BBTag/Jin Kisaragi/Frame Data

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Jin Kisaragi

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.
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
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 (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 +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 (Counter Hit) = Crumple × 2
  • Crumple Fall (Counter Hit) = Crumple Fall × 1.5
  • 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
Jin Kisaragi 17,000 4F 22F (1~7F Inv All)

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
4A 1000 All 6 3 11 -2 B 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5A 800×2 All 7 2(4)1 19 -3 B 100 80 CSTP 3 16 17 17 22 31 11 +0 +2
5AA 1700 All 9 12 16 -4 B 100 85 CSTP 4 18 19 26 24 41 12/+5 +5 +5
5AAA 650×4 All 8 2(3)2(3)2(3)2 28 -4 B 100 85 SP 3 16 17×3, Crumple 29 17×3, 40 Launch×3, Crumple 58 31×3, 54 0/+9 +0 +2
5AAAA 500, 1700 All 17 10 60 -51 B 100 100, 85 P 4 18 Crumple 50 40 Crumple 100 55 0 +0 +5
2A 1000 Low 9 2 15 -3 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 10 4 19 -6 B 100 80 CSJP 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 15 8 15 -4 B 100 85 CSP 4 18 19 20 24 35 12 +0 +5
5BBB 1700 All 15 3 31 -15 B 100 75 CS(J)P 4 18 Launch 28 Launch 43 12 +0 +5
2B 1700 All 14 3 31 -15 B 8~16 H 90 85 CSJP 4 18 19 24 24 39 12 +0 +5
5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 4 28 -13 F 90 85 SP 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1500 High 9 9 28 H 80 80 S(J)P 3 16 17 17 22 31 11 +0 +2
j.AA 1700 High 10 6 20 H 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.B 1700 High 10 6 20 H 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.BB 1700 High 13 5 24 H 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.2B 1700 High 13 5 24 H 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.C 2000 All 14 3 29+6L H 80 90 SP 5 20 Launch 28 Launch 44 13 +0 +8

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 Forward Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 S 0×2, 4 Crumple 28, Launch 19, 40 0×2, 12 +0
4BC Back Throw 0, 2000 Throw 7~30 3 23 T 100 50 S 0, 4 Launch 40 0, 12 +0
AD Hirensou 2000, 1000 Air Unblockable 13 3(21~76)1 48 -30 B 1~15 All 80 60 4 18 Launch 55, 55 + Down 23 Launch 70, 70 + Down 23 1, 20 +0 +0, +5

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 Hishouken 1500 All 13 Total: 50 -13 P1 80 80 P 3 16 17 17 22 31 0/+8 +8 +10
j.236A Aerial Hishouken 1500 All 20 Total: 44+11L P1 80 80 P 3 16 17 17 22 31 0/+8 +8 +10
236B Hishougeki 1000×3 All 44 Total: 72 +18 P1 80 80 P 3 16 17 36 22 50 0/+8 +8 +10
j.236B Aerial Hishougeki 1000×3 All 24 Total: 72 P1 80 80 P 3 16 17 36 22 50 0/+8 +8 +10
214A A Musou Senshouzan 1500 Low 17 8 14+6L -4 F 80 80 P 3 16 Launch 26 Launch 40 11 +0 +2
214A > X Followup Attack 1500 All 14 4 6+20L -13 H 80 80 P 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
214B B Musou Senshouzan 1600×2 Low 17 10 [(14)4] 19+7L [6+20L] -13 F, B 80 80×2 P 3 16 Launch 26, 30 + Down 23 Launch 40, 44 + Down 23 11, 8 +0 +2
j.214A Hizansen 1800 All 13 3 37+7L H 80 80 P 3 16 Launch 36 + Down 23 Launch 50 + Down 23 11 +0 +2
j.214B Hizangeki 1000, 1800 All, High 15 1(9)3 37+7L H 80 85 P 4 18 19, Launch 80, 36 + Down 23 24, Launch 95, 51 + Down 23 6, 12 +0 +5

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 Hishousetsu 1000×3 All 27 169 Total: 52 +36 P1 80 80 P 3 16 Launch 36 Launch 50 0/+11 +11 +13
j.236C Aerial Hishousetsu 1000×3 All 24 169 Total: 41+9L P1 80 80 P 3 16 Launch 36 Launch 50 0/+11 +11 +13
214C Musou Tousshugeki 1700 Low 17 12 14+6L -2 F 80 70 P 4 18 Launch 25 Launch 40 12 +0 +5
214C > X Followup Attack 2000 All 14 3 5+11L -2 B 80 90 P 5 20 Launch 50 + WBounce + Slide 15 Launch 66 + WBounce + Slide 15 13 +0 +8
j.214C EX Hizangeki 1000, 2000 All, High 9 1(7)3 22+5L H 80 85 P 4 18 19, Launch 80, 42 + Down 27 24, Launch 95, 57 + Down 27 6, 12 +0 +5

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 Musou Senshouzan 1500×2 All (18)+16 12
[(13)4]
27 [4+20L] -22 B, H 70 80×2 Change 3 16 Launch 26, 30 + Down 23 11, 8 +0
6P Hishougeki 1200×3 All (18)+44 Total: (18)+72 +14 P 70 80 Change 3 16 Launch 36 0/+8 +8
4P Fubuki 1700 All (18)+10 3 38 -22 B 70 85 Change 4 18 Launch 60 16 +0

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 Touga Hyojin 1650×N
[1650×N, 500×3, 1000]
All 1+(30 Flash)+8 Until Hit Total: 44 -13~+3 P2 1~8 All 80 60 4 18 Crumple 30 [Crumple 53 + Down 15] 28 + Slide 20 Crumple 35 [Crumple 53 + Down 15] 33 + Slide 20 0 +0 +5
214BC Hiyoku Getsumei 1700, 300×14, 4100
[1700, 300×22, 3600]
All 5+(45 Flash)+5 Until Hit Total: 5+(45 Flash)+58
[Total: 5+(45 Flash)+49]
-35 [-26] P2 1~11 All 80 97×16 [97×24] 4 18 Launch 80 + WBounce Launch 95 + Wbounce 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
j.214BC Aerial Hiyoku Getsumei 1700, 300×14, 4100
[1700, 300×22, 3600]
All 5+(32 Flash)+5 Until Hit Total: 5+(32 Flash)+Until L+16
[Total: 5+(32 Flash)+Until L+11]
P2 1~13 All 80 97×16 [97×24] 4 18 Launch 80 Launch 95 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
Distortion Skill Duo Yukikaze 500, 1500
[200×5,1500]
All 1+(79 Flash)+1 15 77 -73 B 1~16 All 100 100 4 18 19 [×5], Crumple 53 80 [×5], 19 12 +0 +5

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 Rengoku Hyouya 0, 27315 Low 6+(71 Flash)+14 10 95 -86 F 1~19 All 4 18 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Jin 5A.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
[3]
4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCS Jin 5B.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-3
[3*]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AABBCS Jin 6D.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAABBCS Jin Sekkajin.pngGuard:
All
Startup:
8
Recovery:
28
Advantage:
-4
5AAAA - - Special (4th hit), Super (4th hit)
5AAAABBCS Jin 22CD.pngGuard:
All
Startup:
17
Recovery:
60
Advantage:
-51
- - - -
2ABBCS Jin 2B.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-3
[3*]
5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCS Jin 5C.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-6
[1]
- 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBCS Jin 5D.pngGuard:
All
Startup:
15
Recovery:
15
Advantage:
-4
- 5BBB, 2B 5C, 2C Special, Super
5BBBBBCS Jin 6C.pngGuard:
All
Startup:
15
Recovery:
31
Advantage:
-15
- 2B 5C, 2C Jump, Special, Super
2BBBCS Jin 2C.pngGuard:
All
Startup:
14
Recovery:
31
Advantage:
-15
[1]
- 5B 5C, 2C Jump, Special, Super
5CBBCP Jin CT.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CBBCF Jin 3C.pngGuard:
Low
Startup:
13
Recovery:
28
Advantage:
-13
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCS Jin jB.pngGuard:
High
Startup:
9
Recovery:
28
Advantage:
j.AA j.B j.C Special, Super
j.BBBCS Jin jC.pngGuard:
High
Startup:
10
Recovery:
20
Advantage:
[1]

and j.AA[1]
- j.BB j.C Jump, Special, Super
j.BBBBCS Jin j2C.pngGuard:
High
Startup:
13
Recovery:
24
Advantage:
[1]

and j.2B[1]
- j.B j.C Jump, Special, Super
j.CBBCS Jin jD.pngGuard:
All
Startup:
14
Recovery:
29+6L
Advantage:
- - - 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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

Damage/proration/cancel table by Hima696

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To edit frame data, edit values in BBTag/Jin Kisaragi/Data.
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