BBTag/Yumi/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 1200 CSTJP 100 80 B All 6 3 15 -1 3 16 17 17 22 31 9 +0 +2 - -
5AA 1500 CSTJP 100 80 B All 9 3 18 -4 3 16 17 21 22 35 11 +0 +2 - -
5AAA 1700 CSJP 100 80 B All 13 3 33 -17 4 18 19 21 24 36 12 +0 +5 - -
5AAAA 1700 P 100 85 B All 15 3 41 -25 4 18 Launch 60 Launch 75 12 +0 +5 - -
2A 1000 CSTJP 90 70 F Low 7 3 9 0 1 11 12 12 16 23 9 +0 +0 - -
5B 900*2 P,CSP 100 80 (Once) B All 13 7,20 6 -6 3 16 23 23 28 37 1/-1 -1 -1 - -
5BB 1700 CSJP 100 80 B All 10 3 19 -3 4 18 19 19 24 34 12 +0 +5 - -
5BBB 2000 SP 100 85 B All 13 4 33 -18 4 18 Launch 60 Launch 75 10 +0 +5 - -
2B 1500 CSJP 90 80 B All 9 6 18 -7 3 16 17 21 22 35 11 +0 +2 9~14 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1100*2 SP 90 85 (Once) F Low 14 11,3 18 -2 4 18 Launch 30 Launch 45 5, 12 +0 +5 - -
j.A 1500 SJP 80 80 H High 8 3 19 - 3 16 17 19 22 33 11 +0 +2 - -
j.AA
j.BB
1500 SJP 80 80 H High 9 4 26 - 3 16 17 19 22 33 11 +0 +2 - -
j.B 1500 SJP 80 80 H High 12 3 18 - 3 16 17 19 22 33 11 +0 +2 - -
j.C 1300*2 P 80 90 (Once) H High 18 Until L,3 22 -4 5 20 Launch 60 + Down 23, 30 Launch 76 + Down 23, 46 6, 13 +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, 2000 S 100 50(once) T Throw 7~30 3 23 - 0, 4 - Launch 60 - - - 0, 12 +0 - -
  • 100% minimum damage: 0, 2000 (2000)
Shinobi in Bloom
Reversal Action
2300 - 80 60 B Air Unblockable 13 5 44 - 3 16 Launch 60 Launch 74 11 +0 +2 1~17 All -
Air Shinobi in Bloom
Air Reversal Action
2300 - 80 60 H All 13 5 Until L+8 - - 16 Launch 60 Launch 74 11 +0 +2 1~17 All -

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 Whirling Fans
236A
1500 P 80 85 P1 All 14 Until Hit Total 44 -7 4 18 Launch 30 Launch 45 0/+5 +5 +10 - -
B Whirling Fans
236B
1500*3 P 80 85 P1 All 30 X(3)X(3)X Total 68 -9 4 18 Launch 30 Launch 45 0/+5 +5 +10 - -
A Grand Stage: Snowbird
j.236A
1500 P 80 85 P1 All 23 Until Hit 43+2L - 4 18 Launch 30 Launch 45 0/+5 +5 +10 - -
B Grand Stage: Snowbird
j.236B
1500 P 80 85 P1 All 23 Until Hit 43+2L - 4 18 Launch 30 Launch 45 0/+5 +5 +10 - -
Dancing as One: Yang - First Step
214A
1000 P 80 85 B All 14 3 18 -4 3 16 20 25 25 39 11 +0 +2 - -
Dancing as One: Yang - Second Step
214AA
1000 P 80 85 B All 13 3 21 -7 3 16 20 25 25 39 11 +0 +2 - -
Dancing as One: Yang - Third Step
214AAA
600*2 P 80 85 (Once) B All 13 3(10)3 22 -8 3 16 20 25 25 39 3, 13 +0 +2 - -
Dancing as One: Yang - Fourth Step
214AAAA
300*5, 325*5 P 80 90 (Once) B All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 1*5, 4*5 11*5, 18*5 25*5, Launch*5 30*5, 60*5 29*5, Launch*5 41*5, 75*5 3*5, 1*4, 5 +0*5, -1*5 +0*5, +2*5 - -
Snow-Dappled Sleeve: Piercing Tide
214A > B
2000 P 80 80 B All 26 4 15 +12 5 30 Launch 50 + WBounce Launch 66 + WBounce 18 +0 +8 - -
Snow-Dappled Sleeve: Howling Ogre
214A > C
2000 P 70 95 P1 High 20 16 Total 49 -5 5 20 Launch 60 + GBounce + Down 23 Launch 76 + GBounce + Down 23 0/+4 +4 +12 - -
  • Hits standing Ragna on 21F, hits crouching Ragna on 22F
  • Projectile reaches the ground on 25F
Snow-Dappled Sleeve: Demonic Destruction
214A > 2C
1000, 1500 P 80, 90 100, 85 F Low 25 12 [(8)4] Total 72 -8 3 16, 18 50, Launch 17, 60 55, Launch 31, 75 0/+11, 0/+12 +11, +12 +13, +17 - -
  • Values in [] occur after the first hit is blocked or after 48F
Dancing as One: Yin - First Step
214B
750*3 P 100 85 (Once) B All 15 [17] 3,3(4)4 26 -17 4 12 26 20 31 35 1 +0 +5 - -
Dancing as One: Yin - Second Step
214BB
1700 P 100 85 B All 17 4 21 -12 4 12 20 20 25 35 12 +0 +5 - -
Dancing as One: Yin - Third Step
214BBB
1700 P 100 85 B All 17 4 22 -13 4 12 21 20 26 35 12 +0 +5 - -
Dancing as One: Yin - Fourth Step
214BBBB
800*2 P 100 85 (Once) B All 17 4(8)4 28 -19 4 12 19 19 24 34 3, 13 +0 +5 - -
Dancing in Snow: Purity
214B > A
2000 P 100 90 B All 25 3 30 -12 5 20 Launch 60 Launch 76 12 +0 +8 - -
Breathtaker
214X > 66
- P - - - - - - 18 - - - - - - - - - - - -
Aerial Rave
Automatic After Certain Attacks
300*4, (1000*2) P 80 100 (Once) H All - 3*4(12) Until L, 9 17 - 3*4, 5*2 16*4, 22*2 Launch 60*4, 60 + Down 23*2 Launch 74*4, 76 + Down 23*2 3*4, 6, 13 +0 +2*4, +8*2 1-End of Active All -
  • Damage in () do not occur if you cancel into Killing Stone

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
Dancing in Snow: Dance of Blades
236C
1300*2,2000 P 80 80 (Once) P1 Low 10 5(3)5(12)5 Total: 73 -4 4 18 Launch 29*2, 60 Launch 44*2, 75 3/-1*2, 15 -1*2, +0 -1*2, +5 - -
Grand Stage: Storm of Snowbirds
j.236C
1500*3 P 80 85 P1 All 16 Until Hit Total: 36+2L - 4 18 Launch 30 Launch 45 5 +0 +5 - -
Termination
214C
- P - - - - - - Total: 55 - - - - - - - - - - 4-40 Guard HBFP -
Killing Stone
Aerial Rave > C
1600,300*4,1000*2 P - 90, 100*6 H All - 5(9)3*4(13)Until L,9 - - 5, 3*4, 5*2 20 Launch 50, 60*4, 60 + Down 23, 60 Launch 66, 74*4, 76 + Down 23, 76 12, 3*4, 6, 13 +0 +8, +2*4, +8*2 - -

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
Dancing as One: Yang - Fourth Step
360*4, 500*5 - 70 80 (Once) B All (18)+15 4,4,4,2(9)1,1,1,1,2 24 -7 1*4, 4*5 11*4, 18*5 25*4, Launch*5 30*4, 60*5 - - 3*4, 1*4, 5 +0*4, -1*5 - - -
6P
Whirling Fans
1500*3 - 70 85 P1 All (18)+33 X(3)X(3)X Total: (18)+71 -9 4 18 Launch 30 - - 0/+5 +5 - - -
4P
Dancing in Snow: Purity
1700 - 70 85 B All (18)+18 3 36 -20 4 18 Launch 50 - - 12 +0 - - -

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
Secret Ninja Art: Black Ice
236BC
1740*5 [1220*10] - 80 60 (Once) P2 All 4+(80 Flash)+10 Until Hit Total 91 -23 4 18 Launch 60 Launch 75 0/+7 +2 +2 1-4 All -
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
214B+C
500*24,1600 [410*34,2500] - 80 60 (Once) B All 4+(60 Flash)+6 3,6*5,5,4*5,2*11,1(8)3 61 -45 2*24 [*34], 4 13*24 [*34], 18 Launch 80 + Down 23*24 [*34], 80 Launch 92 + Down 23*24 [*34], 95 1*24 [*34], 15 +0*24 [*34], +20 +1*24 [*34], +20 1-15 All -
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
Distortion Skill Duo
75*24,200 [65*34,290] - 100 100 B All 1+(79 Flash)+1 3,6*5,5,4*5,2*11,1(8)3 61 -45 2*24 [*34], 4 13*24 [*34], 18 Launch 80 + Down 23*24 [*34], 80 Launch 92 + Down 23*24 [*34], 95 1*24 [*34], 15 +0*24 [*34], +20 +1*24 [*34], +20 1-7 All -
  • Values in [] are for Enhanced version
  • 100% Minimum Damage

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
Ultimate Secret Ninja Art: Ice Queen
222B+C
1000,5000,36000 - - - HBF All 8+(90 Flash)+5 9 42 -37 2 13 - - - - 12 - - 1-21 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB, 2B 5C, 2C Jump, Special, Super
5BBB - - - Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special
j.AA - j.B j.C Jump, Special
j.B - j.BB j.C Jump, Special
j.BB - - j.C Jump, Special
j.C - - - -
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]


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