BBTag/Yumi

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Overview[edit]
Overview

Lore:Yumi is a third-year student and the leader of the Gessen Girls Academy elite shinobi.

She lost her parents at a young age, luckily her grandfather Kurokage raised her along with the other Gessen girls.

On the outside Yumi has a cold personality nevertheless she has a sister's love for her teammates. After the passing of Kurokage, Yumi begins to lead her team with discipline and love.
Playstyle
Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.
Pros Cons
  • Very strong assist and support kit
  • Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
  • Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
  • Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
  • Very high damage output (presses 5B twice and kills your character)
  • Good zoning tools
  • Can set up unburstable combos with Rave.
  • Struggles against strong mid-range poking characters
  • Zoning is outshined against more dedicated zoning characters such as Vatista and Hilda.
  • Stubby anti-air game



Normal Moves[edit]

5A[edit]
5A
BBTag Yumi 5A.png
The normal that makes even ruby rose respect your mashing.
BBTag Yumi 5AA.png
BBTag Yumi 5AAA.png
That is the most beautiful ice animation I've seen in a fighting game, sorry Jin..
BBTag Yumi 5AAAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1200 All 6 3 15 -1 -
  • Moves her forward slightly

An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with.

5AA 1500 All 9 3 18 -4 -
5AAA 1700 All 13 3 33 -17 -
5AAAA 1700 All 15 3 41 -25 -
5B[edit]
5B
BBTag Yumi 5B.png
Shiki Approved.
BBTag Yumi 5BB.png
Catch the fan and slap them.
BBTag Yumi 5BBB.png
"Take...This!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 900*2 All 13 7,20 6 -6 -
5BB 1700 All 10 3 19 -3 -
5BBB 2000 All 13 4 33 -18 -

The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.

5C[edit]
5C
BBTag Yumi 5C.png
"I shall silence you."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 -
2A[edit]
2A
BBTag Yumi 2A.png
Fanning your feet.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 3 9 0 -
2B[edit]
2B
BBTag Yumi 2B.png
I mean, you could just 236C.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 9 6 18 -7 9~14 H

Head invulnerable 9~14

2C[edit]
2C
BBTag Yumi 2C.png
Double-Hit ice spin.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1100*2 Low 14 11,3 18 -2 -
  • 2 hit fan attack

Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B.

j.A[edit]
j.A
BBTag Yumi jA.png
BBTag Yumi jAA.png
Fan slaps.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 8 3 19 - -
j.AA 1500 High 9 4 26 - -
j.B[edit]
j.B
BBTag Yumi jB.png
BBTag Yumi jAA.png
Fan slaps but the first hit is angled diagonally downwards.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1500 High 12 3 18 - -
j.BB 1500 High 9 4 26 - -
j.C[edit]
j.C
BBTag Yumi jC.png
"Ah Gottem, ggs"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300*2 High 18 Until L,3 22 -4 -

The first hit can corner steal.


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Yumi GroundThrow.png
"Pitiful."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 - -
Shinobi in Bloom[edit]
Shinobi in Bloom
5A+D
BBTag Yumi ShinobiInBloom.png
This move shines brighter than Twilight vamprires
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2300 Air Unblockable 13 5 44 - 1~17 All
Air 2300 All 13 5 Until L+8 - 1~17 All


Skills[edit]

Whirling Fans[edit]
Whirling Fans
236A/B
BBTag Yumi WhirlingFans.png
"Go, Snowbird!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1500 All 14 Until Hit Total 44 -7 -
B 1500*3 All 30 X(3)X(3)X Total 68 -9 -
  • Frame advantage is at point-blank range
Grand Stage: Snowbird[edit]
Grand Stage: Snowbird
j.236A/B
BBTag Yumi GrandStageSnowbird.png
Flying Ice.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1500 All 23 Until Hit 43+2L - -
B 1500 All 23 Until Hit 43+2L - -
  • Single hit durability air fireball, similar to the grounded A version
  • Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally

Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.

Dancing as One: Yang[edit]
Dancing as One: Yang
214A
BBTag Yumi DancingAsOneYang.png
Mixup dance.
BBTag Yumi PiercingTide.png
Piercing Tide.
BBTag Yumi HowlingOgre.png
Howling Ogre.
BBTag Yumi DemonicDestruction.png
Demonic Destruction.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
A
1000 All 14 3 18 -4 -
Second Step
AA
1000 All 13 3 21 -7 -
Third Step
AAA
600*2 All 13 3(10)3 22 -8 -
Fourth Step
AAAA
300*5, 325*5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 -
Piercing Tide
> B
2000 All 26 4 15 +12 -
Howling Ogre
> C
2000 High 20 16 Total 49 -5 -
  • Travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.
Demonic Destruction
> 2C
1000, 1500 Low 25 12 [(8)4] Total 72 -8 -
  • Leads into Aerial Rave automatically on hit.
  • A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.
Breathtaker
> 66
- - - - 18 - -
  • Cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.
Dancing as One: Yin[edit]
Dancing as One: Yin
214B
BBTag Yumi DancingAsOneYin.png
Damage dance.
BBTag Yumi Purity.png
If you get hit by this, you're receiving at least 8k.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
B
750*3 All 15 [17] 3,3(4)4 26 -17 -
Second Step
BB
1700 All 17 4 21 -12 -
Third Step
BBB
1700 All 17 4 22 -13 -
Fourth Step
BBBB
800*2 All 17 4(8)4 28 -19 -

Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.

Dancing in Snow: Purity
> A
2000 All 25 3 30 -12 -

Frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.

Breathtaker
> 66
- - - - 18 - -

Cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.

Aerial Rave[edit]
Aerial Rave
Automatic followup to certain attacks
BBTag Yumi AerialRave.png
"yumi isn't as dry as Vatista tbh"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300*4, (1000*2) All - 3*4(12) Until L, 9 17 - 1-End of Active All

Damage in () does not occur if Killing Stone is used.

Extra Skills[edit]

Dancing in Snow: Dance of Blades[edit]
Dancing in Snow: Dance of Blades
236C
BBTag Yumi DanceOfBlades.png
Funny icicle go brrrrrrrrrr
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300*2,2000 Low 10 5(3)5(12)5 Total: 73 -4 -

Leads into Aerial Rave automatically on hit.

Termination[edit]
Termination
214C
BBTag Yumi Termination.png
*Activates* "Fool!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - Total: 55 - 4-40 Guard HBFP

A counter that is invincible to everything but throws. Projectiles do not activate the followup attack but leave her invincible for the rest of the duration. Strikes will trigger the followup attack. Frame advantage listed is if the followup attack is blocked. Leads into Aerial Rave automatically on hit.

Grand Stage: Storm of Snowbirds[edit]
Grand Stage: Storm of Snowbirds
j.236C
BBTag Yumi StormOfSnowbirds.png
It is MY turn to play the videogame
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*3 All 16 Until Hit Total: 36+2L - -
Killing Stone[edit]
Killing Stone
Aerial Rave > C
BBTag Yumi AerialRave.png
For when you want to get high reward for very little effort.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1600,300*4,1000*2 All - 5(9)3*4(13)Until L,9 - - -


Partner Skills[edit]

5P[edit]
5P
Dancing as One: Yang - Fourth Step
BBTag Yumi YangFourthStep.png
"Let's see your dance." - Hyde
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
360*4, 500*5 All (18)+15 4,4,4,2(9)1,1,1,1,2 24 -7 -
6P[edit]
6P
Whirling Fans
BBTag Yumi WhirlingFans.png
"You're up!" - Ruby
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*3 All (18)+33 X(3)X(3)X Total: (18)+71 -9 -
  • Re-stands the opponent on hit, this means that you can put it at the end of very long combos and aim for mixups and resets.
4P[edit]
4P
Dancing in Snow: Purity
BBTag Yumi Purity.png
"Dance!" - Yu
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+18 3 36 -20 -


Distortion Skills[edit]

Secret Ninja Art: Black Ice[edit]
Secret Ninja Art: Black Ice
236B+C
BBTag Yumi BlackIce.png
"Go, Snoweagle!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1740*5 [1220*10] All 4+(80 Flash)+10 Until Hit Total 91 -23 1-4 All
Secret Ninja Art: Ice Pillar Fan[edit]
Secret Ninja Art: Ice Pillar Fan
214B+C
BBTag Yumi IcePillarFan.png
"Speeen!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*24,1600 [410*34,2500] All 4+(60 Flash)+6 3,6*5,5,4*5,2*11,1(8)3 61 -45 1-15 All


Distortion Skill Duo[edit]

Secret Ninja Art: Ice Pillar Fan
P during Main Character's Distortion Skill
BBTag Yumi IcePillarFan.png
"We stand united."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
75*24,200 [65*34,290] All 1+(79 Flash)+1 3,6*5,5,4*5,2*11,1(8)3 61 -45 1-7 All


Astral Heat[edit]

Ultimate Secret Ninja Art: Ice Queen
222B+C
BBTag Yumi IceQueen.png
"Decay and fade for eternity..."
BBTag Yumi IceQueen2.png
"Mission Complete."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000,5000,36000 All 8+(90 Flash)+5 9 42 -37 1-21 All



Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Yumi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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