BBTag/Yuzuriha/Frame Data: Difference between revisions

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{{#lsth:BBTag/Yuzuriha/Data|Nav}}
<center>{{Character Label|BBTag|Yuzuriha|size=36px}}</center>
{{BBTag/CharacterLinks}}
 
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==Glossary==
{{#lsth:BBTag/Yuzuriha/Data|SystemData}}
[[Using_Frame_Data|How do I read frame data?]]
{{FrameDataGlossary-BBTag}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==[[BBTag/Frame Data|System Data]]==
{{#cargo_query:tables=bbtagCharacters
|fields=name,health,prejump,backdash,forwarddash,umo=Unique Movement Options
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=5A|subtitle=}}
|details fields=notes,images,hitboxes
{{#lsth:BBTag/Yuzuriha/Data|5A Full}}
}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|5AA Full}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|5AAA Full}}
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|5AAAA Full}}
|-
{{AttackVersion|name=2A |subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|2A Full}}
|-
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|5B Full}}
|-
{{AttackVersion|name= 2B|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data| 2B Full}}
|-
{{AttackVersion|name=xBB|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data| XBB Full}}
|-
{{AttackVersion|name= xBBB|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data| XBBB Full}}
|-
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|5C Full}}
|-
{{AttackVersion|name=2C |subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|2C Full}}
|-
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.A Full}}
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.AA Full}}
|-
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.B Full}}
|-
{{AttackVersion|name=j.BB|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.BB Full}}
|-
{{AttackVersion|name=j.BBB|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.BBB Full}}
|-
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|j.C Full}}
|}


==Universal Mechanics==
==Universal Mechanics==
 
{{#cargo_query:tables=MoveData_BBTag
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|-
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
{{FrameDataHeader-BBTag}}
|format=dynamic table|order by=_rowID|rows per page=50
|-
|details fields=notes,images,hitboxes
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100%
}}
}}
}}
|-
{{AttackVersion|name=Multi-layer One Ring|subtitle=Reversal Action}}
{{#lsth:BBTag/Yuzuriha/Data|AD Full}}
|-
{{AttackVersion|name=Air Multi-layer One Ring|subtitle=Air Reversal Action}}
{{#lsth:BBTag/Yuzuriha/Data|j.AD Full}}
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|DP Full}}
|}


==Skills==
==Skills==
 
{{#cargo_query:tables=MoveData_BBTag
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|-
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
{{FrameDataHeader-BBTag}}
|format=dynamic table|order by=_rowID|rows per page=50
|-
|details fields=notes,images,hitboxes
{{AttackVersion|name=Second Type: Bloom A|subtitle=236A|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|236A Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
}}
|-
{{AttackVersion|name=Second Type: Bloom B|subtitle=236B|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|236B Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
|-
{{AttackVersion|name=Air Second Type: Bloom A|subtitle=j.236A|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|j.236A Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
|-
{{AttackVersion|name=Air Second Type: Bloom B|subtitle=j.236B|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|j.236B Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
|-
{{AttackVersion|name=Second Type Flowing Form: Flowing Bloom A|subtitle=Bloom > 4A}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > 4A Full}}
|-
{{AttackVersion|name=Second Type Flowing Form: Flowing Bloom B|subtitle=Bloom > 4B}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > 4B Full}}
|-
{{AttackVersion|name=Second Type Flowing Form: Flowing Bloom C|subtitle=Bloom > 4C}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > 4C Full}}
|-
{{AttackVersion|name=Air Second Type Flowing Form: Flowing Bloom A|subtitle=Bloom > j.4A}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > j.4A Full}}
|-
{{AttackVersion|name=Air Second Type Flowing Form: Flowing Bloom B|subtitle=Bloom > j.4B}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > j.4B Full}}
|-
{{AttackVersion|name=Air Second Type Flowing Form: Flowing Bloom C|subtitle=Bloom > j.4C}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom > j.4C Full}}
|-
{{AttackVersion|name=Over Here! A|subtitle=214A}}
{{#lsth:BBTag/Yuzuriha/Data|214A Full}}
|-
{{AttackVersion|name=Over Here! B|subtitle=214B}}
{{#lsth:BBTag/Yuzuriha/Data|214B Full}}
|-
{{AttackVersion|name=Over Here! C|subtitle=214C}}
{{#lsth:BBTag/Yuzuriha/Data|214C Full}}
|-
{{AttackVersion|name=Air Over Here! A|subtitle=j.214A}}
{{#lsth:BBTag/Yuzuriha/Data|j.214A Full}}
|-
{{AttackVersion|name=Air Over Here! B|subtitle=j.214B}}
{{#lsth:BBTag/Yuzuriha/Data|j.214B Full}}
|-
{{AttackVersion|name=Air Over Here! C|subtitle=j.214C}}
{{#lsth:BBTag/Yuzuriha/Data|j.214C Full}}
|-
{{AttackVersion|name=Shift Move Forward|subtitle=Stance > 66}}
{{#lsth:BBTag/Yuzuriha/Data|Stance > 66 Full}}
|-
{{AttackVersion|name=Shift Move Back|subtitle=Stance > 44}}
{{#lsth:BBTag/Yuzuriha/Data|Stance > 44 Full}}
|-
{{AttackVersion|name=Bloom Ender|subtitle=}}
{{#lsth:BBTag/Yuzuriha/Data|Bloom Ender Full}}
|-
{{AttackVersion|name=Followup Multi-layer One Ring|subtitle=Stance > Bloom Ender}}
{{#lsth:BBTag/Yuzuriha/Data|Stance > Bloom Ender Full}}
|-
|}


==Extra Skills==
==Extra Skills==
Line 176: Line 44:
**Cost 1 Skill Gauge on 4F
**Cost 1 Skill Gauge on 4F
**Skill Gauge Cooldown 180F (starting on 5F)
**Skill Gauge Cooldown 180F (starting on 5F)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="ex"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Second Type: Bloom EX|subtitle=236C|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lsth:BBTag/Yuzuriha/Data|236C Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
|-
{{AttackVersion|name=Air Second Type: Bloom EX|subtitle=j.236C|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|j.236C Full}}
|-
{{Description|17|text=
*Values in <> are when canceled into from a 236X or when done in stance
}}
}}
|-
|}


==Partner Skills==
==Partner Skills==
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*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.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="assist"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=5P|subtitle=UNI 66C}}
|details fields=notes,images,hitboxes
{{#lsth:BBTag/Yuzuriha/Data|5P Full}}
}}
|-
{{AttackVersion|name=6P|subtitle=Second Type: Bloom}}
{{#lsth:BBTag/Yuzuriha/Data|6P Full}}
|-
{{AttackVersion|name=4P|subtitle=5B}}
{{#lsth:BBTag/Yuzuriha/Data|4P Full}}
|}


==Distortion Skills==
==Distortion Skills==
*All Distortion Skills have the following properties unless otherwise stated:
*All Distortion Skills have the following properties unless otherwise stated:
**Cost 2 Skill Gauge at the beginning of superflash
**Cost 2 Skill Gauge the frame before superflash
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Second Type: Raging Bloom|subtitle=236B+C|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lsth:BBTag/Yuzuriha/Data|236BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in <> are when done from stance
}}
}}
}}
|-
{{AttackVersion|name=Air Second Type: Raging Bloom|subtitle=j.236B+C|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|j.236BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in <> are when done from stance
}}
}}
|-
{{AttackVersion|name=Secret Skill: Luster Birth|subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|214BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in <> are when canceled into from a 236X or when done in stance
}}
}}
|-
{{AttackVersion|name=Secret Skill: Luster Birth|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Yuzuriha/Data|Distortion Skill Duo Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
}}
}}
|}


==Astral Heat==
==Astral Heat==
{{#cargo_query:tables=MoveData_BBTag
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="astral"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}


{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-BBTag}}
|-
{{AttackVersion|name=Zeroth Type: Life Crimson|subtitle=222B+C}}
{{#lsth:BBTag/Yuzuriha/Data|222BC Full}}
|}
==Revolver Action Table==
==Revolver Action Table==
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
Line 273: Line 86:
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! 5A
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5A}}
| 5AA || - || 5C || Reverse Beat, Throw, Jump, Special, Super
| 5AA || - || 5C || Reverse Beat, Throw, Jump, Special, Super
|-
|-
! 5AA  
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5AA}}
| 5AAA || - || 5C || Reverse Beat, Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| 5AAA || - || 5C || Reverse Beat, Throw, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|-
|-
! 5AAA  
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5AAA}}
| <span style="color:red">5AAAA<sup>[-]</sup></span> || - || 5C || Special, Super
| {{Clr|red|5AAAA<sup>[-]</sup>}} || - || 5C || Special, Super
|-
|-
! 5AAAA
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5AAAA}}
| - || - || - || -
| - || - || - || -
|-
|-
! 2A
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=2A}}
| 5A || - || 5C || Reverse Beat, Throw, Jump, Special, Super
| 5A || - || 5C || Reverse Beat, Throw, Jump, Special, Super
|-
|-
! 5B
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5B}}
| - || 5BB || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| - || 5BB || 5C || Reverse Beat, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|-
|-
! <span style="color:blue">5BB<sup>[1]</sup></span>
! {{Clr|cornflowerblue|{{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=XBB|label=5BB}}<sup>[1]</sup>}}
| - || 5BBB, 2BB || 5C || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| - || 5BBB, 2BB || 5C || Reverse Beat, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|-
|-
! 5BBB
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=XBBB|label=5BBB}}
| - || - || - || -
| - || - || - || -
|-
|-
! 2B
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=2B}}
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| - || - || - || Reverse Beat, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|-
|-
! <span style="color:blue">2BB<sup>[1]</sup></span>
! {{Clr|cornflowerblue|{{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=XBB|label=2BB}}<sup>[1]</sup>}}
| - || 5BB, 2BBB || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| - || 5BB, 2BBB || - || Reverse Beat, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|-
|-
! 2BBB
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=XBBB|label=2BBB}}
| - || - || - || -
| - || - || - || -
|-
|-
! 5C  
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=5C}}
| - || - || - || -
| - || - || - || -
|-
|-
! 2C  
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=2C}}
| - || - || - || Reverse Beat, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
| - || - || - || Reverse Beat, {{Clr|red|Jump<sup>[-]</sup>}}, Special, Super
|}
|}


Line 318: Line 131:
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! j.A
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.A}}
| j.AA || - || - || Reverse Beat, Jump, Special, Super
| j.AA || - || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.AA  
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.AA}}
| - || - || - || Reverse Beat, Jump, Special, Super
| - || - || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.B
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.B}}
| - || j.BB || - || Reverse Beat, Jump, Special, Super
| - || j.BB || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.BB
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.BB}}
| - || j.BBB || - || Reverse Beat, Jump, Special, Super
| - || j.BBB || - || Reverse Beat, Jump, Special, Super
|-
|-
! j.BBB
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.BBB}}
| - || - || - || -
| - || - || - || -
|-
|-
! j.C
! {{MiniMoveCard|game=BBTag|chara=Yuzuriha|input=j.C}}
| - || - || - || Reverse Beat, Jump, Special, Super
| - || - || - || Reverse Beat, Jump, Special, Super
|}
|}


:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:{{Clr|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is available only on hit}}
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:{{Clr|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:{{Clr|cornflowerblue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> 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.
:'''Reverse Beat''' = Can cancel into any normal (except 5C) that has not been used in the current string.


Line 347: Line 160:


==Navigation==
==Navigation==
{{#lsth:BBTag/Yuzuriha/Data|Links}}
<center>{{Character Label|BBTag|Yuzuriha|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Yuzuriha/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
[[Category:BlazBlue Characters]]
{{BBTag/Navigation}}
[[Category:Yuzuriha]]
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 05:06, 13 December 2023

 Yuzuriha

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Yuzuriha 17,000 4F 22F (1~7F Inv All) Over Here!

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1500 All 10 3 22 -8 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 12 4 24 -11 B 100 80 3 16 17 22 22 36 11 +0 +2
5AAA 350×4 All 10 3,3,4,5 17 -5 B 100 80 3 16 25 25 30 39 3×3, 11 +0 +2
5AAAA 1700×2 All 10 3 [(21)4] 27 -11 B 100 85×2 4 18 Launch 40 Launch 55 12 +0 +5
2A 1000 Low 8 3 16 -5 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1600 All 13 <7> 2 31 -16 [-13] B 6~14 H <None> 90 80 3 16 17 17 22 31 8 +5 +7
2B 1600 Low 13 <7> 2 31 -16 F 90 80 3 16 17 17 22 31 8 +5 +7
5C 800+ High 26 3 2+16L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1000×2 Low 12 8,2 28 -11 F 90 75 4 18 Launch 30 Launch 45 2, 12 +0 +5
XBB 1600 All 7 2 31 -16 B 100 80 3 16 17 17 22 31 8 +5 +7
XBBB 1600×2 All 11 3,3 33 -15 B 100 80 5 20 Launch 60 + WBounce Launch 76 + WBounce 2 +3 +8
j.A 1550 High 11 2 22 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1550 High 8 2 20 H 80 80 3 16 17 22 22 36 11 +0 +2
j.B 1600 High 14 <7> 3 22 H 80 80 3 16 17 22 22 36 8 +0 +2
j.BB 1600 High 7 3 22 H 80 80 3 16 17 22 22 36 8 +0 +2
j.BBB 2300 High 12 10 Until L+15L [Until L+7L] H 80 80 5 20 Launch 60 + WBounce + Slide Launch 76 + WBounce + Slide 2 +3 +8
j.C 1500 High 11 Until L 0 H 80 80 3 16 23 60 28 74 11 -3 +2

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Crumple + Down 10 0, 12
AD Multi-layer One Ring 1000, 600×3, 2000 Air Unblockable, All×3 16 5(4)5×3 6+46L -34 B, P1×4 1~27 All 80 60 4, 3×3, 5 18, 16×3 Launch 60 Launch 75, 74×3 12, 2×3 +0 +5, +2×3
j.AD Air Multi-layer One Ring 1000, 900×3 All 17 5(4)5×3 Until L+35L B, P×3 1~28 All 80 60 4, 3×3 18, 16×3 Launch 60 Launch 75, 74×3 12, 1×3 +0 +5, +2×3

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Second Type: Bloom 1300 All 21 <9> 2 39 -13 B 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
236B B Second Type: Bloom 1300 All 22 <9> 2 39 -13 B 12~23 H
<4~10 H>
60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
j.236A Air A Second Type: Bloom 1300 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
j.236B Air B Second Type: Bloom 1300 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom 4A A Second Type Flowing Form: Flowing Bloom 1300 All 41 2 39 -13 B 5~25 All 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
Bloom 4B B Second Type Flowing Form: Flowing Bloom 1300 All 41 2 39 -13 B 5~25 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom 4C C Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L H 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4A Air A Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4B Air B Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4C Air C Second Type Flowing Form: Flowing Bloom 1300 All 41 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
214A A Over Here! 71 <52> [65 <56>] 24~44 All
<5~25 All>
214B B Over Here! 67 <48> [61 <42>] 24~40 All
<5~21 All>
214C C Over Here! 60 <41> [60 <41>] 24~40 All
<5~21 All>
j.214A Air A Over Here! 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214B Air B Over Here! 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214C Air C Over Here! 68 <48> [62 <42>] 25~41 All
<5~21 All>
Stance 66 Shift Move Forward 23 9~18 All
Stance j.66 Air Shift Move Forward 21 6~14 All
Stance 44 Shift Move Back 38 1~21 All
Stance j.44 Air Shift Move Back 21 6~14 All
Bloom Ender Bloom Ender 2000 All 25 3 Total: 68 -5 P1 1~24 All 100 75 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+18 +18 +26
Air Bloom Ender Bloom Ender 2000 All 17 3 Total: Until L+12L P1 1~16 All 100 75 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+18 +18 +26
Stance Bloom Ender Followup Multi-layer One Ring 1700, 850×3, 3000 All 17 10(4)5×3(Until L+13)3 24 H, P1×4 80, 100 90, 80 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

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Second Type: Bloom 2200 All 21 <9> 2 39 -9 B 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16
j.236C Air EX Second Type: Bloom 2200 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16

Partner Skills

  • 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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P UNI 66C 1500×2 All 15 8(1)3 24+15L -25 H 70 80×2 3 16 Launch 30, 60 + GBounce 4, 8 +0
6P Second Type: Bloom 2200 All (18)+28 2 35 -11 B 70 85 5 20 Launch 60 + WBounce Launch 76 + WBounce 10/+5 +5 +7
4P 5B 1700 All (18)+11 2 34 -17 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Second Type: Raging Bloom 590×12, 2000
[370×19, 900×4]
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] B×12, P2 1~20 All 80 98×13 [98×23] 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]
j.236BC Air Second Type: Raging Bloom 590×12, 2000
[385×19, 900×4]
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 H×12, P2 1~20 All 80 98×13 [98×23] 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]
214BC Secret Skill: Luster Birth 2000×2, 0, 6500
[2000×2, 400×4, 2200×2, 3000]
All 1+(35 Flash)+15
<1+(35 Flash)+19>
3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~40 All 80 60 5 20 60×2, 120, Launch
[60×2, Crumple×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]
Distortion Skill Duo Secret Skill: Luster Birth 500×2, 0, 1500
[500×2, 50×4, 0, 1500, 300]
All 1+(75 Flash)+1 3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~27 All 100 100 5 20 60×2, 120, Launch
[60×2, Crumple×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]

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Zeroth Type: Life Crimson All 1+(75 Flash)+16 6 70 -55 B 1~22 All 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Yuzuriha 5A.pngGuardAllStartup10Recovery22Advantage-8 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Yuzuriha 5AA.pngGuardAllStartup12Recovery24Advantage-11 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Yuzuriha 5AAA.pngGuardAllStartup10Recovery17Advantage-5 5AAAA[-] - 5C Special, Super
5AAAABBTag Yuzuriha 5AAAA.pngGuardAllStartup10Recovery27Advantage-11 - - - -
2ABBTag Yuzuriha 2A.pngGuardLowStartup8Recovery16Advantage-5 5A - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Yuzuriha 5B.pngGuardAllStartup13 <7>Recovery31Advantage-16 [-13] - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Yuzuriha 5BB.pngGuardAllStartup7Recovery31Advantage-16[1] - 5BBB, 2BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Yuzuriha 5BBB.pngGuardAllStartup11Recovery33Advantage-15 - - - -
2BBBTag Yuzuriha 2B.pngGuardLowStartup13 <7>Recovery31Advantage-16 - - - Reverse Beat, Jump[-], Special, Super
2BBBBTag Yuzuriha 5BB.pngGuardAllStartup7Recovery31Advantage-16[1] - 5BB, 2BBB - Reverse Beat, Jump[-], Special, Super
2BBBBBTag Yuzuriha 5BBB.pngGuardAllStartup11Recovery33Advantage-15 - - - -
5CBBTag Yuzuriha 5C.pngGuardHighStartup26Recovery2+16LAdvantage-4 - - - -
2CBBTag Yuzuriha 2C.pngGuardLowStartup12Recovery28Advantage-11 - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yuzuriha jA.pngGuardHighStartup11Recovery22Advantage- j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Yuzuriha jAA.pngGuardHighStartup8Recovery20Advantage- - - - Reverse Beat, Jump, Special, Super
j.BBBTag Yuzuriha jB.pngGuardHighStartup14 <7>Recovery22Advantage- - j.BB - Reverse Beat, Jump, Special, Super
j.BBBBTag Yuzuriha jBB.pngGuardHighStartup7Recovery22Advantage- - j.BBB - Reverse Beat, Jump, Special, Super
j.BBBBBTag Yuzuriha jBBB.pngGuardHighStartup12RecoveryUntil L+15L [Until L+7L]Advantage- - - - -
j.CBBTag Yuzuriha jC.pngGuardHighStartup11Recovery0Advantage- - - - 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 hit, block, or 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

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