BBTag/Yu Narukami/Frame Data

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 Yu Narukami

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
Yu Narukami 17,000 4F 23F (1~7F Inv All)

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 3 14 -5 B 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0
4AA 1500 All 7 4 18 -5 B 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2
4AAA 1700 All 9 3 22 -6 B 100 85 CSJP 4 18 22 19 + Down 23 27 34 + Down 23 12 -3 +2
4AAAA 900×3 All 14 2,2,2 Total 56 -17 P1 80 80 P 3 16 17 30 22 44 0/+5 +5 +5
5A 1500 All 9 3 26 -12 B 100 80 CST(J)P 3 16 21 21 26 35 11 +0 +2
5AA 1500×2 All 11 12, 3 23 -26 B 90 80×2 CST(J)P 3 16 17 17 32 46 9 +0 +2
5AAA 2000 All 13 3 40 -22 B 90 90 CS(J)P 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8
5AAAA 900×3 All 14 2,2,2 Total 56 -17 P1 80 80 P 3 16 17 30 22 44 0/+5 +5 +5
2A 1000 Low 7 3 12 -1 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1700 All 13 3 35 -21 B 90 80 CS(J)P 3 16 17 23 22 37 11 +0 +2
5BB 1700 All 15 2 36 -20 B 90 85 CS(J)P 4 17 Launch 45 Launch 60 12 +0 +5
5BBB 2000 High 23 7 19L -3 H 80 80 SP 5 20 Launch 21 + Slide Launch 37 + Slide 13 +0 +8
2B 1100×2 All 8 2,3 31 -17 B 5~9 H 90 80 CSJP 3 16 17 22 22 36 7 +0 +2
5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3 20 -4 F 90 85 SP 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1000×2 High 8 3, 6 14 H 80 75 SJP 2 13 14 14 18 26 10 +0 +1
j.AA 1500 High 7 3 15 H 80 80 SJP 3 16 17 20 22 34 11 +0 +2
j.B 1700 All 12 8 25 H 80 85 SJP 4 18 19 23 24 38 12 +0 +5
j.C 2000 High 16 Until L 29L/39L/44L -10 at best H 80 80 (S)P 5 20 Launch 36 + Slide Launch 52 + Slide 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, 2000 Throw 7~30 3 23 T 100 50 S 0, 4 Launch 50 0, 12 +0
AD Big Gamble 1700×2 Air Unblockable 10 3, 10 Until L+9 -38 B, H 1~22 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5
j.AD Air Big Gamble 1700×2 All 4 3, 3 Until L+9 H 1~9 All 80 60 4 18 Launch 39 Launch 54 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 A Zio 1300 All 13 Until Hit Total 50 -10 P1 80 80 P 3 16 17 30 Launch 44 0/+11 +11 +13
236B B Zio 1500 All 13 Until Hit Total 55 -15 P1 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13
j.236A Air A Zio 1300 All 13 Until Hit Total 50+8L -10 P1 80 80 P 3 16 17 30 Launch 44 0/+11 +11 +13
j.236B Air B Zio 1500 All 13 Until Hit Total 50+8L P1 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13
214A A Swift Strike 1700 Low 15 8 20 -9 F 70 85 P 4 18 Launch 60 Launch 75 12 +0 +5
214B B Swift Strike 1100×3 Low 18 9,9,3 29 -13 F 70 85 P 4 18 19×2, Launch 60 + Down 23×2, 60 24×2, Launch 75 + Down 23×2, 75 1×2, 12 +0 +5

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 Zio 1500, 400×3 All 13~102 Until Hit [2×3] Total 38+8L +7~+96 P1 80 80 P 3 16 Launch 30 Launch 44 0/+5, 0/+3×3 +5, +3×3 +7, +5×3
j.236C Air EX Zio 1500, 400×3 All 13~102 Until Hit [2×3] Total 38+8L P1 80 80 P 3 16 Launch 30 Launch 44 0/+5, 0/+3×3 +5, +3×3 +7, +5×3
214C EX Swift Strike 700×5 Low 12 6,6,6,6,3 20 -4 F 70 85 4 18 19×4, Launch 60 + Down 23×4, 60 24×4, Launch 75 + Down 23×4, 75 1×4, 12 +0 +5
214C > X Additional Attack 700×3 All 4 3,5,5 41 -27 B 80 100 P 4 18 Launch 60 Launch 75 12 +0 +5

Partner 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
5P Lightning Flash 1500×2 All (18+)15 13 [(2)3] 46 -30 B 70 85×2 4 18 19, Launch 19, 60 + WBounce 24, Launch 33 + 74 + WBounce 6, 13 +0 +5
6P Zio 1500 All (18+)13 Until Hit Total: (18+)55 -26 P1 70 80 3 16 Launch 60 Launch 74 0/+11 +11 +13
4P P4AU 2D 1100×2 All (18+)14 7,3 Total: (18+)93 H, B 70 85 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 8 +0 +5

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 Ziodyne 260×34 [320×34] All 5+(33 Flash)+13 3×34 52 -34 P 1~20 All 80 98×34 4 17 Launch 62 + WStick 30 + WBounce 40
[47 + WStick 30 + WBounce 40]
Launch 78 + WStick 30 + WBounce 40
[63 + WStick 30 + WBounce 40]
0 +0 +5
j.236BC Ziodyne 260×34 [320×34] All 5(+33)+13 3×34 46+6L P 1~20 All 80 98×34 4 17 Launch 62 + WStick 30 + WBounce 40
[47 + WStick 30 + WBounce 40]
Launch 78 + WStick 30 + WBounce 40
[63 + WStick 30 + WBounce 40]
0 +0 +5
214BC Cross Slash 2500, 4800
[2500, 230×7, 4700]
All 11(+70)+5 7 36 -22 B 1~22 All 80 100, 60
[100×8, 60]
5 20 100, Crumple 43 + Down 10
[100, Launch×8]
Stand
[Stand, 180 + Down 23×8]
106, Crumple 43 + Down 10
[106, Launch×8]
Stand
[Stand, 196 + GBounce + Down 23×8
13 13, 0/+13
[13, 2×8]
+5, +13
[+5, +0×8]
Distortion Skill Duo Cross Slash 1000, 1500
[1000, 100×7, 1300]
All 1(+101)+1 7 36 -22 B 1~8 All 100 100 5 20 100, Crumple 43 + Down 10
[100, Launch×8]
Stand
[Stand, 180 + Down 23×8]
106, Crumple 43 + Down 10
[106, Launch×8]
Stand
[Stand, 196 + GBounce + Down 23×8
13 13, 0/+13
[13, 2×8]
+5, +13
[+5, +0×8]

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 Myriad Truths 5000, 32000 All 7+(90 Flash)+14 6,24 52 -43 P3 1~50 All 100 100 5 20 0/+12

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Yu 4A.pngGuardAllStartup6Recovery14Advantage-5[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Yu 4AA.pngGuardAllStartup7Recovery18Advantage-5 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
4AAABBTag Yu 4AAA.pngGuardAllStartup9Recovery22Advantage-6 4AAAA - 5C, 2C Jump, Special, Super
5ABBTag Yu 5A.pngGuardAllStartup9Recovery26Advantage-12[2] 5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Yu 5AA.pngGuardAllStartup11Recovery23Advantage-26 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special
5AAABBTag Yu 5AAA.pngGuardAllStartup13Recovery40Advantage-22 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAABBTag Yu 5AAAA.pngGuardAllStartup14RecoveryTotal 56Advantage-17
and 4AAAA
- - - -
2ABBTag Yu 2A.pngGuardLowStartup7Recovery12Advantage-1[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Yu 5B.pngGuardAllStartup13Recovery35Advantage-21[1] 5A 5BB, 2B 5C, 2C Jump[-], Special, Super
5BBBBTag Yu 5BB.pngGuardAllStartup15Recovery36Advantage-20 5A 5BBB, 2B 5C, 2C Special, Super
5BBBBBTag Yu 5BBB.pngGuardHighStartup23Recovery19LAdvantage-3 - - - Special, Super
2BBBTag Yu 2B.pngGuardAllStartup8Recovery31Advantage-17[1] 5A 5B 5C, 2C Jump, Special, Super
5CBBTag Yu 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Yu 2C.pngGuardLowStartup13Recovery20Advantage-4 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yu jA.pngGuardHighStartup8Recovery14Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Yu jAA.pngGuardHighStartup7Recovery15Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Yu jB.pngGuardAllStartup12Recovery25Advantage- - - j.C Jump, Special, Super
j.CBBTag Yu jC.pngGuardHighStartup16Recovery29L/39L/44LAdvantage-10 at best - - - 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
  • 4A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

  • Early Proration Data from Hima based on the Beta - Link
  • Frame data from Tari - Link

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To edit frame data, edit values in BBTag/Yu Narukami/Data.
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