BBTag/Yuzuriha/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (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 1500 - 100 80 B All 10 3 22 -8 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 - 100 80 B All 12 4 24 -11 3 16 17 22 22 36 11 +0 +2 - -
5AAA 350*4 - 100 80 B All 10 3,3,4,5 17 -5 3 16 25 25 30 39 3*3, 11 +0 +2 - -
5AAAA 1700*2 - 100 85 B All 10 3 [(21)4] 27 -11 4 18 Launch 40 Launch 55 12 +0 +5 - -
  • Values in [] are on hit
2A 1000 - 90 75 F Low 8 3 16 -5 2 13 14 14 18 26 10 +0 +1 - -
5B 1600 - 90 80 B All 13 <7> 2 31 -16 [-13] 3 16 17 17 22 31 8 +5 +7 6-14 H <-> -
  • Values in <> are when done from stance
2B 1600 - 90 80 F Low 13 <7> 2 31 -16 3 16 17 17 22 31 8 +5 +7 - -
  • Values in <> are when done from stance
xBB 1600 - 100 80 B All 7 2 31 -16 3 16 17 17 22 31 8 +5 +7 - -
xBBB 1600*2 - 100 80 (Once) B All 11 3,3 33 -15 5 20 Launch 60 + WBounce Launch 76 + WBounce 2 +3 +8 - -
5C 800+ - 100 100 H High 26 3 2+16L -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1000*2 - 90 75 (Once) F Low 12 8,2 28 -11 4 18 Launch 30 Launch 45 2, 12 +0 +5 - -
j.A 1550 - 80 80 H High 11 2 22 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1550 - 80 80 H High 8 2 20 - 3 16 17 22 22 36 11 +0 +2 - -
j.B 1600 - 80 80 H High 14 <7> 3 22 - 3 16 17 22 22 36 8 +0 +2 - -
  • Values in <> are when done from stance
j.BB 1600 - 80 80 H High 7 3 22 - 3 16 17 22 22 36 8 +0 +2 - -
j.BBB 2300 - 80 80 H High 12 10 Until L+15L [Until L+7L] - 5 20 Launch 60 + WBounce + Slide 10 Launch 76 + WBounce + Slide 10 2 +3 +8 - -
  • Values in [] are when holding the button. Yuzuriha enters stance afterwards.
j.C 1500 - 80 80 H High 11 Until L 0 - 3 16 23 60 28 74 11 -3 +2 - -

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 - 100 50 (Once) T Throw 7~30 3 23 - 0, 4 - Crumple 53 - - - - 0, 12 - - -
  • Minimum Damage 100%
Multi-layer One Ring
Reversal Action
1000, 600*3, 2000 - 80 60 (Once) B, P1*4 Air Unblockable, All*3 16 5(4)5*3 6+46L -34 4, 3*3, 5 18, 16*3 Launch 60 Launch 75, 74*3 12, 2*3 +0 +5, +2*3 1-27 All -
Air Multi-layer One Ring
Air Reversal Action
1000, 900*3 - 80 60 (Once) B, P*3 All 17 5(4)5*3 Until L+35L - 4, 3*3 18, 16*3 Launch 60 Launch 75, 74*3 12, 1*3 +0 +5, +2*3 1-28 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
Second Type: Bloom A
236A
1300 - 60 90 B All 21 <9> 2 39 -13 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16 - -
  • Values in <> are when canceled into from a 236X or when done from stance
Second Type: Bloom B
236B
1300 - 60 90 B All 21 <9> 2 39 -13 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16 12-18 H [4-10 H] -
  • Values in <> are when canceled into from a 236X or when done from stance
Air Second Type: Bloom A
j.236A
1300 - 60 90 H All 22 <9> 2 Until L - 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16 - -
  • Values in <> are when canceled into from a 236X or when done from stance
Air Second Type: Bloom B
j.236B
1300 - 60 90 H All 22 <9> 2 Until L - 4 23 Launch 38 Launch 53 1/+4 +8 +16 - -
  • Values in <> are when canceled into from a 236X or when done from stance
Second Type Flowing Form: Flowing Bloom A
Bloom > 4A
1300 - 60 90 B All 41 2 39 -13 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16 5-25 All -
Second Type Flowing Form: Flowing Bloom B
Bloom > 4B
1300 - 60 90 B All 41 2 39 -13 4 23 Launch 38 Launch 53 1/+4 +8 +16 5-25 All -
Second Type Flowing Form: Flowing Bloom C
Bloom > 4C
1300 - 60 90 H All 37 2 Until L - 4 23 Launch 38 Launch 53 1/+4 +8 +16 5-21 All -
Air Second Type Flowing Form: Flowing Bloom A
Bloom > j.4A
1300 - 60 90 B All 37 2 Until L - 4 23 Launch 38 Launch 53 1/+4 +8 +16 5-21 All -
Air Second Type Flowing Form: Flowing Bloom B
Bloom > j.4B
1300 - 60 90 B All 37 2 Until L - 4 23 Launch 38 Launch 53 1/+4 +8 +16 5-21 All -
Air Second Type Flowing Form: Flowing Bloom C
Bloom > j.4C
1300 - 60 90 B All 41 2 Until L - 4 23 Launch 38 Launch 53 1/+4 +8 +16 5-21 All -
Over Here! A
214A
- - - - - - - - 71 <52> [65 <56>] - - - - - - - - - - 24-44 All
<5-25 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Over Here! B
214B
- - - - - - - - 67 <48> [61 <42>] - - - - - - - - - - 24-40 All
<5-21 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Over Here! C
214C
- - - - - - - - 60 <41> [60 <41>] - - - - - - - - - - 24-40 All
<5-21 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! A
j.214A
- - - - - - - - 61 <41> [61 <41>] - - - - - - - - - - 25-41 All
<5-21 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! B
j.214B
- - - - - - - - 61 <41> [61 <41>] - - - - - - - - - - 25-41 All
<5-21 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Air Over Here! C
j.214C
- - - - - - - - 68 <48> [62 <42>] - - - - - - - - - - 25-41 All
<5-21 All>
-
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
Shift Move Forward
Stance > 66
- - - - - - - - 23 - - - - - - - - - - 9-18 All -
Shift Move Back
Stance > 44
- - - - - - - - 38 - - - - - - - - - - 1-21 All -
Bloom Ender 2000 - 80 75 P All 25 3 Total: 68 -5 5 20 Launch 60 + WBounce - - 0/+18 - - 1-24 All -
Followup Multi-layer One Ring
Stance > Bloom Ender
1700, 850*3, 3000 - 80, 100 90*4, 80 H, P1*4 All 17 10(4)5*3(Until L+13)3 24 - 4, 3*3, 5 18 Launch 60 Launch 75 10, 0/+1*3, 0/+18 +0, +1*3, +18 +5, +3*3, +26 - -

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
Second Type: Bloom EX
236C
2200 - 60 90 B All 21 <9> 2 39 -9 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16 - -
  • Values in <> are when canceled into from a 236X or when done in stance
Air Second Type: Bloom EX
j.236C
2200 - 60 90 H All 22 <9> 2 Until L - 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16 - -
  • Values in <> are when canceled into from a 236X or when done in stance

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
UNI 66C
1500*2 - 70 80 H All 15 8(1)3 24+15L -25 3 16 Launch 30, 60 + GBounce - - 4, 8 +0 - - -
6P
Second Type: Bloom
2200 - 70 85 B All (18)+28 2 35 -11 5 20 Launch 60 + WBounce Launch 76 + WBounce 10/+5 +5 +7 - -
4P
5B
1700 - 70 85 B All (18)+11 2 34 -17 4 18 Launch 60 Launch 75 12 +0 +5 - -

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
Second Type: Raging Bloom
236B+C
590*12, 2000
[370*19, 900*4]
- 80 98 B*12, P2 All 1+(35 Flash)+17
<1+(35 Flash)+5>
1,1,{1(4)1}*4,1(4)2
[1,1,{1(4)1}*8,1(28)3]
54 [60] -35 [-38] 5 20 Launch 60 + WBounce Launch 76 + WBounce 1*11, 3/+0/+15
[1*19, 5/+4*4]
+0*11, +15
[+0*19, +4*4]
+8*11, +15
[+8*19, +4*4]
1-20 All -
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88*12, 160 (1216) [55*19, 90*4 (1405)]
Air Second Type: Raging Bloom
j.236B+C
590*12, 2000
[385*19, 900*4]
- 80 98 H*12, P2 All 1+(36 Flash)+17
<7+(36 Flash)+5>
1,1,{1(4)1}*4,1(4)2
[1,1,{1(4)1}*8,1(28)3]
Until L+12L - 5 20 Launch 60 + WBounce Launch 76 + WBounce 1*11, 3/+0/+15
[1*19, 5/+4*4]
+0*11, +15
[+0*19, +4*4]
+8*11, +15
[+8*19, +4*4]
1-20 All -
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88*12, 160 (1216) [55*19, 90*4 (1405)]
Secret Skill: Luster Birth
214B+C
2000*2, 0, 6500
[2000*2, 400*4, 2200*2, 3000]
- 80 60 (Once) B All 1+(35 Flash)+15
<1+(35 Flash)+19>
3(20)2(28)10
[3(20)2(24)10]
68 -47 5 20 60*2, 120, Launch
[60*2, Crumple 39*4, Launch*3]
Stand*3, 120 + Down 23
[Stand*6, 120, 120 + Down 43, 60 + Down 23]
- - 9/+10*2, 2/+10 9/+10*2, 2/+10, 27/-25
[9/+10*2, 2/+10*4, 2, 27/-25, 13]
- 1-40 All -
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 200*2, 1560 (1960) [200*2, 40*4, 440*2, 660 (2100)]
  • If only last hit hits opponent, base damage 2000, causes stagger 26 and knockdown 15
Secret Skill: Luster Birth
Distortion Skill Duo
500*2, 0, 1500
[500*2, 50*4, 0, 1500, 300]
- 100 100 B All 1+(75 Flash)+1 3(20)2(28)10
[3(20)2(24)10]
68 -47 5 20 60*2, 120, Launch
[60*2, Crumple 39*4, Launch*3]
Stand*3, 120 + Down 23
[Stand*6, 120, 120 + Down 43, 60 + Down 23]
- - 9/+10*2, 2/+10 9/+10*2, 2/+10, 27/-25
[9/+10*2, 2/+10*4, 2, 27/-25, 13]
- 1-27 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

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
Zeroth Type: Life Crimson
222B+C
- - - - B All 1+(75 Flash)+16 6 70 -55 5 20 - - - - 3 - - 1-22 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA[-] - 5C Special, Super
5AAAA - - - -
2A 5A - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB[1] - 5BBB, 2BB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - - -
2B - - - Reverse Beat, Jump[-], Special, Super
2BB[1] - 5BB, 2BBB - Reverse Beat, Jump[-], Special, Super
2BBB - - - -
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - j.BB - Reverse Beat, Jump, Special, Super
j.BB - j.BBB - Reverse Beat, Jump, Special, Super
j.BBB - - - -
j.C - - - Reverse Beat, Jump, Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]

Navigation[edit]


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Akatsuki/En-Eins
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