BBTag/Yumi

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Overview

Overview
Yumi is one of the best plug-and-play characters in the game, sporting an excellent assist set and specials that work wonderfully with BBTag's partner mechanics. By herself, she can use her fireballs to control the pace of the match, and thanks to her 5B and 214B, she is always a threat punish an over-extending opponent with an extremely high damaging combo.
Yumi


BBTag Yumi Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
5A (6F)
Reversals
A+D (13F)
214B+C (10F)

 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 Aerial Rave.
  • Limited options for solo combo extensions.
  • Rekkas are easily pushblocked out.
  • 5P has low blockstun on each hit, allowing the opponent to quickly act after pushblocking it.
  • Air normals are mediocre, making her reliant on j.236C to control neutral after jumping.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 6 3 15 -1 B
5AA 1500 All 9 3 18 -4 B
5AAA 1700 All 13 3 33 -17 B
5AAAA 1700 All 15 3 41 -25 B
  • 5A 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.
    • Good hitbox and extremely fast startup makes this move a decent anti-air option
    • Jump Cancelable
    • Throw Cancelable
  • 5AA Combo filler
    • Jump Cancellable
    • Throw Cancellable
  • 5AAA Combo filler
    • STILL Jump Cancelable
  • 5AAAA Use it to get into cross raid
Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 80
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 900×2 All 13 7,20 6 -6 B
5BB 1700 All 10 3 19 -3 B
5BBB 2000 All 13 4 33 -18 B
  • 5B
    • A long disjointed poke, great at punishing assists.
    • Yumi's best common starter for big damage.
    • The move consists of 2 different hitboxes with no gap between them, giving it a total of 7 + 20 = 27 active frames.
    • 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 her the most frame advantage, and blocking it immediately after the fan begins moving gives the least. Mileage may vary depending on how fat the blocking character's hurtbox is.
  • 5BB
    • Jump cancelable
    • There is always a gap between 5B and 5BB, but its not large enough to mash out usually.
    • Better proration than 5B makes it an even better starter
  • 5BBB Combo filler
Version Level P1 P2
5B 3 100 80
5BB 4 100 80
5BBB 4 100 85

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 3 9 0 F
  • Jump cancellable on hit and block
  • Tied with 5A for a 3-time gatling
  • Gatling window into another 2A lasts until the move is over

This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 6 18 -7 B 9~14 H
Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 Low 14 3(9)3 18 -2 F
  • 2 hit fan attack

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

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 8 3 19 H
j.AA 1500 High 9 4 26 H
Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 High 12 3 18 H
j.BB 1500 High 9 4 26 H
Version Level P1 P2
j.B 3 80 80
j.BB 3 80 80

j.B:
j.BB:


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300×2 High 18 Until L,3 22 -4 H

Safe-on-block IOH that can cross up opponents. Surprsingly, the first hit is able to steal corner on grounded, cornered opponents.

Level P1 P2
5 80 90


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Shinobi in Bloom

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2300 Air Unblockable 13 5 44 B 1~17 All
j.AD 2300 All 13 5 Until L+8 H 1~17 All
Version Level P1 P2
AD 3 80 60
j.AD 80 60

AD:

  • Minimum Damage 115


j.AD:

  • Minimum Damage 115


Skills

Whirling Fans

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 14 Until Hit Total 44 -7 P1
236B 1500×3 All 30 P(3)P(3)P Total 68 -9 P1
  • Frame advantage is at point-blank range
Version Level P1 P2
236A 4 80 85
236B 4 80 85×3

236A:

  • Minimum Damage 75


236B:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 75×3 (225)


Grand Stage: Snowbird

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 1500 All 23 Until Hit 43+2L P1
j.236B 1500 All 23 Until Hit 43+2L P1
  • 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.

Version Level P1 P2
j.236A 4 80 85
j.236B 4 80 85

j.236A:

  • Minimum Damage 75


j.236B:

  • Minimum Damage 75


Dancing as One: Yang

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000 All 14 3 18 -4 B
214AA 1000 All 13 3 21 -7 B
214AAA 600×2 All 13 3(10)3 22 -8 B
214AAAA 300×5, 325×5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 B
214A > B 2000 All 26 4 15 +12 B
214A > 5C 2000 High 20 16 Total 49 -5 P1
214A > 2C 1000, 1500 Low 25 12 [(8)4] Total 72 -8 F
  • Howling Ogre 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 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 cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.
Version Level P1 P2
214A 3 80 85
214AA 3 80 85
214AAA 3 80 85
214AAAA 1×5, 4×5 80 90
214A > B 5 80 80
214A > 5C 5 70 95
214A > 2C 3 80, 90 100, 85

214A:

  • Minimum Damage 50


214AA:

  • Minimum Damage 50


214AAA:

  • Minimum Damage 30×2 (60)


214AAAA:

  • Minimum Damage 15×5, 16×5 (155)


214A > B:

  • Minimum Damage 100


214A > 5C:

  • Hits standing Ragna on 21F, hits crouching Ragna on 22F
  • Projectile reaches the ground on 25F
  • Minimum Damage 100


214A > 2C:

  • Values in [] occur after the first hit is blocked or after 48F
  • Minimum Damage 50, 75 (125)


Dancing as One: Yin

214B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 750×3 All 15 [17] 3,3(4)4 26 -17 B
214BB 1700 All 17 4 21 -12 B
214BBB 1700 All 17 4 22 -13 B
214BBBB 800×2 All 17 4(8)4 28 -19 B
214B > A 2000 All 25 3 30 -12 B
214X > 66 18

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 is a frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.
  • Breathtaker cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.
Version Level P1 P2
214B 4 100 85
214BB 4 100 85
214BBB 4 100 85
214BBBB 4 100 85
214B > A 5 100 90
214X > 66

214B:

  • Minimum Damage 37×3 (111)


214BB:

  • Minimum Damage 85


214BBB:

  • Minimum Damage 85


214BBBB:

  • Minimum Damage 40×2 (80)


214B > A:

  • Minimum Damage 100


214X > 66:


Aerial Rave

Automatic followup to certain attacks

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×4, <1000×2> All 3×4(12) Until L, 9 17 H 1~(Until L+9) All

Damage in () does not occur if Killing Stone is used. Entire sequence is unburstable, however partners can still be called and tagged into.

Seldom happy birthdays due to the character priority system.

Level P1 P2
3×4, 5×2 80 100
  • Damage in <> do not occur if you cancel into Killing Stone
  • Minimum Damage 15×4, <50×2> (60 <100>)


Extra Skills

Dancing in Snow: Dance of Blades

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300×2,2000 Low 10 5(3)5(12)5 Total: 73 -4 P2

Leads into Aerial Rave automatically on hit.

Level P1 P2
4 80 80
  • Minimum Damage 130×2, 200 (460)


Termination

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C Total: 55 4~40 Guard HBFP
214C Attack 2000 All 13 3 24 -6 B 1~End All

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.

Version Level P1 P2
214C
214C Attack 5 80 75

214C:
214C Attack:

  • Minimum Damage 200


Grand Stage: Storm of Snowbirds

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×3 All 16 Until Hit Total: 36+2L P1
Level P1 P2
4 80 85×3
  • Minimum Damage 150×3 (450)


Killing Stone

Aerial Rave -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1600,300×4,1000×2 All 5(9)3×4(13)Until L,9 H

Extends Aerial Rave with another rep. A worthwhile use of bar to stack unburstable damage, regenerate assist bar, run out resonance... This move does it all :)

Level P1 P2
5, 3×4, 5×2 90, 100×6


Partner Skills

5P

Dancing as One: Yang - Fourth Step

Damage Guard Startup Active Recovery On-Block Attribute Invuln
360×4, 500×5 All (18)+15 4,4,4,2(9)1,1,1,1,2 24 -7 B

A great lockdown and neutral assist due to it's long duration and ample disjoint. However, each hit has very low blockstop compared to most other assists, which means that the opponent can act almost immediately after pushblocking Yumi away.

Level P1 P2
1×4, 4×5 70 80
  • Minimum Damage 18×4, 25×5 (197)

6P

Whirling Fans

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×3 All (18)+33 P(3)P(3)P Total: (18)+71 -9 P1
  • 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.
Level P1 P2
4 70 85×3
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 75×3 (225)


4P

Dancing in Snow: Purity

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+18 3 36 -20 B
Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Secret Ninja Art: Black Ice

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1740×5 [1220×10] All 4+(80 Flash)+10 Until Hit Total 91 -23 P2 1~4 All
Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 243×5 (1215) [146×10 (1460)]


Secret Ninja Art: Ice Pillar Fan

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×24,1600 [410×34,2500] All 4+(60 Flash)+6 3,6×5,5,4×5,2×11,1(8)3 61 -45 B 1~15 All
Level P1 P2
2×24 [×34], 4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 65×24, 240 (1800) [49×34, 350 (2016)]


Distortion Skill Duo

Secret Ninja Art: Ice Pillar Fan

P during Main Character's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
75×24,200 [65×34,290] All 1+(79 Flash)+1 3,6×5,5,4×5,2×11,1(8)3 61 -45 B 1~7 All
Level P1 P2
2×24 [×34], 4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Ultimate Secret Ninja Art: Ice Queen

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000,5000,36000 All 8+(90 Flash)+5 9 42 -37 1~21 All
Level P1 P2
2


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To edit frame data, edit values in BBTag/Yumi/Data.


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