The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
![]() |
Health |
17,000 |
Prejump |
4F |
Backdash |
23F (1~7F Inv All) |
Fastest Attack |
5A (6F) |
Reversals |
A+D (13F) 214B+C (10F) |
Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.
- Very strong assist and support kit
- Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
- Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
- Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
- Very high damage output (presses 5B twice and kills your character)
- Good zoning tools
- Can set up unburstable combos with Aerial Rave.
- Limited options for solo combo extensions.
- Rekkas are easily pushblocked out.
- 5P has low blockstun on each hit, allowing the opponent to quickly act after pushblocking it.
- Air normals are mediocre, making her reliant on j.236C to control neutral after jumping.
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1200 | All | 6 | 3 | 15 | -1 | B | |
5AA | 1500 | All | 9 | 3 | 18 | -4 | B | |
5AAA | 1700 | All | 13 | 3 | 33 | -17 | B | |
5AAAA | 1700 | All | 15 | 3 | 41 | -25 | B |
- 5A Moves her forward slightly
- An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with.
- Good hitbox and extremely fast startup makes this move a decent anti-air option
- Jump Cancelable
- Throw Cancelable
- 5AA Combo filler
- Jump Cancellable
- Throw Cancellable
- 5AAA Combo filler
- STILL Jump Cancelable
- 5AAAA Use it to get into cross raid
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 80 |
5AAAA | 4 | 100 | 85 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 900×2 | All | 13 | 7,20 | 6 | -6 | B | |
5BB | 1700 | All | 10 | 3 | 19 | -3 | B | |
5BBB | 2000 | All | 13 | 4 | 33 | -18 | B |
- 5B
- A long disjointed poke, great at punishing assists.
- Yumi's best common starter for big damage.
- The move consists of 2 different hitboxes with no gap between them, giving it a total of 7 + 20 = 27 active frames.
- The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives her the most frame advantage, and blocking it immediately after the fan begins moving gives the least. Mileage may vary depending on how fat the blocking character's hurtbox is.
- 5BB
- Jump cancelable
- There is always a gap between 5B and 5BB, but its not large enough to mash out usually.
- Better proration than 5B makes it an even better starter
- 5BBB Combo filler
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 4 | 100 | 80 |
5BBB | 4 | 100 | 85 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | H |
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 3 | 9 | 0 | F |
- Jump cancellable on hit and block
- Tied with 5A for a 3-time gatling
- Gatling window into another 2A lasts until the move is over
This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.
Level | P1 | P2 |
---|---|---|
1 | 90 | 70 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 9 | 6 | 18 | -7 | B | 9~14 H |
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | Low | 14 | 3(9)3 | 18 | -2 | F |
- 2 hit fan attack
Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 8 | 3 | 19 | H | ||
j.AA | 1500 | High | 9 | 4 | 26 | H |
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.B | 1500 | High | 12 | 3 | 18 | H | ||
j.BB | 1500 | High | 9 | 4 | 26 | H |
Version | Level | P1 | P2 |
---|---|---|---|
j.B | 3 | 80 | 80 |
j.BB | 3 | 80 | 80 |
j.B:
j.BB:
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1300×2 | High | 18 | Until L,3 | 22 | -4 | H |
Safe-on-block IOH that asily crosses up opponents after a forward jump allowing for a 3-way mixup, made even better since the first hit can corner steal. You must use an assist to extend into a combo.
Level | P1 | P2 |
---|---|---|
5 | 80 | 90 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7~30 | 3 | 23 | T |
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum damage 2000
Shinobi in Bloom
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 2300 | Air Unblockable | 13 | 5 | 44 | B | 1~17 All | |
j.AD | 2300 | All | 13 | 5 | Until L+8 | H | 1~17 All |
Version | Level | P1 | P2 |
---|---|---|---|
AD | 3 | 80 | 60 |
j.AD | 80 | 60 |
AD:
- Minimum Damage 115
j.AD:
- Minimum Damage 115
Skills
Whirling Fans
236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 14 | Until Hit | Total 44 | -7 | P1 | |
236B | 1500×3 | All | 30 | P(3)P(3)P | Total 68 | -9 | P1 |
- Frame advantage is at point-blank range
Version | Level | P1 | P2 |
---|---|---|---|
236A | 4 | 80 | 85 |
236B | 4 | 80 | 85×3 |
236A:
- Minimum Damage 75
236B:
- Each P in active frames represents a projectile spawned
- Minimum Damage 75×3 (225)
Grand Stage: Snowbird
j.236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.236A | 1500 | All | 23 | Until Hit | 43+2L | P1 | ||
j.236B | 1500 | All | 23 | Until Hit | 43+2L | P1 |
- Single hit durability air fireball, similar to the grounded A version
- Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally
Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.
Version | Level | P1 | P2 |
---|---|---|---|
j.236A | 4 | 80 | 85 |
j.236B | 4 | 80 | 85 |
j.236A:
- Minimum Damage 75
j.236B:
- Minimum Damage 75
Dancing as One: Yang
214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1000 | All | 14 | 3 | 18 | -4 | B | |
214AA | 1000 | All | 13 | 3 | 21 | -7 | B | |
214AAA | 600×2 | All | 13 | 3(10)3 | 22 | -8 | B | |
214AAAA | 300×5, 325×5 | All | 14 | 4,4,4,4,2(9)1,1,1,1,2 | 30 | -13 | B | |
214A > B | 2000 | All | 26 | 4 | 15 | +12 | B | |
214A > 5C | 2000 | High | 20 | 16 | Total 49 | -5 | P1 | |
214A > 2C | 1000, 1500 | Low | 25 | 12 [(8)4] | Total 72 | -8 | F |
- Howling Ogre travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.
- Demonic Destruction leads into Aerial Rave automatically on hit.
- A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.
- Breathtaker cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 | 80 | 85 |
214AA | 3 | 80 | 85 |
214AAA | 3 | 80 | 85 |
214AAAA | 1×5, 4×5 | 80 | 90 |
214A > B | 5 | 80 | 80 |
214A > 5C | 5 | 70 | 95 |
214A > 2C | 3 | 80, 90 | 100, 85 |
214A:
- Minimum Damage 50
214AA:
- Minimum Damage 50
214AAA:
- Minimum Damage 30×2 (60)
214AAAA:
- Minimum Damage 15×5, 16×5 (155)
214A > B:
- Minimum Damage 100
214A > 5C:
- Hits standing Ragna on 21F, hits crouching Ragna on 22F
- Projectile reaches the ground on 25F
- Minimum Damage 100
214A > 2C:
- Values in [] occur after the first hit is blocked or after 48F
- Minimum Damage 50, 75 (125)
Dancing as One: Yin
214B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214B | 750×3 | All | 15 [17] | 3,3(4)4 | 26 | -17 | B | |
214BB | 1700 | All | 17 | 4 | 21 | -12 | B | |
214BBB | 1700 | All | 17 | 4 | 22 | -13 | B | |
214BBBB | 800×2 | All | 17 | 4(8)4 | 28 | -19 | B | |
214B > A | 2000 | All | 25 | 3 | 30 | -12 | B | |
214X > 66 | 18 |
Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.
- Dancing in Snow: Purity is a frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.
- Breathtaker cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.
Version | Level | P1 | P2 |
---|---|---|---|
214B | 4 | 100 | 85 |
214BB | 4 | 100 | 85 |
214BBB | 4 | 100 | 85 |
214BBBB | 4 | 100 | 85 |
214B > A | 5 | 100 | 90 |
214X > 66 |
214B:
- Minimum Damage 37×3 (111)
214BB:
- Minimum Damage 85
214BBB:
- Minimum Damage 85
214BBBB:
- Minimum Damage 40×2 (80)
214B > A:
- Minimum Damage 100
214X > 66:
Aerial Rave
Automatic followup to certain attacks
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
300×4, <1000×2> | All | 3×4(12) Until L, 9 | 17 | H | 1~(Until L+9) All |
Damage in () does not occur if Killing Stone is used. Entire sequence is unburstable, however partners can still be called and tagged into.
Seldom happy birthdays due to the character priority system.
Level | P1 | P2 |
---|---|---|
3×4, 5×2 | 80 | 100 |
- Damage in <> do not occur if you cancel into Killing Stone
- Minimum Damage 15×4, <50×2> (60 <100>)
Extra Skills
Dancing in Snow: Dance of Blades
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1300×2,2000 | Low | 10 | 5(3)5(12)5 | Total: 73 | -4 | P2 |
Leads into Aerial Rave automatically on hit.
Level | P1 | P2 |
---|---|---|
4 | 80 | 80 |
- Minimum Damage 130×2, 200 (460)
Termination
214C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | Total: 55 | 4~40 Guard HBFP | ||||||
214C Attack | 2000 | All | 13 | 3 | 24 | -6 | B | 1~End All |
A counter that is invincible to everything but throws. Projectiles do not activate the followup attack but leave her invincible for the rest of the duration. Strikes will trigger the followup attack. Frame advantage listed is if the followup attack is blocked. Leads into Aerial Rave automatically on hit.
Version | Level | P1 | P2 |
---|---|---|---|
214C | |||
214C Attack | 5 | 80 | 75 |
214C:
214C Attack:
- Minimum Damage 200
Grand Stage: Storm of Snowbirds
j.236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×3 | All | 16 | Until Hit | Total: 36+2L | P1 |
Level | P1 | P2 |
---|---|---|
4 | 80 | 85×3 |
- Minimum Damage 150×3 (450)
Killing Stone
Aerial Rave -> C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1600,300×4,1000×2 | All | 5(9)3×4(13)Until L,9 | H |
Extends Aerial Rave with another rep. A worthwhile use of bar to stack unburstable damage, regenerate assist bar, run out resonance... This move does it all :)
Level | P1 | P2 |
---|---|---|
5, 3×4, 5×2 | 90, 100×6 |
Partner Skills
5P
Dancing as One: Yang - Fourth Step
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
360×4, 500×5 | All | (18)+15 | 4,4,4,2(9)1,1,1,1,2 | 24 | -7 | B |
A great lockdown and neutral assist due to it's long duration and ample disjoint. However, each hit has low blockstun, which means that the opponent can move almost immediately after pushblocking Yumi away.
Level | P1 | P2 |
---|---|---|
1×4, 4×5 | 70 | 80 |
- Minimum Damage 18×4, 25×5 (197)
6P
Whirling Fans
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×3 | All | (18)+33 | P(3)P(3)P | Total: (18)+71 | -9 | P1 |
- Re-stands the opponent on hit, this means that you can put it at the end of very long combos and aim for mixups and resets.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85×3 |
- Each P in active frames represents a projectile spawned
- Minimum Damage 75×3 (225)
4P
Dancing in Snow: Purity
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+18 | 3 | 36 | -20 | B |
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
Distortion Skills
Secret Ninja Art: Black Ice
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1740×5 [1220×10] | All | 4+(80 Flash)+10 | Until Hit | Total 91 | -23 | P2 | 1~4 All |
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage 243×5 (1215) [146×10 (1460)]
Secret Ninja Art: Ice Pillar Fan
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500×24,1600 [410×34,2500] | All | 4+(60 Flash)+6 | 3,6×5,5,4×5,2×11,1(8)3 | 61 | -45 | B | 1~15 All |
Level | P1 | P2 |
---|---|---|
2×24 [×34], 4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage 65×24, 240 (1800) [49×34, 350 (2016)]
Distortion Skill Duo
Secret Ninja Art: Ice Pillar Fan
P during Main Character's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
75×24,200 [65×34,290] | All | 1+(79 Flash)+1 | 3,6×5,5,4×5,2×11,1(8)3 | 61 | -45 | B | 1~7 All |
Level | P1 | P2 |
---|---|---|
2×24 [×34], 4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Ultimate Secret Ninja Art: Ice Queen
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000,5000,36000 | All | 8+(90 Flash)+5 | 9 | 42 | -37 | 1~21 All |
Level | P1 | P2 |
---|---|---|
2 |
Colors
