< BBTag | Yosuke Hanamura

Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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.
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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.
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Yosuke Hanamura | 16,000 | 4F | 23F (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 | |
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input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
4A | 1000 | All | 5 | 6 | 8 | -2 | B | 100 | 70 | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
4AA | 1300 | All | 8 | 3 | 20 | -6 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
4AAA | 1700 | All | 10 | 3 | 22+0L | -6 | H | 100 | 75 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +5 | |||
4AAAA | 600×6 | All | 14 | Total: Until L+6L | P | 100 | 75 | 2 | 13 | Launch | 45 | Launch | 57 | 0/+13 | +13 | +13 | |||||
5A | 630×3 | All | 7 | 2,2,2 | 16 | -1 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 3 | +0 | +2 | |||
5AA | 1300 | All | 9 | 4 | 14 | -1 | B | 100 | 80 | 3 | 16 | 17 | 17 + GBounce | 22 | 31 + GBounce | 11 | +0 | +2 | |||
5AAA | 750×3 | All | 10 | 2,2,2 | 27+3L | -13 | B | 100 | 75 | 4 | 18 | Launch | 30 | Launch | 45 | 4 | +0 | +5 | |||
5AAAA | 600×6 | All | 14 | Total: Until L+6L | P | 100 | 75 | 2 | 13 | Launch | 45 | Launch | 57 | 0/+13 | +13 | +13 | |||||
2A | 1000 | Low | 6 | 3 | 15 | -4 | F | 90 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
5B | 1500 | All | 12 | 3 | 30 | -14 | B | 90 | 85 | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | |||
5BB | 1700 | All | 17 | 2 | 22 | -5 | B | 90 | 85 | 4 | 18 | 19 | 30 | 24 | 45 | 12 | +0 | +5 | |||
5BBB | 0, 2400 | All | 18 | 2 | Total: 47 | F | 90 | 85 | 4 | 18 | 60, Launch | Stand, 60 | 75, Launch | Stand, 75 | 0 | 0 | +5 | ||||
2B | 1500 | All | 9 | 4 | 26 | -13 | B | 6~12 H | 90 | 80 | 3 | 16 | 17 | 20 | 22 | 34 | 11 | +0 | +2 | ||
5C | 800+ | High | 22 | 3 | 24 | -10 | B | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1700 | Low | 11 | 3 | 24 | -8 | F | 90 | 85 | 4 | 18 | Launch | 40 | Launch | 55 | 12 | +0 | +5 | |||
j.A | 1000 | High | 10 | 4 | 10 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
j.AA | 1000 | High | 7 | 3 | 11 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
j.B | 720×3 | All | 15 | 3×11 | Total: 40 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 1/+1 | +1 | +1 | ||||
j.2A | 600×6 | All | 14 | Until Hit | Total: Until L + 21L | P1 | 80 | 75 | 2 | 13 | Launch | 45 | Launch | 57 | 0/+13 | +13 | +13 | ||||
j.C | 1700 | Low | 36 | 7 | 25 | -13 | F | 7~31 All | 80 | 85 | 4 | 18 | Launch | 30 | Launch | 45 | 4 | +0 | +5 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
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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, 1000×2 | Throw | 7-30 | 3 | 23 | T | 100 | 50 | 0, 4×2 | 40 | +0 | ||||||||||
AD | Dodge (Catch) | 45 | 1~25 Catch All | |||||||||||||||||||
AD Attack | Dodge (Attack) | 2200 | Air Unblockable | 15 | 3 | 28 | -12 | B | 1~22 All | 80 | 60 | 4 | 18 | Launch | 50 | Launch | 65 | 12/+0 | -8 | -8 |
Skills
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
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input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236A | A Dash Spring | 900×2 | All | 14~25 | 3 [(10)3] | 18 [26+4L] | -16 | B | 80 | 90 | 3 | 16 | 20, Launch | 60 + Down 23, 60 | 25, Launch | 74 + Down 23, 74 | 0/+8, 9/+8 | +5 | +5 | |||
236B | B Dash Spring | 1100×2 | All | 20~29 | 3 [(10)3] | 18 [26+13L] | -23 | B | 80 | 75 | 4 | 18 | Launch | 60 + Down 23, 60 | Launch | 75 + Down 23, 75 | 0/+8, 9/+8 | +8 | +8 | |||
j.236A | Flying Flash Cut | 1200×2 | All | 13 | Until L(10)5 | Until L | -11 | H | 80 | 85×2 | 4 | 18 | Launch | 40 + GBounce, 60 | Launch | 55 + GBounce, 75 | 6 | -1 | -1 | |||
j.236B | Moonsault | Until L+9L | 4~11 All | |||||||||||||||||||
j.236B > X | Crescent Slash | 1700 | High | 5 | 8 | Until L+9L | H | 80 | 85 | 4 | 18 | Launch | 32 | Launch | 47 | 8 | +3 | +3 |
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 | |
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input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236C | EX Dash Spring | 1300×2 | All | 19~27 | 3 [(10)3] | 18 [18+13L] | -15 | B | 80 | 85 | 4 | 18 | Launch | 60 + Down 23, 60 | Launch | 75 + Down 23, 75 | 0/+8, 9/+8 | +8 | +8 | |||
j.236C | EX Moonsault | 2000 | High | 20 | 8 | Until L+15L | H | 4~10 All | 80 | 85 | 4 | 18 | Launch | 32 + Down 28 | Launch | 47 + Down 28 | 8 | +8 | +8 |
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 | Dash Spring | 1500×2 | All | (18)+13~24 | 3 [3(10)3] | 18 [26+12L] | -14 | B | 70 | 85 | 3 | 16 | 20, Launch | 60 + Down 23, 60 | 0/+8, 9/+8 | +8 | ||||||
6P | P4A 5D | 700×4 | All | (18)+31 | 15 [(9)3,3,4] | Total: 94 [Total: +70] | B | 70 | 85 | 4 | 18 | 18, Launch×3 | 50 | 0/+12, 0/+1×3 | +12, +1×3 | |||||||
4P | 5AAA | 1700 | All | (18)+10 | 6 | 29+3L | -19 | B | 70 | 85 | 4 | 18 | Launch | 60 | 12 | +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 | Garudyne | 360×31 [430×31] | All | 9+(53 Flash)+7 | 5×31 | Total: Until L+38L | -31 | P2 | 1~17 All | 80 | 98×31 | 4 | 18 | Launch | 90 | Launch | 105 | 0 | +0 | +6 | ||
214BC | Shippu - Nagareboshi | 2000×2, 250×18 [2000×2, 200×36] | All | 4+(39 Flash)+1 | 15 | Until L+18L | -21 | H | 1~19 All | 80 | 100 | 5 | 20 | Launch | 120, 100, 400 + Down 20×18 [×36] | 4 | 4, 8/+10, 0/+10×18 [×36] | |||||
Distortion Skill Duo | Garudyne | 100×20 [100×25] | All | 1+(92 Flash)+1 | 10×11,5×9 [10×6,5×19] | Total: Until L+38L | P2 | 1~3 All | 100 | 100 | 4 | 18 | Launch | 90 | Launch | 105 | 0 | +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 | Brave Blade | All | 4+(78 Flash)+16 | 10 | Total: 119 | -68 | 1~44 All | 5 | 20 | 0/+12 |
Revolver Action Table
- 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
Sources

To edit frame data, edit values in BBTag/Yosuke Hanamura/Data.
Systems Pages