanctus Veritas 1000 {1100} Mid 20 3 23 -7 B 6-22 B 90 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5
Followup 214D D Sanctus Veritas (Followup) 900 {990} Mid 17 3 23 -7 B 90 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5
623C C Benedictus Rex 850 Mid 10 40 Total 45+19L -21 B 1~10 All 50 89 Very Short R 3 29 Launch 44 Launch 60 0/+4 +4 +4
623D D Benedictus Rex 650×3 Mid 10 3,3,3 Total 50+23L -21 B 1~14 All 50 92 Very Short R 4 24 Launch 44 Launch 59 0/+4 +4 +9
j.236A A Aequum Elesion 800, 500 All 16 3(6)P Until L+5 H, P1 100, 90 79, 89 Long R 3 16 17 30, 20 22 44, 34 13, 0/+11 +0, +11 +2, +13
Followup j.236A A Aequum Elesion (Followup) 700 All 13 5 Until L H 100 89 Long R 3 16 17 30 22 44 13 +0 +2
j.236D D Aequum Elesion 800 {880}, 600 {600} All 16 3(6)P 37 H, P1 100, 90 92, 89 Long R 4, 3 18, 16 Crumple, 17 60 + GBounce + Down 23, 20 Crumple, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11
Followup j.236D D Aequum Elesion (Followup) 700 {770}, 600 {600} All 16 3(6)P Until L H, P1 100, 90 92, 89 Long R 4, 3 18, 16 Crumple, 17 60 + GBounce + Down 23, 20 Crumple, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11
j.214A A Lux Aeterna 600 All 9 Until L 22 -5~-10 H 80 82 Normal R 4 18 Launch + Down 23 60 Launch + Down 23 75 8 +0 +5
j.214B B Lux Aeterna 700 All 11 Until L 24 -6~-15 H 80 82 Normal R 4 18 Launch + Down 28 60 Launch + Down 28 75 8 +0 +5
j.214C C Lux Aeterna 800 All 17 Until L 33 -14~-24 H 80 82 Normal R 4 18 Launch + Down 23 62 + WBounce Launch + Down 23 77 + WBounce 8 +0 +5
Followup j.214X Lux Aeterna (Followup) 1000 All 9 Until L 26 H 80 82 Normal R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 +0 +5
j.214D D Lux Aeterna 900 {990} All 13 Until L 16 +4~-4 H 80 92 Long R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
Followup j.214D D Lux Aeterna (Followup) 800 {880} All 9 Until L 29 -12~-17 H 80 92 Long R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
j.236D j.214D Shot > D Lux Aeterna 250×N {275xN} All 9 Until L 29 -5~-1 H 11~Until L P 80 92 Long R 4 18 Launch 60 + Down 33 Launch 75 + Down 33 3/+8 +8 13
63214C Sactus Aerolata 0, 100×12 Throw(90) 11 3 30 T 90 80×13 Very Short R 3 Launch 40×12, 50 0, 2×12 +0
421A A Lux Macto 500 All 25 70 Total 54 -2 P1 90 89 Long R 3 16 17 20 22 34 0/+11 +11 +13
421D D Lux Macto 600 All 13 95 Total: 47 -7 P1 90 89 Long R 3 16 17 20 22 34 0/+11 +11 +13
22B B Agnus Dei 800 High/Air 28 6 1+10L 0 H 7~38 F 90 79 Normal R 3 16 Launch 44 + GBounce Launch 58 + GBounce 11 +0 +2
Followup 22B B Agnus Dei (Followup) 700 High/Air 22 6 5+12L -6 H 7~32 F 90 89 Normal R 3 16 Launch 44 + Down 23 Launch 58 + Down 23 11 +0 +2
22D D Agnus Dei 660×2 High/Air 28 3,3 3+10L +3 H 5~36 FT 90 92 Normal R 4 18 Launch 44 + GBounce Launch 59 + GBounce 12 +0 +5
Followup 22D D Agnus Dei (Followup) 660×2 High/Air 22 3,3 4+9L +3 H 5~37 FT 90 92 Normal R 4 18 Launch 44 + GBounce Launch 59 + GBounce 12 +0 +5

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C C Confutatis Maledictis 1000×4 [1000×5] All 5+(30 Flash)+7 21? Total 51 -21 B 1~14 All 80 65 Long R 4 18 Launch 50 0, 0/+3×3 [×4] +0, +3×3 [×4] +0, +3×3 [×4]
236236D D Confutatis Maledictis 1000, See notes
[1000, See notes, 1000]
All 5+(34 Flash)+1 18? Total 51 -28 B 5~7 All 80 65 Long R 4 18 Launch 50 + GBounce 0 +0 +0
214214D Macto Maledictis 7+(125 Flash)+4
632146B Requiem Maledictus 450×8 [600×8] All 1+40 Total 1+57 P2* 16~End All 60 96×8 [96×8] Very Short 2 13 Launch 36 Launch 48 0 [0/+2] +0 [+2] +1 [+7]

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Macto Lux Kyrie 600, 120×20
{600, 160×32}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 4 26 Launch 60 + Down 23 20 20, 0/+1×20 [×32] +0, +1×20 [×32]

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Requiem Aeternam 0, 9000 All 3+(127 Flash)+17 10 23 -19 B 1~29 All 100 92 Long 4 18 20/-5

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Tsubaki 5A.pngGuardAllStartup6Recovery11Advantage-2[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special/Super
5BBBCS Tsubaki 5B.pngGuardMidStartup10Recovery17Advantage-5[1] 6A 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special/Super
5BBBBCS Tsubaki 5BB.pngGuardMidStartup11Recovery19Advantage-8 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special/Super
5CBBCS Tsubaki 5C.pngGuardMidStartup8Recovery23Advantage-9[1] - 6B 5CC[+], 2C Yes Special/Super
5CCBBCS Tsubaki 5CC.pngGuardMidStartup12Recovery27Advantage-11 - 6B 6C[-], 2C Yes Jump[-], Special/Super
2ABBCS Tsubaki 2A.pngGuardAllStartup7Recovery11Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special/Super
2BBBCS Tsubaki 2B.pngGuardLowStartup11Recovery12Advantage-1[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special/Super
2BBBBCS Tsubaki 2BB.pngGuardLowStartup10Recovery18Advantage-7 - 5B 5C, 2C, 6C Yes Special/Super
2CBBCS Tsubaki 2C.pngGuardMidStartup13Recovery22Advantage-8[1] - - 2CC[+][*] - Jump, Special/Super
2CCBBCS Tsubaki 2CC.pngGuardMidStartup12Recovery29Advantage-15 - - 5C - Jump, Special/Super
6ABBCS Tsubaki 6A.pngGuardHighStartup26Recovery24Advantage-9 - - 5C - Special/Super
6BBBCS Tsubaki 6B.pngGuardLowStartup17Recovery17Advantage-3 - 6BB[+] - - Special/Super
6BBBBCS Tsubaki 6BB.pngGuardLowStartup11Recovery20Advantage-7 - - - - Special/Super
6CBBCS Tsubaki 6C.pngGuardMidStartup23Recovery38Advantage-18 - - 6CC[+][*] - Jump[-], Special/Super
6CCBBCS Tsubaki 6CC.pngGuardMidStartup20Recovery35Advantage-15 - - - - Jump[-]
3CBBCS Tsubaki 3C.pngGuardLowStartup18Recovery23Advantage-12 - - 3CC[+] - -
3CCBBCS Tsubaki 3CC.pngGuardMidStartup17Recovery17+18LAdvantage-18 - - - - -
Air Revolver Action Table
A B C D Cancels
j.ABBCS Tsubaki jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C Yes Jump, Throw, Special
j.BBBCS Tsubaki jB.pngGuardHigh/AirStartup8Recovery12Advantage- - j.BB[+] j.C Yes Jump, Special
j.BBBBCS Tsubaki jBB.pngGuardHigh/AirStartup7Recovery24Advantage- - - j.C Yes Jump[-], Special
j.CBBCS Tsubaki jC.pngGuardHigh/AirStartup11Recovery23Advantage- - - j.CC[+] Yes Jump, Special
j.CCBBCS Tsubaki jCC.pngGuardHigh/AirStartup10Recovery29Advantage- - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References


Navigation

 Tsubaki Yayoi


To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.
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