BBTag/Yumi/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5A 1200 CSTJP 100 80 B All 6 3 15 -1 3 16 17 17 9 - -
5AA 1500 CSTJP 100 80 B All 9 3 18 -4 3 16 17 21 11 - -
5AAA 1700 CSJP 100 80 B All 13 3 33 -17 4 18 19 21 12 - -
5AAAA 1700 P 100 85 B All 15 3 41 -25 4 18 Launch 60 12 - -
2A 1000 CSTJP 90 70 F Low 7 3 9 0 1 11 12 12 9 - -
5B 900*2 P,CSP 100 80(once) B All 13 7,20 6 -6 3 16 17 17 11 - -
5BB 1700 CSJP 100 80 B All 10 3 19 -3 4 18 19 19 12 - -
5BBB 2000 SP 100 85 B All 13 4 33 -18 4 18 Launch 60 10 - -
2B 1500 CSJP 90 80 B All 9 6 18 -7 3 16 17 21 11 9~14 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 17 - 11 - -
2C 1100*2 SP,SP 90 85(once) F Low 14 11,3 18 -2 4 18 19 30 5,12 - -
j.A 1500 SJP 80 80 H High 8 3 19 - 3 16 17 19 11 - -
j.AA
j.BB
1500 SJP 80 80 H High 9 4 26 - 3 16 17 19 11 - -
j.B 1500 SJP 80 80 H High 12 3 18 - 3 16 17 19 11 - -
j.C 1300*2 P 80 90(once) H High 18 Until L,3 22 -4 5 20 Launch 60,30 6,13 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 2000 S 100 50(once) T Throw 7~30 3 23 - - - - - - - -
  • 100% minimum damage: 0, 2000 (2000)
Shinobi in Bloom
Reversal Action
2300 - 80 60 B Air Unblockable 13 5 44 - 3 16 Launch 60 11 1~17 All -
Air Shinobi in Bloom
Air Reversal Action
2300 - 80 60 H All 13 5 - - - - Launch 60 11 1~17 All -
Cross Burst Attack 1000 - - - H 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Whirling Fans
236A
1500 P 80 85 P All 14 Until Hit 44T -7 4 18 9 30 0/+5 - -
B Whirling Fans
236B
1500*3 P 80 85 P All 30 Until Hit 68T -9 4 18 9 30 0/+5 - -
A Grand Stage: Snowbird
j.236A
1500 P 80 85 P All 23 Until Hit 43T - 4 18 9 30 0/+5 - -
B Grand Stage: Snowbird
j.236B
1500 P 80 85 P All 23 Until Hit 43T - 4 18 9 30 0/+5 - -
Dancing as One: Yang - First Step
214A
1000 P 80 85 B All 14 3 18 -4 3 14 - - 13 - -
Dancing as One: Yang - Second Step
214AA
1000 P 80 85 B All 13 3 21 -7 3 14 - - 13 - -
Dancing as One: Yang - Third Step
214AAA
600*2 P 80 85 B All 13 3,3 22 -8 3 14 - - 13 - -
Dancing as One: Yang - Fourth Step
214AAAA
300*5,325*5 P 80 90 B All 14 18(5 hits),6(5 hits) 30 -13 4 17 Launch - 6*4,4,1*4,6 - -
Snow-Dappled Sleeve: Piercing Tide
214A > B
2000 P 85 95 B All 26 4 15 +12 5 27 - - 21 - -
Snow-Dappled Sleeve: Howling Ogre
214A > C
2000 P 70 95 P High 20 16 50T -4 5 20 Knockdown 60 0/+4 - -
  • 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 24 [??] - -9 3 - -, Launch -, 60 0/+7, 0/+12 - -
  • Values in [] occur after the first hit is blocked or after 48F
Dancing as One: Yin - First Step
214B
750*3 P 100 85 B All 15 3,3,4 26 -17 4 ?,?,9 - - 3,3,4 - -
Dancing as One: Yin - Second Step
214BB
1700 P 100 85 B All 17 4 21 -12 4 9 - - 15 - -
Dancing as One: Yin - Third Step
214BBB
1700 P 100 85 B All 17 4 22 -13 4 9 - - 15 - -
Dancing as One: Yin - Fourth Step
214BBBB
800*2 P 100 85 B All 17 4,4 28 -19 4 ?,9 - - 6,16 - -
Dancing in Snow: Purity
214B > A
2000 P 100 90 B All 13 3 30 -12 5 18 Launch 60 14 - -
Breathtaker
214X > 66
- P - - - - - - 18T - - - - - - - -
Aerial Rave
Automatic After Certain Attacks
300*4, (1000*2) P - 100 - - - - - - - - Launch - - - -
  • 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Dancing in Snow: Dance of Blades
236C
1300,1300,2000 P 80 80(once) P Low 10 - - -4 - - - - - - -
Grand Stage: Storm of Snowbirds
j.236C
1500*3 P 80 85 P All 18 - 37T - 4 18 9 30 0/+5 - -
Termination
214C
2200 P 80 75 B All 4 37 15 -5 - - - - - - -
Killing Stone
Aerial Rave > C
1600,300*4,1000*2 P - 90 - - - - - - - - - - - - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Dancing as One: Yang - Fourth Step
360*4,500*5 - 70 80 B All 18+14 14,6 - - 4 18 Launch 60 5 - -
6P
Whirling Fans
1500*3 - 70 85 P All 18+32 - - - 4 18 9 30 0/+5 - -
4P
Dancing in Snow: Purity
1700 - 70 85 B All 18+17 3 - - 4 18 Launch 50 12 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Secret Ninja Art: Black Ice
236BC
1740*5 [1220*10] - 80 60 P All 3+10 - 91T - 4 18 Launch 60 0/+2 - -
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
214B+C
500*24,1600 [410*34,2500] - 80 60 B - 3+6 - - -45 4 18 Launch 80 15 - -
  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
Distortion Skill Duo
75*24,200 (2000) [65*34,290 (2500)] - 100 100 B All 1+1 - - - - - Launch - - - -
  • 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ultimate Secret Ninja Art: Ice Queen
222B+C
1000,5000,36000 - - - - All 8+5 - - - - - - - - - -

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]


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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