BBTag/Izayoi/Frame Data

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< BBTag‎ | Izayoi
 Izayoi

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
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.
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 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 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 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.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Izayoi 17,000 4F 22F Hover Dash
Mirage Thruster
  • Can cancel Hover Dash into attacks after 10F
  • Can cancel Hover Dash into all actions after ??F

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 9 0 B 100 70 1 11 12 12 16 23 9 +0 +0
5A 1000 All 7 5 16 -7 B 100 75 2 13 14 14 18 26 10 +0 +1
5AA 1500 All 11 6 18 -7 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 14 5 28 -14 B 100 85 4 18 17 26 22 41 12 +0 +5
5AAAA 2300 All 15 3 30 -14 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 9 3 15 -4 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1500 All 11 6 18 -7 B 100 80 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 14 3 30 -14 B 100 85 4 18 19 19 24 34 12 +0 +5
2B 1100×2 All 12 3(6)3 18 -4 F 100 80 3 16 17 26 22 40 11 +0 +2
5C 800 High 22 3 4+20L -10 100 100 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 6 21 -8 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1300 High 9 6 15 H 80 80 3 16 19 17 24 31 11 +0 +2
j.AA 1300 High 7 3 12 H 80 80 3 16 19 21 24 35 11 +0 +2
j.B 1800 High 11 7 21 H 80 85 4 16 19 19 24 34 12 +0 +5
j.C 1700 High 11 6 18 H 80 75 4 16 19 40 24 55 12 +2 +7

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 0×2, 4 Crumple, Launch 60 + WBounce 0×2, 0/+12 +0×2, +12
AD Aegis Blade 1800 Air Unblockable 14 3 46 -32 B 1~16 All 80 60 3 16 Launch 45 Launch 59 6 +0 +2
j.AD Noir Edge 1800 All 10 5 Until L+12L H 1~14 All 80 60 3 16 Launch 46 Launch 60 11 +0 +2
AD > X Strike Fall 1300 All 28 Until L 31L H 1~(Until L) All 48 100 4 18 Launch 100 + GBounce Launch 115 + GBounce 2 +6 +6

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Sonic Saber 1500 All 20 Until Hit Total: 48 -5 P1 80 80 3 16 19 19 24 33 0/+7 +10 +11
j.236A Air A Sonic Saber 1500 All 16 Until Hit Total: 45+6L P1 80 80 3 16 22 22 27 36 0/+10 +10 +12
236B B Sonic Saber 1200, 500×4 All 44 Until Hit Total: 64 +28 P1 80 80 3 16×5 22, 17×4 22 27, 22×4 36 0/+34, 0/+4×4 +34, +4×4 +36, +5×4
j.236B Air B Sonic Saber 1200, 500×4 All 31 Total: 55 P 80 80 3 16×5 22, 17×4 22 27, 22×4 36 0/+34, 0/+4×4 +34, +4×4 +36, +5×4
214A Crusade Seraphim Gamma 1500 Low 11 3 18 -4 F 90 80 3 16 Launch + Down 23 30 Launch + Down 23 44 6 +5 +5
214B Crusade Seraphim Alpha 1700 All 10 3 20 -4 B 4~12 H 90 85 4 18 Launch 60 Launch 75 6 +0 +5
j.214A Air Crusade Seraphim Gamma 1850 All 11 3 Until L H 90 85 4 18 Launch 45 Launch 60 6 +0 +5
j.214B Air Crusade Seraphim Alpha 2000 All 11 3 Until L H 90 85 4 18 Launch 45 Launch 60 6 +0 +5
214A > A/B Valkyrie Astrea 1700 All 9 3 35 -19 B 90 85 4 18 Launch 56 Launch 71 12 +5 +5
214B > X Strike Fall 1700 [750×3] All 31 Until L [1,1,Until L] 36L H 4~18 All 90 85 4 18 Launch 100 + GBounce Launch 115 + GBounce 2 +6 +6
236X > A A Mirage Thruster Total: 43 15~24 All
236X > B B Mirage Thruster Total: 34 15~25 All

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Sonic Saber 1500×3 All 20 Until Hit Total 42 +4 P1 80 80×3 3 16 19 19 24 33 0/+10 +10 +2
j.236C Air EX Sonic Saber 1500×3 All 16 Until Hit Total 45 P1 80 80×3 3 16 19 19 24 33 0/+10 +10 +2
214C EX Mirage Thruster Total: 31 10~20 All

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Valkyrie Astrea 2400 All (18)+13 3 37 -21 B 70 80 4 18 Launch 50 6 +5
6P Sonic Saber 1200, 500×4 All (18)+44 Total: (18)+66 +27 P 70 80 3 16×5 22, 17×4 22 0/+34, 0/+4×4 +34, +4×4
4P Crusade Seraphim Alpha 1500×2 All (18+)10 3 [3(20)Until L] 38 [34L] -22 B 70 80 4 18 Launch 50, 100 + GBounce 6 6, 2

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Justice Phorizer 5500 [6500] All 7+(78 Flash)+10 9 49 -39 P2 1~25 All 80 60 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +5
214BC Banshee Lancer 2200, 2500×2, 3600
[2200, 1500×6, 2200]
All 8+(69 Flash)+6 3 46 -22 B 1~16 All 80 60 5, 4×3 [×7] 26 Crumple, 180×2 [×6], Launch Stand, 180×2 [×6], 60 20 20, 3×2, 0
{20, 3×6, 0}
+0
Distortion Skill Duo Justice Phorizer 2000 [2500] All 1+(119 Flash)+1 9 49 -39 B 1~10 All 100 100 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +8

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Judge of Destiny All 4+(131 Flash)+11 9 35 -30 B 1~23 All 4 18 20/-5

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Izayoi 4A.pngGuardAllStartup6Recovery9Advantage0[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBTag Izayoi 5A.pngGuardAllStartup7Recovery16Advantage-7[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Izayoi 5AA.pngGuardAllStartup11Recovery18Advantage-7 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAABBTag Izayoi 5AAA.pngGuardAllStartup14Recovery28Advantage-14 5AAAA - - Jump[-], Special, Super
5AAAABBTag Izayoi 5AAAA.pngGuardAllStartup15Recovery30Advantage-14 - - - -
2ABBTag Izayoi 2A.pngGuardLowStartup9Recovery15Advantage-4[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Izayoi 5B.pngGuardAllStartup11Recovery18Advantage-7[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BBBBTag Izayoi 5BB.pngGuardAllStartup14Recovery30Advantage-14 - 2B 5C, 2C Jump[-], Special, Super
2BBBTag Izayoi 2B 1.pngGuardAllStartup12Recovery18Advantage-4[1] - 5B 5C, 2C Special, Super
5CBBTag Izayoi 5C.pngGuardHighStartup22Recovery4+20LAdvantage-10 - - - -
2CBBTag Izayoi 2C.pngGuardLowStartup13Recovery21Advantage-8 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Izayoi jA.pngGuardHighStartup9Recovery15Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Izayoi jAA.pngGuardHighStartup7Recovery12Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Izayoi jB.pngGuardHighStartup11Recovery21Advantage- - - j.C Jump, Special, Super
j.CBBTag Izayoi jC.pngGuardHighStartup11Recovery18Advantage- - - - Jump, Special, Super
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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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To edit frame data, edit values in BBTag/Izayoi/Data.
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