BBTag/Jubei/Frame Data

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< BBTag‎ | Jubei
 Jubei

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
Jubei 17,000 4F 25F (1~7F Inv All) Sneak Behind
Short Hop

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 2 13 -3 B 100 70 1 11 12 12 16 23 9 +0 +0
5A 1200 All 7 3 16 -2 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 900×2 All 11 4(8)3 19 -5 B 100 80 3 16 17 17, 27 22 31, 41 11 +0 +2
5AAA 1700 All 17 3 23 -9 B 100 80 3 16 17 27 + GBounce 22 41 + GBounce 11 +0 +2
5AAAA 1700×2 All 12 10 30 -9 B 100 85×2 4 18 19 19 24 34 0/+12 +24 +29
2A 1200 Low 9 3 15 -3 F 90 80 3 14 17 17 22 31 11 +0 +2
5B 1200×2 All 13 3(7)3 16 -4 B 80 85×2 4 14 19 21 24 36 7 +0 +5
5BB 1200×2 All 8 3(7)3 20 -8 B 80 85×2 4 14 19 21 24 36 7 +0 +5
5BBB 1700 All 9 3 22+9L -15 H 100 85 4 18 Launch 60 Launch 75 12 +0 +5
2B 1500 All 12 8 7+8L -4 B 10~15 H 90 75 4 18 Launch 28 Launch 43 12 +0 +5
5C 800 High 22 3 24 -10 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700×2 Low, All 18 3(4)3 25 -9 F, B 90 85×2 4 18 19, Launch 40 + Down 23, 40 24, Launch 55 + Down 23, 55 12 +0 +5
j.A 1200×2 High 12 2(9)2 14 H 80 80×2 3 16 17 21 22 35 11 +0 +2
j.B 1200×2 All 11 3(8)3 23 H 80 85×2 4 14 19 21 24 36 7 +0 +5
j.BB 1200×2 All 8 3(7)3 23 H 80 85×2 4 14 19 21 24 36 7 +0 +5
j.BBB 1700 All 9 3 35+9L H 80 85 4 18 Launch 60 Launch 75 12 +0 +5
j.C 1700×2 All 16 Until L [(25)3] 33 [25] -3~-8 H 80, 100 85×2 4 18 19 19 + Slide 24 34 + Slide 0/+12 0/+24, 0/+12 +29, +17

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 Launch 60 + Down 23 0, 8 +0
AD Fissuring Impact 1700×2 Air Unblockable 12 4(12)3 25+18L -27 H 1~15 All 80 60 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5
j.AD Air Fissuring Impact 1700×2 All 12 4(12)3 Until L+18 H 1~15 All 80 60 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5

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 First Form: Shadow Wolf 2000 Low 13 2 21 -4 F 90 85 4 18 Launch 60 Launch 75 20 +0 +5
5B > 6A First Form: Shadow Wolf 2000 Low 13 2 21 -4 F 90 85 4 18 Launch 60 Launch 75 20 +0 +5
j.B > 6A Followup First Form: Shadow Wolf 2000 Low Until L+5 2 21 -4 F 90 85 4 18 Launch 60 Launch 75 20 +0 +5
214A Second Form: Demon Fox 1800 High 25 3 9+11L -4 H 80 85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
5B > 4A Second Form: Demon Fox 1800 High 25 3 9+11L -4 H 80 85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
j.B > 4A Followup Second Form: Demon Fox 1800 High 18 3 12+9L H 80 85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
214B Third Form: Wild Lion 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B 80 95×8 3 16 17×4, Launch 60 + Down 23×4, 60 22×4, Launch 74 + Down 23×4, 74 1×4, 11 -1×4, +0 -1×4, +2
5B > 4B Third Form: Wild Lion 500×7, 1500 All 22 3×7(8)4 24 -11 H*7, B 80 95×8 3 16 17×4, Launch 60 + Down 23×4, 60 22×4, Launch 74 + Down 23×4, 74 1×4, 11 -1×4, +0 -1×4, +2
j.B > 4B Followup Third Form: Wild Lion 500×N, 1500 All 25 3×N(8)4 24 -11 H*N, B 80 95×N+1 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1×N, 11 -1×N, +0 -1×N, +2
236B Fourth Form: Black Panther 2400 [2880] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] B 100 80 [90] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8
5B > 6B Followup Fourth Form: Black Panther 2400 [2880] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] B 100 80 [90] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8
j.B > 6B Air Followup Fourth Form: Black Panther 2400 [2880] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] B 100 80 [90] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8
66 Sneak Behind 21 4~17 P
j.236A A Shiranui: Steel 800×4 All 29 10×4 Total: 81 -2 H ??~68 All 80 95×4 4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
j.214A A Shiranui: Steel 800×4 All 29 10×4 Total: 81 -2 H ??~68 All 80 95×4 4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
j.236B B Shiranui: Steel 800×4 All 29 10×4 Total: 81 -2 H ??~68 All 80 95×4 4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
j.214B B Shiranui: Steel 800×4 All 29 10×4 Total: 81 -2 H ??~68 All 80 95×4 4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
22A A Twilight Tiger (Catch) 45 4~25 Guard HB
22A Attack A Twilight Tiger (Attack) 1500 All 9 4 36 -21 B 80 85 4 18 Launch 40 Launch 55 12 +0 +0
22B B Twilight Tiger (Catch) 45 4~25 Guard F
22B Attack B Twilight Tiger (Attack) 1000×2 Low, All 9 3(4)3 39 -23 F, B 80 85 4 18 19, Launch 40 + Down 23, 40 24, Launch 55 + Down 23, 55 12 +0 +0

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 First Form: Shadow Wolf 2200 Low 9 2 27 -5 F 90 75 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5
5B > 6C EX First Form: Shadow Wolf 2200 Low 9 2 27 -5 F 90 75 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5
j.B > 6C Air EX First Form: Shadow Wolf 2200 Low Until L+3 2 27 -5 F 90 85 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5
214C EX Second Form: Demon Fox 1980 High 20 3 9+11L -4 H 80 85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
5B > 4C Followup EX Second Form: Demon Fox 1980 High 14 3 12 H 80 85 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
j.B > 4C Followup EX Second Form: Demon Fox 1980 High 14 3 12 H 80 85 4 18 23 40 + Slide + Down 23 28 55 + Slide + Down 10 12 +0 +5
j.236C EX Shiranui: Steel 800×4 All 20 10×4 Total: 72 -2 H ??-59 All 80 95×4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
j.214C EX Shiranui: Steel 800×4 All 20 10×4 Total: 72 -2 ??-59 All 80 95×4 18 Launch 40 + Slide×3, 40 Launch 55 + Slide×3, 55 0 +0 +2
22C EX Twilight Tiger (Catch) 45 4~25 Guard HBF
22C Attack EX Twilight Tiger (Attack) 2000 All 14 4 33 + 12L -28 B 80 90 5 20 Launch 40 Launch 56 13 +0 +8

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 Fissuring Slash 1000×2, 1500 All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 B 70 85 4 14×2 19×2, Launch 21×2, 40 7×2, 11 +0×2, +2
6P Rising Justice 1800 All (18)+30 301 Total: (18)+53 +4 P1 70 80 3 16 22 40 0/+11 +11
4P Fourth Form: Black Panther 2200 All (18)+15 3 19+21L -22 B 70 85 5 20 Launch 60 20 +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
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 Thousand Hands: Roaring Pillar 1250×2, 5000
[1250×2, 730×9]
All 12+(40 Flash)+1 12 39 -30 B 1~24 All 80 100×2, 60 [100×10, 60] 5 20 Crumple Stand 2 2, 0×2 [×10] +8
j.236BC Twin Guardians: Mourning Shore 1700, 100×N, 6000
[1000, 100×N, 1600×5]
All 4+(40 Flash)+2 Until L,3 41 H 1~(Until L) All 80 100×N+1, 60 5 20 Crumple×N+1, Launch 100 + GBounce×N, Stand, 100 Crumple×N+1, Launch 116 + GBounce×N, Stand, 116 1 1×N, +0, 20 +8
Distortion Skill Duo Thousand Hands: Roaring Pillar 500×2, 1000
[800×2, 100×9]
All 1+(77 Flash)+1 12 39 -30 B 1~13 All 100 100 5 20 Crumple Stand 2 2, 0×2 [×10] +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 Asura: Thunderbird Rising All 4+(35 Flash)+7 3 83 -65 1~13 All 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Jubei 4A.pngGuardAllStartup6Recovery13Advantage-3[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBTag Jubei 5A.pngGuardAllStartup7Recovery16Advantage-2[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Jubei 5AA.pngGuardAllStartup11Recovery19Advantage-5 5AAA (2nd hit) 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAABBTag Jubei 5AAA.pngGuardAllStartup17Recovery23Advantage-9 5AAAA 5B 5C, 2C Special, Super
5AAAABBTag Jubei 5AAAA.pngGuardAllStartup12Recovery30Advantage-9 - - - -
2ABBTag Jubei 2A.pngGuardLowStartup9Recovery15Advantage-3[1] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Jubei 5B.pngGuardAllStartup13Recovery16Advantage-4 - 5BB (2nd hit)[+] - Special, Super[+]
5BBBBTag Jubei 5B.pngGuardAllStartup8Recovery20Advantage-8 - 5BBB (2nd hit)[+] - Special, Super[+]
5BBBBBTag Jubei 5BBB.pngGuardAllStartup9Recovery22+9LAdvantage-15 - - - -
2BBBTag Jubei 2B.pngGuardAllStartup12Recovery7+8LAdvantage-4 - j.B j.C Jump, Special, Super
5CBBTag Jubei 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Jubei 2C.pngGuardLow, AllStartup18Recovery25Advantage-9 - - - Jump, Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Jubei jA.pngGuardHighStartup12Recovery14Advantage- - j.B j.C Special, Super
j.BBBTag Jubei 5B.pngGuardAllStartup11Recovery23Advantage- - j.BB[+] - Special, Super[+]
j.BBBBTag Jubei 5B.pngGuardAllStartup8Recovery23Advantage- - - - -
j.CBBTag Jubei jC.pngGuardAllStartup16Recovery33 [25]Advantage-3~-8 - - - Special (2nd hit)[-], Super (2nd hit)[-]
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

Sources

Navigation

 Jubei
To edit frame data, edit values in BBTag/Jubei/Data.
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Persona 4 Arena

Under Night In-Birth

RWBY

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