BBCF/Bang Shishigami/Frame Data

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 Bang Shishigami


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 Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
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 Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • 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
Bang Shishigami 11,500 4F 36F (1~9F Inv All, 13~28 airborne) 2 Air Dash
Nail Dash
FuRinKaZan Dash

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 +8 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 2 21 -6 -5 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 High 18 8 19 -8 -18 B 80 92 Normal SJR 4 18 Crouch 21 19 + Down 23 26 37 + Down 23 12 +0 +5
2A 300 Low/Air 7 3 11 -2 +6 F 90 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 800 All 12 5 22 -10 -12 B 100 89 Long S(J)R 3 16 17 20 22 34 11 +0 +2
2C 850 Low 13 3 22 -6 -11 F 100 82 Long S(J)R 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5
6A 550 Low 17 3 13 1 -6 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
6B 750 High/Air 22 3 9+8L -1 -15 H 70 92 Normal R 4 18 Launch 19 + Slide + Down 10 Launch 34 + Slide + Down 10 12 +0 +5
6C 900 Mid 14 3 15+27L -26 -32 H 100 82 Long SJR 4 18 Launch 25 Launch 43 12 +0 +5
3C 1000 Low 15 9 21 -9 -18 F 80 94 Long R 5 20 Launch 40 Launch 59 + Down 23 13 +0 +8
j.A 300 High/Air 7 2 9 H 80 80 Normal SJR 1 11 12 14 16 25 9 +0 +0
j.AA 300 High/Air 5 2 9 H 80 80 Normal SJR 1 11 12 14 16 25 9 +0 +0
j.B 600 High/Air 10 5 20 H 80 85 Long SJR 2 13 14 16 18 28 10 +0 +1
j.C 900 High/Air 10 4 18 H 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.4B 750 High/Air 11 4 16 H 80 94 Long SJR 3 16 17 20 22 34 11 +0 +2
j.2C 900 High/Air 12 4 21 H 80 89 Long SR 3 16 17 40 22 54 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 700 Mid 20 3 28 -12 -24 B 4~13 Guard HBFP 80 92 Very Short S(J)R 4 18 Launch 40 + WBounce Launch 55 + WBounce 18 +0 +5
2D 850 Mid 23 3 25 -9 -24 B 7~22 Guard HBFP 80 92 Very Short SJR 4 18 Launch 30 Launch 45 18 +0 +5
6D 850 Low 24 2 25 -8 -24 F 1~8 Guard HBFP 80 92 Very Short S(J)R 4 18 Launch 40 Launch 55 + Down 23 18 +0 +5
j.D 750 High/Air 22 3 Until L+15L H 4~12 Guard HBFP 80 92 Very Short S(J)R 4 18 Launch 42 + GBounce Launch 42 + GBounce 18 +0 +5
ABC during Guardpoint Secret Art: Bang's Shadowstep Jutsu 0
D during Guardpoint Secret Technique: Bang's Pulverizing Blast Jutsu 1000 All 7 12 Total: Until L +8 P1 1~30 All 70 94 Normal 5 20 Launch 80 Launch 99 2/+13 +13 +21

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 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Crumple, 55 + WBounce + Slide 0×2, 6 +0
j.B+C Air Throw 0×2, 1500 Throw 7 3 23+3L T 100 50 Normal SR 0×2, 4 25, 49 + Slide 0×2, 12 +0
6A+B Counter Assault 0 All 13 3 34 -18 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 -19 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B 80 100 Long R 24 Crumple 60 Crumple 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
623B Bang's Unstoppable Double Palm Thrust 1300 Mid 16 2 21 -4 -12 B 70 82 Long R 4 18 Launch 36 + Slide Launch 51 + WBounce 60 + Slide 18 +0 +5
j.623B Bang's Heavenly Double Palm Thrust 1300 All 13 3 Until L+7 H 80 92 Long R 4 18 Launch 36 + WBounce + WStick 14 Launch 51 + WBounce + WStick 14 18 +0 +5
623C Bang's Void Tempest Kick 0, 600, 653, 1082 Throw 13 3 37 -26 T 100 85, 85, 50 Normal 0,3,4,5 Launch 99 0, 11, 12, 22 +0
j.623C Bang's Void Tempest Kick EX 0, 550, 635, 940 Throw 7 3 20+14L T 100 80, 80, 50 Normal R 0, 4×2, 5 99×2, 50 0, 11, 14, 22 +0
j.236A A Bang-style Shuriken 300 All 9 Until Hit Total: 23+9L P1 80 74 Normal R 1 11 12 14 16 25 0/+5 +5 +5
j.236A+D A Bang-style Shuriken ×3 300 per nail All 20 Until Hit Until L+9 P1 80 74 Normal 1 11 12 14 16 25 0/+5 +5 +5
j.236B B Bang-style Shuriken 300×2 All 9 Until Hit (26) 3 Total: 23+9L P1 80 94 Normal R 1, 3 11 12, Launch 14, 17 16, Launch 25, 29 0/+5, +11 +5, +0 +5, +2
j.236B+D B Bang-style Shuriken×3 300×2 per nail All 20 Until Hit(26)3 Until L+9L P1 80 94 Normal R 1, 3 11 12, Launch 14, 17 16, Launch 25, 29 0/+5, +11 +5, +0 +5, +2
j.236C C Bang-style Shuriken 300 All 18 Until Hit Until L+9L P1 80 84 Normal 1 11 12 12 16 23 0/+20 +40 +40
j.236C+D C Bang-style Shuriken×3 300 per nail All 20 Until Hit Until L+9L P1 80 84 Normal 1 11 12 12 16 23 0/+20 +40 +40
j.236D D Bang-style Shuriken 300 per nail All 9 Until Offscreen Total 23 P1 80 94 Normal 1 11 12 12 16 23 0/+5 +5 +5
632146B Bang's Steel Rain 100×N All 92 See notes Total: 49 -23 P1 100 60 Normal 1 11 12 12 16 23 0/+1 +1 +1
j.22A Flaming Air Attack Total: Until L+5
214X Total: 30 -4
j.214X Total: 33
Nail Dash Nail Dash Ground: 16
Air: 19
+10/+7
FRKZ Dash FRKZ Dash Ground: 16
Air: 19
+10/+7 6D Seal: 3-8 P

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
2363214C Shishigami-style Secret Technique: "Fatal Eruption" 550×5, 0, 4000
[550×7, 0, 4000]
All 1+(58 Flash)+17 24 20 -27 -35 B 1~25 All 80 92×6,65
[92×8, 65]
Normal R 3, 4×6 16 Launch 100 + WBounce Launch 45 +0 +2
236236A Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void" 0, 3700
[0, 4167]
Mid 1+(42 Flash)+8 3 33 -15 -18 B 1~11 All 100 100, 40 Long 5 20 Launch 300 + Down 78 Launch 316 + Down 78 13 13, 15 +0
236236D Ultra Technique: "Hyper Shadowstep Strike" 0, 1000×3 (900×3), 1801
[0, 1000×3 (900×3), 1801, 400, 800]
Throw 19+(60 Flash)+3 2 Ground: 28
Air: Until L+14
-27 T 1~19 All 100 100, 92×4 [100, 92×4, 94×2] Normal 4 Launch 120
[120 + Down 88×4]
0, 16×3, 0/+30
[0, 16×3, 0/+30, 20×2]
+0

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 Bang's Dancing Petal Storm 600, 50×19, 1500
{600, 50×41, 3300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 3 26 Launch 300 + Down 23
{300 + Down 43}
20 20, 0×19 {×41}, 0/+6 +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
j.6321463214D Shishigami-style Forbidden Technique: "The Ultimate Bang" 0, 19800 Unblockable 9+(30 Flash)+24 3 26 T 1~35 Guard All 100 89 Long 3 11

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Bang 5A.pngGuardAllStartup6Recovery10Advantage-1 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCS Bang 5B.pngGuardMidStartup9Recovery21Advantage-6[2*] 6A 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special/Super
5CBBCS Bang 5C.pngGuardHighStartup18Recovery19Advantage-8 6A 6B 2C 5D, 2D, 6D Jump, Special/Super
5DBBCS Bang 5D.pngGuardMidStartup20Recovery28Advantage-12 - - - - Jump[-], Special/Super
2ABBCS Bang 2A.pngGuardLow/AirStartup7Recovery11Advantage-2[2] 2A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special/Super
2BBBCS Bang 2B.pngGuardAllStartup12Recovery22Advantage-10[2*] - 5B, 6B 6C, 2C, 3C 5D, 2D, 6D Jump[-], Special/Super
2CBBCS Bang 2C.pngGuardLowStartup13Recovery22Advantage-6 - - - 5D, 2D, 6D Jump[-], Special/Super
2DBBCS Bang 2D.pngGuardMidStartup23Recovery25Advantage-9 - - - - Jump, Special/Super
6ABBCS Bang 6A.pngGuardLowStartup17Recovery13Advantage1[2] - 5B, 6B 6C, 2C - Special/Super
6BBBCS Bang 6B.pngGuardHigh/AirStartup22Recovery9+8LAdvantage-1 - - - - -
6CBBCS Bang 6C.pngGuardMidStartup14Recovery15+27LAdvantage-26 - - - j.D Jump, Special/Super
3CBBCS Bang 3C.pngGuardLowStartup15Recovery21Advantage-9 - - - - -
6DBBCS Bang 6D.pngGuardLowStartup24Recovery25Advantage-8 - - - - Jump[-], Special/Super[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCS Bang jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.AA[*] j.B j.C, j.2C j.D Throw, Jump, Special/Super
j.BBBCS Bang jB.pngGuardHigh/AirStartup10Recovery20Advantage- - - j.C, j.2C j.D Jump, Special/Super
j.CBBCS Bang 6C.pngGuardHigh/AirStartup10Recovery18Advantage- - - j.2C j.D Jump, Special/Super
j.DBBCS Bang jD.pngGuardHigh/AirStartup22RecoveryUntil L+15LAdvantage- - - - - Jump[-], Special/Super[-]
j.4BBBCS Bang j4B.pngGuardHigh/AirStartup11Recovery16Advantage- - - - - Jump, Special/Super
j.2CBBCS Bang jC.pngGuardHigh/AirStartup12Recovery21Advantage- - - - j.D 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
X[*] = X is a delayed cancel, not immediately on hit like normal
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References

Navigation

 Bang Shishigami


To edit frame data, edit values in BBCF/Bang Shishigami/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information