BBCF/Mai Natsume/Frame Data

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Mai Natsume

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
D Doll move such as Nirvana and Ignis
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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(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. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
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
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 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 (Crumple Hits Only) 20 22 24 27 29 31
Crumple Fall (Crumple Hits Only) 30 32 34 37 39 41
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple (Counter Hit) = Crumple × 2
  • Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Mai Natsume 11,000 4F 25F (1~7F Inv All) Juncture
Moon Blossom

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 B 100 85 Normal SJR 1 11 14 14 18 25 9 +0 +0
5B 600 Mid 9 4 16 -3 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 13 4 16 -1 B 100 92 Long S(J)R 4 18 22 19 30 37 12 +0 +5
5xA 600 Mid 8 3 13 +1 B 100 89 Long SJR 3 16 22 24 27 38 11 +0 +2
5xAA 1200 Mid 16 4 18 -3 B 100 82 Long (S)R 4 18 Spin Fall 25 34 Spin Fall 37 52 + Slide 10 12 +0 +5
5xAB Strike 600 All 10 3 47 -33 B 100 89 Long R 3 16 22 30 27 44 6 +0 +2
5xAB Shot 600 B: All
C: Low/Air
21 30 Total: 59 -21 P1 80 85 Normal R 2 13 17 17 21 29 0/+5 +5 +6
5xABB 600 B: All
C: Low/Air
B: 21
C: 20
30 Total B: 59
Total C: 58
-21 P1 80 85 Normal R 2 13 17 17 21 29 0/+5 +5 +6
5xB 900 Mid 10 4 14 -1 B 100 89 Long S(J)R 3 16 19 26 Crumple 54 40 11 +0 +2
5x[B] 8 4~(Recovery) Guard B
(9~(Recovery) Guard B)
5x[B] A 600 Low 13 3 14 -3 F 80 85 Long 2 13 Crumple 24 30 + Down 24 Crumple 48 42 + Down 24 10 +0 +1
5x[B] 6A 1000 Mid 13 9 21 -11 B 100 92 Long 4 18 Launch 42 + WBounce + Slide 10 Launch 60 + WBounce + Slide 10 12 +0 +5
5x[B] 8A 800 High 20 3 23 -7 H 4~22 FT 90 82 Normal 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +0
5xC 850 Mid 9 5 18 -6 B 100 89 Long SR 3 16 19 22 24 36 11 +0 +2
5xCA 900 High 21 6 15 -2 B 90 82 Normal (S)R 4 18 23 60 + GBounce 28 75 + GBounce 12 +0 +5
5xCB 980 High 25 6 6 +7 H 90 92 Normal R 4 18 19 19 + Down 28 24 34 + Down 28 12 +0 +5
5xCC 230×6~24 All 8 3×6~24 22 -8 B 100 69 Long SR 3 16 25 35 30 49 2 +0 +2
2A 300 Low/Air 7 3 10 -1 F 80 85 Normal CSR 1 11 14 14 18 25 9 +0 +0
2B 700 Low 10 3 18 -4 F 80 89 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
2xC 800 Low 12 6 19 -6 F 80 92 Long SR 3 18 19 28 24 43 12 +0 +5
2C 850 Mid 10 4 30 -15 B 10~13 H 90 82 Long SJR 4 18 Launch 26 Launch 41 12 +0 +5
j.A 300 High/Air 6 3 9 H 80 80 Normal CSJR 1 11 14 14 18 25 9 +0 +0
j.B 750 High/Air 9 4 (2) 2 12 H 80 89 Long SJR 3 16 17 20 22 34 11 +0 +2
j.C 900 High/Air 11 4 24 H 80 89 Long SJR 3 16 19 23 24 37 + Down 23 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
P1 70 79 Normal SR 3 16 19 35 24 49 0/+3 +13 +15
5[D] 900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
P1 70 82 Normal SR 4 Launch 35 Launch 50 0 +13 +15
j.D 800 All 27~81
[22~56]
Until Hit Total: Until L+8 P1 70 79 Normal R 3 16 Launch + Down 23 35 Launch + Down 23 49 0/+3 +13 +15
j.[D] 900 Unblockable 82 [57] Until Hit Total: Until L+8 P1 70 82 Normal R 4 Launch 35 Launch 50 0 +13 +15
D D Redirect 800 [900] All 5? P1 70 79 [82] Normal R 29 Launch 35 Launch 50 0/+3 [0/+13] +13 +15
D D OD Redirect OD 800×2 [900×2] All 5? P1 70 79 [82] Normal R 29 Launch 35 Launch 50 0/+3 [0/+13] +13 +15

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Ground Throw 0×2, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4×2 Launch 80, 80 + GBounce + Down 23 0×2, 12 +0
j.B+C Air Throw 0×2, 1500 Throw(70) 7 3 23+3L T 100 50 Normal SR 0, 4×2 80 + WBounce 50 0×2, 12 +0
6A+B Counter Assault 0 All 13 3 32 -16 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 Crumple 100 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 Crumple 100 74 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236 Juncture 28
236A A Himeyuri 1000 [1100] All
[Guard Crush 25/Barrier]
5 [8] 4 [1] 20 -4 [-2] B 100 69 [82] Long R 3 [4] 16 [18] 22 [26] 30 27 [Crumple 58] 44 [45] 6 [12] +0 +2
236A OD A OD Himeyuri 1000, 250
[1100]
All
[Guard Crush 25/Barrier]
5 [8] 2,2 [1] 20 -1 [-2] B 100 72 [82] Long R 4 16 [18] Crumple 29 30 Crumple 58 45 6 [12] +0 +5
236B B Himeyuri 1250 [1375] All
[Guard Crush 35/Barrier]
15 [22] 8 [1] 20 -9 [+0] B 100 72 [84] Long R 4 [5] 18 [20] Launch + Down 23 36 [52] Launch + Down 23 51 [68] 12 [13] +0 +5 [+8]
236B OD B OD Himeyuri 1250, 125×3
[1375]
All
[Guard Crush 35/Barrier]
15 [22] 2,2,2,2 [1] 20 -7 [+0] B 100 74 [84] Long R 5 20 Crumple 31 52 + WBounce Crumple 62 68 + WBounce 3 [13] +0 +8
236C Himeyuri: Dipper 1300 [1430] Mid 9 [16] 8 [1] 24+14L -27 B 1~12 All 70 72 [84] Very Short R 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 12 [13] +0 +5 [+8]
236C OD OD Himeyuri: Dipper 1300, 130×3
[1430]
Mid 9 [16] 2,2,2,2 [1] 24+14L -25 B 1~12 All 70 74 [84] Very Short R 5 18 [20] Launch 60 Launch 76 3 [12] +0 +8
214 Moon Blossom 39+4L 1~4 FT
5~14 All
j.214 Air Moon Blossom Until L+4 5~11 All
214A Suzuran 900 All 11 Until L 18 H 80 82 Normal R 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
214A Delayed Suzuran Delayed 900×2 All 11 Until L,2 16 +5 H 80 82 Normal R 4 18 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 12/+4 +0, +4 +5, +9
214B Suzuran: Blaze 1000 All 11 Until L 20 H 80 82 Normal R 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
214B Delayed Suzuran:Blaze Delayed 1000×2 All 11 Until L,2 18 +3 H 80 82 Normal R 4 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +5
214C Suzuran: Dipper 1100 All 11 Until L 20 H 80 82 Normal R 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
214C Delayed Suzuran:Dipper Delayed 1100×2 All 11 Until L,2 18 +3 H 80 82 Normal R 4 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +5

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236D Sylvan Hurricane Assault 1200×2, 2200
[1200, 300×7, 2200]
All 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 H 4~Until L All 80 84 Long R 5 20 Launch 100 + Down 63 Launch 116 + Down 63 6×2,0
[6, 3×7, 0]
+0 +8
214D Floral Blizzard Blossom 1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
Flash~24 All
60 94 Very Short R 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 13/+10 +10 +18
214D Lv2 Floral Blizzard Blossom 2000 [2400] All (11~56)+(40 Flash)+8 8 49 -36 B 1~(11~56) Guard HBFP
Flash~(26~71) All
60 94 Very Short R 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 23/+10 +10 +18
214D Lv3 Floral Blizzard Blossom 3000 [3600] All (57~71)+(40 Flash)+8 8 49 -36 B 1~(57~71) Guard HBFP
Flash~(72~86) All
60 94 Very Short R 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 23/+10 +10 +18

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Shearing Cherry Blossom Storm 600, 200×12
{600, 200×18, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 20 20, 1×12
{20, 1×18, 15}
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222D Royal Crimson Sprout: New Moon Lotus 0, 2000, 22000 All 7+(105 Flash)+8 3 75 -39 B 1~17 All, Burst Long 4 18 12/+20

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Mai 5A.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A[+], 5xA[+] 5xB[+] 5xC[+] 5D Throw, Jump, Special/Super
5BBBCF Mai 5B.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-3
5xA[+] 5xB[+] 5xC[+] 5D Jump[-], Special/Super
5CBBCF Mai 5C.pngGuard:
Mid
Startup:
13
Recovery:
16
Advantage:
-1
- - 5xC[+] 5D Jump[-], Special/Super
5xABBCF Mai 5AA.pngGuard:
Mid
Startup:
8
Recovery:
13
Advantage:
+1
- 5xAB[+] 5xAC[+] 5D Jump, Special/Super
5xBBBCF Mai 5BB.pngGuard:
Mid
Startup:
10
Recovery:
14
Advantage:
-1
- - - 5D Jump[-], Special/Super
5xCBBCF Mai 5CC.pngGuard:
Mid
Startup:
9
Recovery:
18
Advantage:
-6
5xCA[+] 5xCB[+] 5xCC[+] 5D Special/Super
5xABNo results - 5xAB[+] 5xAC[+] - Special/Super[+]
5xACNo results - 5xAB[+] 5xAC[+] - Special/Super[+]
5xCABBCF Mai 5xCA.pngGuard:
High
Startup:
21
Recovery:
15
Advantage:
-2
- - - 5D[-] Special/Super[-]
5xCBBBCF Mai 5xCB.pngGuard:
High
Startup:
25
Recovery:
6
Advantage:
+7
- - - - -
5xCCBBCF Mai 5CCC.pngGuard:
All
Startup:
8
Recovery:
22
Advantage:
-8
- - - 5D Special/Super
2ABBCF Mai 2A.pngGuard:
Low/Air
Startup:
7
Recovery:
10
Advantage:
-1
[2]
2A[+] 2B 2xC[+] 5D Throw, Special/Super
2BBBCF Mai 2B.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
- - 2xC[+] 5D Special/Super
2CBBCF Mai 2C.pngGuard:
Mid
Startup:
10
Recovery:
30
Advantage:
-15
- - - 5D Jump, Special/Super
2xCBBCF Mai 2BC.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-6
- - - 5D Special/Super
5DBBCF Mai 5D.pngGuard:
All
Startup:
25~80
[20~55]
Recovery:
Total: 72~127
[Total: 67~102]
Advantage:
- - - 5DD[+] Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Mai jA.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Mai jB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
j.A - j.C j.D Jump, Special
j.CBBCF Mai jC.pngGuard:
High/Air
Startup:
11
Recovery:
24
Advantage:
- - - j.D Jump, Special
j.DBBCF Mai j.D.pngGuard:
All
Startup:
27~81
[22~56]
Recovery:
Total: Until L+8
Advantage:
- - - j.DD[+] Special
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

External References

Navigation

Mai Natsume
To edit frame data, edit values in BBCF/Mai Natsume/Data.
System Links