BBTag/Yukiko Amagi/Frame Data

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System Data[edit]

Health

16,000

Prejump

4F

Backdash

29F (1-7F Inv All)

Flame Boost
  • Fire based attacks (except for Distortion Skill Duo) gain more damage as you increase the Flame Boost Gauge.
Flame Boost Damage Boost
Lv 0 +0%
Lv 1 +15%
Lv 2 +25%
Lv 3 +35%
Lv 4 +50%
Lv 5 +60%
Lv 6 +80%
Lv 7 +90%
Lv 8 +110%
Lv 9 +130%


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 80 B All 10 4 15 -2 3 16 17 17 22 31 11 +0 +2 - -
4AA 1000 CSTJP 100 80 B All 10 3 14 0 3 16 17 17 22 31 11 +0 +2 - -
4AAA 1200 CS(J)P 100 85 B All 12 3 26 -10 4 18 19 30 + Down 23 24 45 + Down 23 12 +0 +5 - -
4AAAA
5AAAA
900, 1600 P 90 80 (Once) B, P1 All 9 2(10)5 30 -12 3 16 17, Launch 17, 47 22, Launch 31, 61 1/+6 +6 +6 - -
  • Opponent experiences 6 additional hitstop
5A 200*10 CSTP 90 80 (Once) B All 12~28 1*10 28 -12 3 16 17 17 22 31 1 +0 +2 - -
  • Persona attacks 3 frames after coming into range if before 28 frames
5AA 200*9 CSTJP 90 80 (Once) B All 10 1*9 33 -17 3 16 17 17 + Down 23 22 31 + Down 23 1 +0 +2 - -
5AAA 200*8 CSP 90 80 (Once) F Low 10 1*8 32 -16 3 16 17 30 22 44 1 +0 +2 - -
2A 1000 CSTP 90 75 F Low 8 2 14 -2 2 13 14 14 18 26 10 +0 +1 - -
5B/4B/6B 1000 CS 80 75 P1 All 10 Until Hit Total 46 -15 2 11 14 14 18 26 0/+10 +10 +10 - -
5BB 1000 CSP 80 75 P1 All 9 Until Hit Total 48 -18 2 11 14 14 18 26 0/+10 +10 +10 - -
6BB 1000 CSP 80 75 P1 All 9 Until hit Total 49 -19 2 11 14 14 18 26 0/+10 +10 +10 - -
4BB 1000 CSP 80 75 P1 All 9 Until hit Total 52 -22 2 11 14 14 18 26 0/+10 +10 +10 - -
2B/1B/3B 1000*2 CSJP 80 75 P All 14 Until hit 42T -7 2 11 14 14 18 26 0/+10 +10 +10 10~16 H -
  • Opponent experiences 10 frames hitstop
5C 800+ - - - B High 26 3 18 -4 4 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1500 S(J)P 90 80 F Low 10 3 17 -3 3 16 Launch 30 Launch 44 11 +0 +2 - -
j.A 1000 SJP 80 80 H High 10 3 13 - 3 16 17 21 22 35 11 +0 +2 - -
j.AA 1000 SJP 80 80 H High 7 3 13 - 3 16 17 21 22 35 11 +0 +2 - -
j.B/j.4B/j.6B 1000 S(J)P 80 75 P1 All 12 Until Hit Total 34 - 2 11 14 14 18 26 0/+10 +10 +10 - -
  • Forced 6f landing recovery from j.5B
  • Forced 8f landing recovery from j.6B
j.C 500*N P, SP 90 80 (Once) H High 20 3, 5*N Until L - 3 16 21 21 26 35 1 +0 +2 - -
  • Yukiko begins falling on frame 36
  • Can special cancel second hit onward on hit or block

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, 2000 S 100 50 (once) T Throw 7~30 3 23 - 4 - Crumple 53 - - - - 0, 7 - - -
  • Minimum damage 100% (2000)
Dia
Reversal Action
1200 - 80 60 B Air Unblockable 19 3 23* -30 3 16 Launch 60 Launch 74 11 +0 +2 1~27 Guard All
28~Release Guard P
-
  • On Guard Point, hitstop for Yukiko is 0F. Opponent hitstop is unchanged
  • Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
  • Yukiko is forced to "hold" Dia for 21 frames minimum
  • At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp

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
A Agi
236A
700, 900 P 90, 80 100, 80 B, P1 All 13 3(6)15* 39 -9 3 16 Launch 19, 29 Launch 24, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
B Agi
236B
700, 900 P 90, 80 100, 80 B, P All 13 3(6)15* 39 -9 3 16 Launch 30, 29 Launch 45, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
Air A Agi
j.236A
700, 900 P 90, 80 100, 80 B, P All 13 3(6)15* 39+5L - 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
Air B Agi
j.236B
700, 900 P 90, 80 100, 80 B, P All 13 3(6)15* 39*+5L - 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 22 frame wait minimum
A Maragi
214A
1000, 1500 P 80 100, 85 P Low, All 16 Until hit(9)30 55T -11 4 18 Launch 19, 60 Launch 24, 75 0 +0 +5 - -
B Maragi
214B
1000, 1500 P 80 100, 85 P Low, All 32 Until hit(9)45 43T +17 4 18 Launch 19, 60 Launch 24, 75 0 +0 +5 - -
A Fire Boost
22A
- P - - - - 19 - Total 36 - - - - - - - - - - - -
  • Raises Flame Boost by 1
  • Costs Yukiko 500 health (all recoverable)
B Fire Boost
22B
- P - - - - 31 - Total 57 - - - - - - - - - - - -
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)

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
EX Agi
236C
700, 2000 P 90, 80 100, 80 B, P1 All 18 3(9)15* 24 +2 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 30 frame wait minimum
Air EX Agi
j.236C
700, 2000 P 90, 80 100, 80 H, P1 All 18 3(9)15* 24+5L - 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9 - -
  • Explosion becomes active 7 frames after release, 30 frame wait minimum
EX Maragi
214C
1000*4 P 80 100, 85*3 (Once) P Low, All*3 16 Until Hit(9)5(5)5(5)5 Total 34 +30 4 18 Launch 19, 60*3 Launch 24, 75*3 0 +0 +5 - -
EX Fire Boost
22C
- P - - - - 12 - Total 22 - - - - - - - - - - 4~22 Guard P -
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)

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
Flame Dance
900, 1300 - 70 85 B, P1 All (18)+13 2(10)5 29 -11 3 16 17, Launch 60 - - 1, 6 +0 - - -
  • Opponent experiences 6 additional hitstop
6P
Phoenix Flame Swirl
1000*3 - 70 85 (Once) P1 All (18)+62 Until Hit Total (18)+113 -24 4 18 Launch 80 - - 0/+1 +1 - - -
  • Does not hit crouching state
4P
Dia
1200 - 70 80 B All (18)+13 12 112 -107 3 16 Launch 50 - - 11 +0 - 7-112 P -
  • Heals from 26~138
  • Heals 20 hpf (up to 2240) to Yukiko if point is not nearby, 20 hpf to point and 10 hpf (up to 1120) to Yukiko otherwise

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
Agidyne
236B+C
540*9, 2200 [620*9, 3200] - 80*9, 70 98*9, 90 B*9, P All 4+(78 Flash)+7 6*7,10,2(8)X Total: 160 -51 4*9, 5 18 Launch 30*9, 60 + WBounce Launch - 0/+1*9, 0/+7 [0/+1*9, 0/+16] +1*9, +14 [+1*9, +23] +6*9, +7 [+6*9, +16] 1-10 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 108*9, 440 (1412) [124*9, 640 (1756)]
Maragidyne
214B+C
800*N [1000*N] - 80 60 (Once) P All 10+(87 Flash)+9 {5(5)}*10,5 Total: 84 - 5 20 Launch 40 Launch 56 0 - +5 1-19 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 120*N [150*N]
Agidyne
Distortion Skill Duo
2000 [2500] - 100 100 P All 1+(104 Flash)+1 6*7,10,2(8)X Total: 82 -46 4 18 Launch 30*9, 60 + WBounce Launch - 0/+1*9, 0/+7 [0/+1*9, 0/+16] +1*9, +14 [+1*9, +23] +6*9, +7 [+6*9, +16] 1-9 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
Full Bloom
222B+C
- - - - B All 13+(86 Flash)+11 6 Total: 100 -55 5 20 - - - - 0/+1 - - 1-39 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA, 5A - 5C, 2C Jump[-], Special, Super
4AAAA - - - -
5A[1*] 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B 5A 5BB[+], 2B 5C, 2C Special, Super
5BB 5A - 5C, 2C Special, Super
2B 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A[3] j.A j.B j.C Jump, Special, Super
j.B - - 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
  • All cancels for 5A, 5AA, 5AAA are on the last hit
  • 4A and 2A can only be used 3 times total per string

Sources[edit]

Navigation[edit]


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