BBTag/Jin Kisaragi/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (1-7F Inv All)


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1000 CSTJP 100 70 B All 6 3 11 -2 1 11 12 12 16 23 9 +0 +0 - -
5A 800*2 CSTP 100 80 (once) B All 7 2(4)1 19 -3 3 16 17 17 22 31 11 +0 +2 - -
5AA 1700 CSTP 100 85 B All 15 6 30 -12 4 18 19 26 24 41 12/+5 +5 +5 - -
5AAA 650*4 SP 100 85 (once) B All 8 2(3)2(3)2(3)2 28 -4 3 16 17*3, Crumple 29 17*3, 40 Launch*3, Crumple 58 31*3, 54 0/+9 +0 +2 - -
5AAAA 500, 1700 P 100 100, 85 B All 17 10 60 -51 4 18 Crumple 50 40 Crumple 100 55 0 +0 +5 - -
2A 1000 CSTP 90 75 F Low 9 2 15 -3 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 CSJP 100 80 B All 10 4 19 -6 3 16 17 17 22 31 11 +0 +2 - -
5BB 1700 CSP 100 85 B All 15 8 15 -4 4 18 19 20 24 35 12 +0 +5 - -
5BBB 1700 CS(J)P 100 75 B All 15 3 31 -15 4 18 Launch 28 Launch 43 12 +0 +5 - -
2B 1700 CSJP 90 85 B All 14 3 31 -15 4 18 19 24 24 39 12 +0 +5 8-16 H -

CH state 1f-16f

5C 800+ - 100 100 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 SP 90 85 F Low 13 4 28 -13 4 18 Launch 26 Launch 41 12 +0 +5 - -
j.A 1500 S(J)P 80 80 H High 9 9 28 - 3 16 17 17 22 31 11 +0 +2 - -
j.B
(j.AA)
1700 SJP 80 85 H High 10 6 20 - 4 18 19 19 24 34 12 +0 +5 - -
j.2B
(j.BB)
1700 SJP 80 85 H High 13 5 24 - 4 18 19 19 24 34 12 +0 +5 - -
j.C 2000 SP 80 90 H All 14 3 29+6L - 5 20 Launch 28 Launch 44 13 +0 +8 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0*2, 2000 S 100 50 (Once) T Throw 7~30 3 23 - 0*2, 4 - Crumple 28, Launch 19, 40 - - - 0*2, 12 +0 - -
Back Throw 0, 2000 S 100 50 (Once) T Throw 7~30 3 23 - 0, 4 - Launch 40 - - - 0, 12 +0 - -
Hirensou
Reversal Action
2000, 1000 - 80 60 B Air Unblockable 13 3(21~76)1 48 -30 4 18 Launch 55, 55 + Down 23 Launch 70, 70 + Down 23 1, 20 +0 +0, +5 1~15 All -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Hishouken
236A
1500 P 80 80 P1 All 13 - Total: 50 -13 3 16 17 17 22 31 0/+8 +8 +10 - -
Aerial Hishouken
j.236A
1500 P 80 80 P1 All 20 - Total: 44+11L - 3 16 17 17 22 31 0/+8 +8 +10 - -
Hishougeki
236B
1000*3 P 80 80 (Once) P1 All 44 - Total: 72 +18 3 16 17 36 22 50 0/+8 +8 +10 - -
Aerial Hishougeki
j.236B
1000*3 P 80 80 (Once) P1 All 24 - Total: 72 - 3 16 17 36 22 50 0/+8 +8 +10 - -
A.png Musou Senshouzan
214A
1500 P 80 80 F Low 17 8 14+6L -4 3 16 Launch 26 Launch 40 11 +0 +2 - -
  • Jin immediately enters recovery on hit/block
Follow-up Attack
A.png Musou Senshouzan > A/B/C
1500 P 80 80 H All 14 4 6+20L -13 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2 - -
B.png Musou Senshouzan
214B
1600*2 P 80 80 F, B Low 17 10 [(14)4] 19+7L [6+20L] -13 3 16 Launch 26, 30 + Down 23 Launch 40, 44 + Down 23 11, 8 +0 +2 - -
  • Jin performs followup attack (values in [] on hit/block
Hizansen
j.214A
1800 P 80 80 H All 13 3 37+7L - 3 16 Launch 36 + Down 23 Launch 50 + Down 23 11 +0 +2 - -
B.png Hizangeki
j.214B
1000, 1800 P 80 85 (Once) H All, High 15 1(9)3 37+7L - 4 18 19, Launch 80, 36 + Down 23 24, Launch 95, 51 + Down 23 6, 12 +0 +5 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Hishousetsu
236C
1000*3 P 80 80 (Once) P1 All 27 169 Total: 52 +36 3 16 Launch 36 Launch 50 0/+11 +11 +13 - -
Aerial Hishousetsu
j.236C
1000*3 P 80 80 (Once) P1 All 24 169 Total: 41+9L - 3 16 Launch 36 Launch 50 0/+11 +11 +13 - -
Musou Tousshugeki
214C
1700 P 80 70 F Low 17 12 14+6L -2 4 18 Launch 25 Launch 40 12 +0 +5 - -
  • Jin immediately enters recovery on hit/block
Follow-up Attack
Musou Tousshugeki > A/B/C
2000 P 80 90 B All 14 3 5+11L -2 5 20 Launch 50 + WBounce + Slide 15 Launch 66 + WBounce + Slide 15 13 +0 +8 - -
C.png Hizangeki
j.214C
1000, 2000 P 80 85 (Once) H All, High 9 1(7)3 22+5L - 4 18 19, Launch 80, 42 + Down 27 24, Launch 95, 57 + Down 27 6, 12 +0 +5 - -

Partner Skills[edit]

  • 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.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Musou Senshouzan
1500*2 Change 70 80 B, H All (18)+16 12
[(13)4]
27 [4+20L] -22 3 16 Launch 26, 30 + Down 23 - - 11, 8 +0 - - -
6P
Hishougeki
1200*3 Change 70 80 (Once) P All (18)+44 - Total: (18)+72 +14 3 16 Launch 36 - - 0/+8 +8 - - -
4P
Fubuki
1700 Change 70 85 B All (18)+10 3 38 -22 4 18 Launch 60 - - 16 +0 - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Touga Hyojin
236B+C
1650*N
[1650*N, 500*3, 1000]
- 80 60 (Once) P2 All 1+(30 Flash)+8 Until Hit Total: 44 -13~+3 4 18 Crumple 30 [Crumple 53 + Down 15] 28 + Slide 20 Crumple 35 [Crumple 53 + Down 15] 33 + Slide 20 0 +0 +5 1-8 All -
  • Values in [] are for Enhanced version
  • Minimum Damage:: 231*N [231*N, 100*3, 10]
  • 22F to reach fullscreen
Hiyoku Getsumei
214B+C
1700, 300*14, 4100
[1700, 300*22, 3600]
- 80 97 P2 All 5+(45 + Flash)+5 Until Hit Total: 5+60 -37 4 18 Launch 80 + WBounce Launch 95 + Wbounce 0 0/+30, 0*15 [*23] +30, +0*15 [*23] 1-11 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 255, 45*14, 1148 (2033) [255, 45*22, 1008 (2253)]
Aerial Hiyoku Getsumei
j.214B+C
1700, 300*14, 4100
[1700, 300*22, 3600]
- 80 97 P2 All 5+5 Until Hit Total: 5+Until L+16
[Total: 5+Until L+11]
- 4 18 Launch 80 Launch 95 0 0/+30, 0*15 [*23] +30, +0*15 [*23] 1-13 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 255, 45*14, 1148 (2033) [255, 45*22, 1008 (2253)]
Yukikaze
Distortion Skill Duo
500, 1500
[200*5,1500]
- 100 100 B All 1+(79 Flash)+1 15 77 -73 4 18 19 [*5], Crumple 53 80 [*5], 19 - - 12 +0 +5 1-16 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Rengoku Hyouya
222B+C
0, 27315 - - - F Low 6+(71 Flash)+14 10 95 -86 4 18 - - - - 0 - - 1-19 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special (4th hit), Super (4th hit)
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Jump, Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Special, Super
j.B - j.BB j.C Jump, Special, Super
j.AA and j.BB - - j.C Jump, Special, Super
j.C - - - Special, Super
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Damage/proration/cancel table by Hima696

Navigation[edit]


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