BBTag/Mitsuru Kirijo/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

23F (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
5A 1000 CSTP 100 75 B All 8 3 19 -8 2 13 14 14 18 26 7 +0 +1 - -
5AA 1100 CSTP 100 85 B All 5 2 22 -10 3 13 17 17 22 31 7 +0 +2 - -
5AAA 1200 S(J)P 100 85 B All 5 2 26 -14 3 13 17 17 22 31 7 +0 +2 - -
5AAAA 1300 SP 100 85 B All 5 2 22 -10 3 13 17 17 22 31 7 +0 +2 - -
5AAAAA 1400 S(J)P 100 85 B All 5 2 26 -14 3 13 17 17 22 31 7 +0 +2 - -
5AAAAAA 1000*3 P 90 80 (Once) B All 17 2(4)2(4)3 37 -23 3 16 17*2, Launch 17 + Down 23*2, 40 + GBounce 22*2, Launch 31 + Down 23*2, 54 + GBounce 1 +0 +2 - -
2A 1000 CSTP 90 75 F Low 9 3 15 -4 2 13 14 14 18 26 7 +0 +1 - -
5B 1700 CSP 90 85 B All 15 3 23 -7 4 18 19 40 24 55 12 +4 +9 6~17 F -
5BB 1500 CS(J)P 100 80 B All 10 3 18 -4 3 16 17 21 22 35 11 +0 +2 - -
5BBB 1000*5 CSP 100 90 B All 10 4,3*4 21 -7 3 16 17*3, Launch*2 30 22*3, Launch*2 44 1*4, 4 +0 +2 - -
2B 1700 CSJP 90 85 B All 11 3 31 -15 4 18 Launch 25 Launch 40 12 +0 +5 7~13 H -
2BB 1300*2 CSP 100 90 B All 25 9 [(2)1] 43 [40] -20 5 20 Launch 21, 60 + GBounce Launch 37, 76 + GBounce 7 7, 0 +8 - -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 SP 90 85 F Low 19 2 20 -3 4 18 Launch 40 Launch 55 12 +0 +5 - -
j.A 1500 JP 80 80 H High 7 12 16 - 3 16 17 19 22 33 11 +0 +2 - -
j.AA 1700 JP 80 85 H High 12 8 37 - 4 18 19 19 24 34 12 +0 +5 - -
j.B 1500 (J)P 80 80 H High 11 6 25 - 3 16 17 50 22 64 11 +0 +2 - -
j.C 1300*2 - 80 90 H All 25 9 [(2)1] 31 [28] - 5 20 Launch 21, 60 Launch 27, 76 7 7, 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
Ground Throw 0, 150*11, 350 S 100 50 (Once) T Throw 7-30 3 25 - 3 - 60*11, Launch 17*11, 60 - - - 0 - - -
  • Minimum damage 100% (2000)
Getsu-ei
Reversal Action
2400 - 80 60 B Air Unblockable 12 3 (25+)20L -29 4 18 Launch 80 Launch 95 16 +0 +5 1~14 All -
Air Getsu-ei
Air Reversal Action
2400 - 80 60 H All 10 1 20L - 4 18 Launch 80 Launch 95 16 +0 +5 1~10 All -
Cross Burst Attack

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
Coup Droit A
236A
1700 P 80 85 B All 9 6 18 -7 ~ -2 3 16 25 27 + Slide 15 30 41 + Slide 15 11 +0 +2 - -
Coup Droit B
236B
2200 P 80 90 B All 21 12 12 -3 ~ +8 4 20 Launch 30 + Slide 18 Launch 45 + Slide 18 12 +0 +5 - -
Marin Karin
214A
1000 P 80 70 P1 All 10 54 Total 34 - 1 10 11 11 15 22 0 +10 +10 - -
Tentarafoo
214B
300, 3750 P 70 80 (Once) P2 Low 22 12 Total 54 -5 ~ +5 3, 4 16 80, Launch 17, 45 85, Launch 31, 60 0 +0, +12 +2, +12 - -

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
Coup Droit EX
236C
2200 P 80 90 B All 7 6 17 -4 4 18 Launch 29 + Slide 17 Launch 44 + Slide 17 12 +0 +5 - -
Bufula
214C
1000*3 P 80 85 P1 All 27 360 Total 47 +31 2 13 Launch 60 Launch 72 0/+6 +6 +7 - -

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
Coup Droit
1700 - 70 85 B All (18)+13 10 21 -12 4 18 Launch 40 + WBounce 40 - - 12 +0 - - -
6P
Mabufudyne
600*8 - 70 97 P1 All (18)+92 X*2(3)X*2(3)X*2(3)X*2 Total: (18)+120 +11 4 18 Launch 50 - - 0/+12 +12 - - -
4P 1700 - 70 85 B All (18)+16 8 23 -12 4 18 Launch 60 - - 7 - - - -

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
Myriad Arrows
236B+C
500*13, 3000
[300*25, 4000]
- 80 98*13, 80 [99*25, 80] B All 4+(58 Flash)+3 2*12(2)2(25)5
[2*24(2)2(25)5]
46 -30 3*13 [*25], 5 16*13 [*25], 20 50*12 [*24], Crumple 54, Launch Stand*13 [*25], 120 + WBounce 55*12 [*24], Crumple 69, Launch Stand*13 [*25], 136 + WBounce 0*7 [*25], 25 +0 +2*13 [*25], +8 1-8 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 95*13, 570 (1805) [54*25, 720 (2070)]
Bufudyne
214B+C
5500 [6500] - 80 60 P2 All 9+(54 Flash)+8 10 Total: 110 -53 5 20 Launch 90 Launch 106 0/+20 +20 +28 1-28 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1815 [2015]
Bufudyne
Distortion Skill Duo
2000 [2500] - 100 100 P2 All 9+(54 Flash)+1 10 Total: 93 -51 5 20 Launch 90 Launch 106 0/+20 +20 +28 1-11 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
Niflheim
222B+C
- - - - - All 6+(73 Flash)+14 3 Total: 97 -50 5 20 - - - - 0/+7 - - 1-43 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA 5AAAAA 5B, 2B 5C, 2C Special, Super
5AAAAA 5AAAAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB - Special, Super
5BB - 5BBB - Jump[-], Special, Super
5BBB - - - Special, Super
2B[1] - 5B, 2BB[-] 5C, 2C Jump, Special, Super
2BB - 5B on 2nd hit 5C + 2C on 2nd hit Special + Super on 2nd hit
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A[1] j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B[1] j.A[-] - j.C[-] Jump[-], Special[-], Super[-]
j.C[1] j.A on 2nd hit j.B on 2nd hit - 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

Sources[edit]

Navigation[edit]


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