BBCF/Bang Shishigami/Frame Data

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System Data

Health:11,500
Prejump:4F
Backdash:36F (1~9F Inv All)
Unique Movements:2 Air Dash, Nail Dash, FuRinKaZan Dash


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Bang 5A.png 300 All 6 3 10 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Bang 5B.png 600 High/Low 9 4 19 -6 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Bang 5C.png 900 High 18 8 19 -8 B - SJR 80 92 Normal 4 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5 Click!
  • Fatal Counter
  • Bonus Proration 110%
  • First 6 active frames only hit above Bang
2ABBCS Bang 2A.png 300 Low/Air 7 3 11 -2 F - CSR 90 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Bang 2B.png 800 All 12 5 22 -10 B - S(J)R 100 89 Long 3 16 17 20 22 34 11 +0 +2 Click!
2CBBCS Bang 2C.png 850 Low 13 3 22 -6 F - S(J)R 100 82 Long 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5 Click!
6ABBCS Bang 6A.png 550 Low 17 3 13 1 F - SR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
6BBBCS Bang 6B.png 750 High/Air 22 3 9+8L -1 H - R 70 92 Normal 4 18 Launch 19 + Slide 4 + Down 23 Launch 34 + Slide 4 + Down 23 12 +0 +5 Click!
  • Fatal Counter
6CBBCS Bang 6C.png 900 High/Low 14 3 15+27L -26 H - SJR 100 82 Long 4 18 Launch 25 Launch 43 12 +0 +5 Click!
3CBBCS Bang 3C.png 1000 Low 15 9 21 -9 F - R 80 94 Long 5 20 Launch 40 Launch 59 + Down 23 13 +0 +8 Click!
  • Fatal Counter
  • 110% Bonus Proration
j.ABBCS Bang jA.png 300 High/Air 7 2 9 - H - SJR 80 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
j.AA, j.AAA200x200px 300 High/Air 5 2 9 - H - SJR 80 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
j.BBBCS Bang jB.png 600 High/Air 10 5 20 - H - SJR 80 85 Long 2 13 14 16 18 28 10 +0 +1 Click!
j.CBBCS Bang 6C.png 900 High/Air 10 4 18 - H - SJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.2CBBCS Bang jC.png 900 High/Air 12 4 21 - H - SR 80 89 Long 3 16 17 40 22 54 11 +0 +2 Click!
j.4BBBCS Bang j4B.png 750 High/Air 11 4 16 - H - SJR 80 94 Long 3 16 17 20 22 34 11 +0 +2 Click!

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Bang 5D.png Normal: 700
Seal: 840
Mid 20 3 28 -12 B 4~13 Guard BFP S(J)R 80 92 Very Short 4 18 Launch 40 + WBounce Launch 55 + WBounce 18 +0 +5 Click!
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
2DBBCS Bang 2D.png Normal:850
Seal:1020
Mid 23 3 25 -9 B 7~22 Guard HBP SJR 80 92 Very Short 4 18 Launch 30 Launch 45 18 +0 +5 Click!
  • Guards High and Mid attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
6DBBCS Bang 6D.png Normal:850
Seal:1020
Low 24 2 25 -8 F 1~8 Guard BFP S(J)R 80 92 Very Short 4 18 Launch 40 Launch 55 + Down 23 18 +0 +5 Click!
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
j.DBBCS Bang jD.png Normal: 750
Seal:900
High/Air 22 3 24 -8 H 4~12 Guard HBFP S(J)R 80 92 Very Short 4 18 Launch 42 + GBounce Launch 42 + GBounce 18 +0 +5 Click!
  • Guards High and Mid attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
Secret Art: Bang's Shadowstep JutsuBBCS Bang Shadowstep.png
A/B/C during Guardpoint
- - - - - - - - - - - - - - - - - - - - - Click!
Secret Technique: Bang's Pulverizing Blast JutsuBBCF Bang D-DFollowup.png
D during Guardpoint
1000 All 4 15 Total: Until L - P1 1~30 All - 70 94 Normal 5 20 Launch 80 Launch 99 2/+13 +13 +21 Click!
  • Fatal Counter
  • Cannot do any actions until landing and is in CH state after inv during the fall.

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground ThrowBBCS Bang GroundThrow.png 0*2, 1500 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Crumple 20, Launch 12, 55 + WBounce + Slide 30 - - - 0*2, 6 +0 Click!
  • 100% Minimum Damage
  • Can cancel into air dash on hit
Air ThrowBBCS Bang AirThrow.png 0*2, 1500 Throw 7 3 23+3L - T - SR 100 50 Normal 0*2, 4 - - 25, 49 + Slide 30 - - - 0*2, 12 +0 Click!
  • 100% Minimum Damage
Counter AssaultBBCS Bang 5B.png 0 All 13 3 34 -18 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Bang CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Bang's Unstoppable Double Palm ThrustBBCS Bang SuperCrash.png
623B
1300 High/Low 16 2 21 -4 B - R 70 82 Long 4 18 Launch 36 + Slide 13 Launch 51 + WBounce + Slide 13 18 +0 +5 Click!
Bang's Heavenly Double Palm Thrust200x200px
j.623B
1300 All 13 3 Until L+7 - H - R 80 92 Long 4 18 Launch 36 + WBounce + WStick 14 Launch 51 + WBounce + WStick 14 18 +0 +5 Click!
Bang's Void Tempest KickBBCS Bang VoidTempestKick.png
623C
0, 600, 653, 1082 Throw 13 3 37 - T - - 100 85, 85, 50 Normal 0,3,4,5 - Launch 99 - - - 0, 11, 12, 22 +0 Click!
Bang's Void Tempest Kick EXBBCS Bang VoidTempestKickEX.png
j.623C
0, 550, 635, 940 Throw 7 3 20+14L - T - R 100 85, 85, 50 Normal 0, 4*2, 5 - - 99*2, 50 - - - 0, 11, 14, 22 +0 Click!
A Bang-style ShurikenBBCS Bang ANail.png
j.236A
300 All 9 Until Hit Total: 23+9L - P1 - R 80 74 Normal 1 11 12 14 16 25 0/+5 +5 +5 Click!
  • Can cancel into Flaming Air Attack (float) on 17
A Bang-style Shuriken *3BBCS Bang ANail.png
j.236AD
300 per nail All 20 Until Hit Until L+9 - P1 - - 80 74 Normal 1 11 12 14 - - - 0/+5 - Click!
B Bang-style ShurikenBBCS Bang BNail.png
j.236B
300*2 All 9 Until Hit(26)3 Total 23+9L - P1 - R 80 89 Normal 1, 3 11 12 14 16 25 0/+5 +5 +5 Click!
  • Can cancel into Flaming Air Attack (float) on 17
B Bang-style Shuriken *3BBCS Bang BNail.png
j.236BD
300*2 per nail All 20 Until Hit(26)3 Until L+9L - P1 - R 80 94 Normal 1, 3 11 12 14 16 25 0/+5 +5 +5 Click!
C Bang-style ShurikenBBCS Bang CNail.png
j.236C
300 All 18 Until Hit Until L+9L - P1 - - 80 84 Normal 1 11 12 12 16 23 0/+20 +40 +40 Click!
  • Can cancel into Flaming Air Attack (float) on 30
  • Sticks opponent in place for 60
C Bang-style Shuriken *3BBCS Bang CNail.png
j.236CD
300 per nail All 20 Until Hit Until L+9L - P1 - - 80 84 Normal 1 11 12 12 16 23 0/+20 +40 +40 Click!
  • Sticks opponent in place for 60
D Bang-style ShurikenBBCS Bang DNail.png
j.236D
300 per nail All 9 Until Offscreen Total 23 - P1 - - 80 94 Normal 1 11 12 12 16 23 0/+5 +5 +5 Click!
Flaming Air AttackBBCP Bang FlamingAirAttack.png
j.22A
- - - - Total: Until L+5 - - - - - - - - - - - - - - - - Click!
  • Can only be used once per jump
  • Costs 1 air action
  • Can cancel into actions on 9
Set NailBBCS Bang NailSet.png
BBCF Bang NailSetDiagramGround.png

214A/B/C/D
- - - - Total: 30 - - - - - - - - - - - - - - - - Click!
Air Set NailBBCS Bang NailSet.png
BBCF Bang NailSetDiagramAir.png

j.214A/B/C/D
- - - - Total: 33 - - - - - - - - - - - - - - - - Click!
Bang's Steel RainBBCS Bang Umbrella.png
632146B
100 per nail All 96 Until Ground Total: 49 - P1 - - 100 60 Normal 1 11 12 12 16 23 0/+1 +1 +1 Click!
  • Shoots 60 nails total?
  • Nails appear in 2F intervals
Nail DashBBCS Bang NailDash.png
Direction while on Set Nail
- - - - Ground: 16
Air: 19
- - - - - - - - - - - - - - - - Click!
FRKZ DashBBCS Bang NailDash.png
Direction during OD
- - - - Ground: 16
Air: 19
- - 6D Seal: 3-8 P - - - - - - - - - - - - - Click!
  • FRKZ Dash has additional properties depending on what Seals Bang has active.
  • 5D Seal allows Bang to pass through opponents
  • 6D Seal gives the dash some Projectile Inv

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Shishigami-style Secret Technique: "Fatal Eruption"BBCS Bang Daifunka.png
2363214C
550*5, 0, 4000
[550*7, 0, 4000]
- 1+(58 Flash)+17 24 20 -27 B 1~25 All R 80 92*6,65
[92*8, 65]
Normal 3*6, 4 16 Launch 100 + WBounce Launch - 45 +0 +2 Click!
  • Values in [] are during OD
  • Minimum damage 15%: 1010 [1374]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)BBCP Bang Shadowstep Strike.png
236236D with 4 Seals
0, 1000*3, 1801
[0, 1000*3, 1801, 400, 800]
Throw 21+(60 Flash)+3 2 28 - T 1-21 All - 100 92 Normal 4 - Launch 120
[120 + Down 88*4]
- - - 0, 16*3, 0/+30
[0, 16*3, 0/+30, 20*2]
+0 Click!
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)BBCP Bang Shadowstep Strike.png
236236D with 4 Seals
0, 1000*3, 1801
[0, 1000*3, 1801, 400, 800]
Throw 21+(60 Flash)+3 2 Until L+14 - T 1-21 All - 100 92 Normal 4 - Launch 120
[120 + Down 88*4]
- - - 0, 16*3, 0/+30
[0, 16*3, 0/+30, 20*2]
+0 Click!
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"BBCS Bang Ashura.png
236236A
0, 3700
[0, 4167]
- 1+(42 Flash)+8 5 30 -14 B 1~11 All - 100 40 Long 5 20 Launch 300 + Down 78 Launch 316 + Down 78 13 13, 15 +0 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 740 [833]

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Bang's Dancing Petal Storm200x200px
ABCD during OD
600, 50*19, 1500
{600, 50*41, 3300}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 3 26 Launch 300 + Down 23
{300 + Down 43}
- - 20 20, 0*19 {*41}, 0/+6 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {595+39}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Shishigami-style Forbidden Technique: "The Ultimate Bang"BBCS Bang TheUltimateBang.png
BBCS Bang AstralAnimation.png

j.6321463214D
0, 19800 Unblockable 9+(30 Flash)+24 3 26 - T 1~36 Guard All - 100 89 Long 3 - - - - - 11 - - Click!
  • On Guard Point, can cancel into shadowstep
  • On Guard Point, hitstop for Bang and Opponent unchanged

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C 6A 6B 2C 5D, 2D, 6D Jump, Special
5D - - - - Jump[-], Special
2A[2] 2A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 6C, 2C, 3C 5D, 2D, 6D Jump[-], Special
2C - - - 5D, 2D, 6D Jump[-], Special
2D - - - - Jump, Special
6A[2] - 5B, 6B 6C, 2C - Special
6B - - - - -
6C - - - j.D Jump, Special
3C - - - - -
6D - - - - Jump[-], Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B - - j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Jump[-], Special[-]
j.4B - - - - Jump, Special
j.2C - - - j.D Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

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Ambox notice.png To edit frame data, edit values in BBCF/Bang Shishigami/Data.