Health: | 17,000 |
Prejump: | 4F |
Backdash: | 22F (1~7F Inv All) |
Unique Movements: | |
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
|
-
|
|
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
|
-
|
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
|
-
|
-
|
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
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
|
-
|
-
|
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
|
-
|
-
|
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
|
-
|
-
|
- 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
|
-
|
-
|
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+58 [Total: 5+49]
|
-35 [-26]
|
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]
|
To edit frame data, edit values in BBTag/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.
|
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's full frame data
System Explanations