BBTag/Mai Natsume/Frame Data

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 Mai Natsume

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
Mai Natsume 17,000 4F 25F (1~7F Inv All) Juncture
Moon Blossom

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 8 4 20 -10 B 100 75 2 13 14 14 18 26 10 +0 +1
4AA 1500 All 7 3 18 -4 100 80 3 16 17 17 22 31 11 +0 +2
4AAA 1700 All 16 4 21 -6 B 100 85 4 18 19 19 24 34 12 +0 +5
4AAAA 2300 All 13 9 26 -16 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
5A 1500 All 10 4 16 -3 B 100 80 3 16 17 17 22 31 14 +0 +2
5AA 1500 All 9 5 18 -6 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 250×9 All 8 3×9 22 -8 B 100 80 3 16 21 24 26 38 2 +0 +2
5AAAA 2300 All 13 1 35 -17 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 7 3 12 -1 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 2000 All/Low* 25~51 Until Hit Total: 72~98 -31 P1 70 80 3 13 19 24 24 38 0/+3 +13 +15
5[B] 2400 All/Low* 52~73 Until Hit Total: 99~122 -21 P2 70 80 4 16 Launch 60 Launch 75 0/+13 +13 +15
5BB 2000 [2400] All 5 Until Hit Total: 44 -23 [-13] P1 70 80 3 13 [16] Launch 24 [60] Launch 38 [74] 0/+3 [0/+13] +13 +15
2B 1700 All 13 4 30 -15 B 7~16 H 90 75 4 18 Launch 24 Launch 39 12 +0 +5
5C 800 High 26 3 18 -4 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500, 1700 Low 10 3(11)6 19 -6 F 90 80, 85 3,4 16, 18 Launch 40 Launch 54, 55 6, 12 +0 +2, +5
j.A 1500 High 11 4 24 H 80 80 3 16 17 19 22 33 11 +0 +2
j.AA 1500 High 8 5 8 H 80 80 3 16 17 23 22 37 11 +0 +2
j.B 2000 All 27~52 Until Hit Total: Until L+8L P1 70 80 3 16 Launch + Down 23 60 Launch + Down 23 75 0/+13 +13 +15
j.[B] 2400 All 53~67 Until Hit Total: Until L+8L P1 70 80 3 16 Launch + Down 23 60 Launch + Down 23 75 0/+13 +13 +15
j.BB 2000 [2400] All 5 Until Hit Total: Until L+8L P1 70 80 3 13 [16] Launch 24 [60] Launch 38 [74] 0/+3 [0/+13] +13 +15
j.C 2000 All 17 6 20+3L H 80 80 5 20 Launch 26 Launch 42 13 +0 +8

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, 4×2 Launch 80, 80 + GBounce + Down 23 0×2, 12 +0
AD Himeyuri: Dipper 2000 Air Unblockable 11 8 31+21L -41 H 1~18 All 80 60 4 18 Launch 60 Launch 75 8 +4 +4
AD > X Followup Attack 1000 All 18 Until L 31 H 48 100 4 18 Launch 40 + Slide + Down 10 Launch 55 + Slide + Down 10 10 +0 +0
j.AD Suzuran: Dipper 2300 All 18 Until L 31 H 1~23 All 80 60 4 18 Launch 40 + Slide + Down 10 Launch 55 + Slide + Down 10 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
236 Juncture Total: 28
236A A Himeyuri 2000 [2400] All (6)+5 [(6)+8] 4 [1] 25 -7 [-4] B 80 80 [90] 3 [5] 21 27 30 32 [33] 44 [46] 11 [12] +0 +2 [+8]
236B B Himeyuri 2200 [2600] All (6)+10 [(6)+17] 8 [1] 20 -9 [0] B 80 85 [90] 4 [5] 18 [20] Launch 36 Launch 51 [67] 12 [13] +0 +5 [+8]
214 Moon Blossom 47+3L 1~5 FT
6~22 All
j.214 Air Moon Blossom
214A A Suzuran 2000 [2000×2] All 11 [21] Until L
[Until L,2]
18 -3 [+3] H 80
[80, 100]
85 4 18 Launch 40 + Down 23
[40 + Down 23, 40]
Launch 55 + Down 23
[55 + Down 23, 55]
12, 12/+4 +0, +4 +5, +9
214B B Suzuran 2000 [2000×2] All 11 [21] Until L
[Until L,2]
20 [18] -5 [+3] H 80
[80, 100]
85 4 18 Launch 40 + Down 23
[40 + Down 23, 40]
Launch 55 + Down 23
[55 + Down 23, 55]
12, 12/+4 +0, +4 +5, +9

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 Himeyuri 2000, 380×3
[2600]
All (9)+10 [(9)+16] 2×4 [1] 15 +2 [+5] B 80 85 [90] 4 [5] 18 [20] Launch 60 Launch 75 [76] 3×3, 13 [13] +0 +5 [+8]
214C EX Suzuran 2000×2 All 11 Until L,2 16 +11 H 80, 100 85×2 4 18, 22 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 16/+6 +0 +5

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 Himeyuri 2000 All (18)+13 8 29 -18 B 70 75 4 18 Launch 60 + WBounce 12 +0
6P BBCF 5AAB 1700×2 All (18)+32 X(20)X Total: (18)+87 -17 P1 70 75×2 2 13 17 19 0/+5 +5
4P 2B 1700 All (18)+13 4 38 -23 B 70 75 4 18 Launch 60 12 +0

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 Sylvan Hurricane Assault 1800×2, 8700
[1000×8, 8200]
All 4+(25 Flash)+2 1,Until Offscreen(11)Until L 88 -80 B*2 [×8], H 1~9 All 80 60 5 20 Launch 100 + Down 23×2 [×8], 100 + Down 63 Launch 116 + Down 23×2 [×8], 116 + Down 63 13/-5, 6×2
[13, 3/-2×6, 6]
+0, -5, +0
[+0, -2×6, +0]
-5, -2, +8
[-5, -2×7, +8]
214BC Floral Blizzard Blossom 5200 [6200] All 4+(47 Flash)+12 8 49 -26 B 1~23 All 80 60 5 20 Launch 60 + WBounce 60 Launch 76 + WBounce 60 13/+10 +10 +18
Distortion Skill Duo Shearing Cherry Blossom Storm 80×12, 1040
[60×18, 1420]
All 1+(43 Flash)+1 See notes 45 -18 B 1~3 All 100×13 100×12, 90 5 20 Crumple×12 [×18], Launch Stand×12 [×18], 100 Crumple×12 [×18], Launch Stand×12 [×18], 116 1×11, 1/+10, 15/+10
[1×17, 1/+10, 15/+10]
+10 +10

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 Royal Crimson Sprout: New Moon Lotus All 7+(105 Flash)+8 3 75 -39 B 1~17 All 4 18 12/+20

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCF Mai Natsume 5B.pngGuardAllStartup8Recovery20Advantage-10 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBCF Mai Natsume 5xA.pngGuardAllStartup7Recovery18Advantage-4 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAABBCF Mai Natsume 5xAA.pngGuardAllStartup16Recovery21Advantage-6 4AAAA 5B 5C, 2C Special, Super
4AAAABBCF Mai Natsume 5xB~6A.pngGuardAllStartup13Recovery26Advantage-16 - - - Special, Super
5ABBCF Mai Natsume 5C.pngGuardAllStartup10Recovery16Advantage-3 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AABBCF Mai Natsume 5xC.pngGuardAllStartup9Recovery18Advantage-6 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAABBCF Mai Natsume 5xCC.pngGuardAllStartup8Recovery22Advantage-8 5AAAA 5B 5C, 2C Special, Super
5AAAABBTag Mai 5AAAA.pngGuardAllStartup13Recovery35Advantage-17 - - - -
2ABBCF Mai Natsume 2A.pngGuardLowStartup7Recovery12Advantage-1[3] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Mai 5B.pngGuardAll/Low*Startup25~51RecoveryTotal: 72~98Advantage-31[1] - 5BB[+] - Special, Super
5BBBBCF Mai Natsume 5D~D.pngGuardAllStartup5RecoveryTotal: 44Advantage-23 [-13] - - - Special, Super
2BBBCF Mai Natsume 2C.pngGuardAllStartup13Recovery30Advantage-15 - 5B 5C, 2C Jump[-], Special, Super
5CBBCF Mai Natsume 5xCB.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Mai 2C.pngGuardLowStartup10Recovery19Advantage-6 - 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Mai Natsume jC.pngGuardHighStartup11Recovery24Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Mai jAA.pngGuardHighStartup8Recovery8Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Mai jB.pngGuardAllStartup27~52RecoveryTotal: Until L+8LAdvantage- - j.BB j.C Special, Super
j.BB[[File:|130x200px]]GuardAllStartup5RecoveryTotal: Until L+8LAdvantage- - - - Special, Super
j.CBBTag Mai jC.pngGuardAllStartup17Recovery20+3LAdvantage- - j.B - 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

Sources

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To edit frame data, edit values in BBTag/Mai Natsume/Data.
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