BBCF/Hibiki Kohaku/Frame Data

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 Hibiki Kohaku


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
Hibiki Kohaku 11,000 4F 22F (1~4F Inv All, 3~11 airborne) Drive Moves
Soaring Kick

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 11 -2 +7 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 3 18 -4 -2 B 100 85 Long SJR 3 16 17 17 22 31 9 +0 +2
5BB 500 Mid 10 3 18 -4 -4 B 100 89 Long S(J)R 3 16 17 17 22 31 9 +0 +2
5C 900 Mid 12 3 18 -4 -10 B 100 89 Long S(J)R 3 16 17 19 22 33 11 +0 +5
2A 300 All 7 3 10 -1 +7 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 19 -8 -4 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2BB 500 Low 10 3 15 -4 -1 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2C 800 Mid 13 3 25 -9 -14 B 8~(End of Active) H 90 89 Long SJR 3 16 17 28 Launch 42 11 +0 +2
6A 650 Low 17 3 13 -1 -6 F 90 89 Long SR 3 14 17 17 + Down 23 Crumple 31 + Down 23 11 +0 +2
6B 800 Mid 19 3 22 -8 -17 B 5~21 F 90 89 Long SR 3 16 17 17 + Down 33 22 31 + Down 33 9 +0 +2
6BB 700 Mid 13 3 24 -10 -13 B 100 89 Long SR 3 16 Launch 30 + GBounce Launch 44 + GBounce + Down 23 9 +0 +2
6C 620×3 Mid 17 3 (9) 3 (8) 3 16+5L -32 H 100 82 Long R 3×2,4 16×2, 18 Launch 30×2, 34 Launch 47×2, 52 + WBounce 60 + WStick 43 5×2, 12 +0 +2×2, +5
4B 700 High 25 3 21 -5 -22 B 90 89 Normal SR 3 16 17 30 + Down 33 22 44 + Down 33 9 +0 +2
4BB 500 Mid 16 3 22 -8 -14 B 100 89 Long SR 3 16 17 17 22 31 9 +0 +2
3C 900 Low 12 3 24 -6 -12 F 90 92 Long SR 4 18 Launch 40 Launch 55 + Down 16 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 3 16 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.BB 500 High/Air 8 7 15 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.C 900 High/Air 12 6 19 H 80 89 Long SJR 3 16 17 19 22 33 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 900 All 27~35 [17~25] 3 Total: 56
[Total: 46]
-13 [-11] -30 [-20] P1 80 89 [92] Normal SR 3 [4] 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5]
6D 900 All 27~35
[17~25]
3 20 -6 [-4] -23~31 [-13~21] B 80 89 [92] Normal SR 3 [4] 16 [18] 24 [Crumple 30] 30 29 [Crumple 40] 44 [45] 11 [12] +0 +2 [+5]
2D 900 All 46 [26] 3 Total: 71
[Total: 51]
-9 [-7] -45 P1 4~38 P
[4~21 P]
70 89 [92] Normal SR 3 [4] 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5]
3D 900 All 46 [26] 3 7+9L [10+6L] +2 -38 [-18] B 4~21 P, 22~38 All
[4~16 P, 17~22 All]
70 89 [92] Normal SR 3 [4] 20 Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5]
j.D 900 All 34 [17] 3 Total: 60+4L
[Total: 50+4L]
P1 80 89 [92] Normal SR 3 [4] 16 [18] 17 [Launch] 36 + WBounce 30
[36 + WBounce 50]
19 [Launch] 50 + WBounce 30
[51 + WBounce 50]
11 [12] +0 +2 [+5]
j.6D 900 High/Air 34 [17] 3 18+4L H 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40
[40 + WBounce 50]
Launch 54 [55 + WBounce 50] 11 [12] +0 +2 [+5]
j.2D 900 All 34 [24] 3 Total: 64+4L [Total: 54+4L] P1 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40 + Down 23 Launch 54 + Down 23 [55 + Down 23] 11 [12] +0 +2 [+5]
j.3D 900 High/Air 34 [24] 3 14+9L [14+4L] H 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40 + GBounce [48 + GBounce] Launch 54 + GBounce [55 + GBounce] 11 [12] +0 +2 [+5]

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 Forward Throw 0, 200×4, 700 T(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 60 + GBounce 0×5, 14
4B+C Back Throw 0×2, 1500 T(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Launch 60 + GBounce 0, 7×2 +0
j.B+C Air Throw 0, 1500 T(120) 7 3 23+3L T 100 50 Normal SR 0, 4 80 0, 12 +0
6A+B Counter Assault 0 All 13 3 30 -14 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 + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 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 + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 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
236A Soaring Kick 45+7L
j.236A Air Soaring Kick Until L+7
236A~A Piercing Feather 500 All 24 3 Until L+7L P1 80 80 Normal 1 11 12 12 16 23 0/+9 +9 +9
236A~B Thrashing Claw 1100 High/Air 12 3 Until L+9 H 100 72 Normal R 4 18 Launch 50 + GBounce Launch 65 + GBounce 15 +0 +8
236A~C Pulverizing Fin 0×3, 2500 Throw(180) 6 10 Until L+15 T 1~6 T 120 100×3, 60 Normal R 0×3, 4 60 + GBounce + Down 23 0×3, 18 +0
236A~D Catastrophic Strike (Catch) Until L+19 Ground: 1~(Until L) Guard HBF
Air: 1~19 Guard HBF
236A~D Attack Catastrophic Strike (Attack) 800×3 14 2×6 (2×9) Ground: 31
Air: Until L+23
-18 B 1~End All 90 94×3 Long R 5 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0
214A Dual Wing Smash: Heaven 1000 High/Air 46 3 3+16L -1 -41 H 12~24 All 90 92 Normal R 4 20 Launch 40 + GBounce Launch 55 + GBounce 12 +0 +5
214B Dual Wing Smash: Earth 1000 Low/Air 51 5 16 0 -48 F 12~24 All 90 92 Long R 4 20 Launch 40 Launch 55 12 +0 +5
214A/B~D A Dual Wing Smash: Void A: 59
B: 62
A: 12~(24, ??~)41 All
B: 12~(24, ??~)44 All
214C Soaring Slash 600, 1200 All 14 9 20 (22) -4 -18 B 100 89, 82 Long R 3 16 Crumple, Launch Stand, 40 Crumple, Launch Stand, 40 11 7, 12 +2, +0
214D Soaring Slash: Revolution 1200 All 33~44 3 29 (23) -13 -38~49 B See notes 100 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5
623C Double Wing Cyclone 600×4 Mid, All×3 9 2×4 56 -41 -46 B 1~12 All 80 89×4 Very Short R 3 16 Launch 60 Launch 74 2 +0 +2
j.623C Air Double Wing Cyclone 600×4 All 7 2×4 56 H 1~10 All 80 89×4 Very Short R 3 16 Launch 60 Launch 74 2 +0 +2
j.214A Piercing Muzzle-blade 800 All 13 Until L 19 H 80 89 Long R 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2

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
632146C Shadow Dance "Hidden Phoenix" 600, 900×2, 2400
[600, 570×10]
All 4+(43 Flash)+5 15 Total: 65 -29 -39 P2 1~23 All 80 100, 84 Normal R 3 16 Stagger 59 + Down 15 Stand Stagger 59 + Down 15 Stand 0/+11 0+11, 0×3 [×10]
632146D Black Thunder "Nue" 2000
[1200, 0, 3000]
All 1+(70 Flash)+7 Until Landing 75 (123) -37~ H 2~5 All 70 94 Normal R 5 20 Launch 100 + Down 23 Launch 116 + Down 23 0/+18 0/+18
[0/+18, 0, 20]
+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 Mark: "Purification" 600, 800, 1550
{600, 1000, 1370×3}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 4×2, 5 {×3} 26 Launch 120 + WBounce + Down 23 20 20, 12, 24
{20, 12, 0×2, 30}
+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
222D Divine Nightfall: Raven 12412 All 1+(60 Flash)+14 3 51 -35 -42 B 1~17 All Long 5 18 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Hibiki Kohaku 5A.pngGuardAllStartup6Recovery11Advantage-2[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Jump, Special/Super
5BBBCF Hibiki Kohaku 5B.pngGuardMidStartup8Recovery18Advantage-4[2] 6A 5BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special/Super
5BBBBCF Hibiki Kohaku 5BB.pngGuardMidStartup10Recovery18Advantage-4 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special/Super
5CBBCF Hibiki Kohaku 5C.pngGuardMidStartup12Recovery18Advantage-4 6A - 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special/Super
5D[1]BBCF Hibiki Kohaku 5D-6D.pngGuardAllStartup27~35 [17~25]RecoveryTotal: 56
[Total: 46]
Advantage-13 [-11]
/6D[1]BBCF Hibiki Kohaku 5D-6D.pngGuardAllStartup27~35
[17~25]
Recovery20Advantage-6 [-4]
6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
2ABBCF Hibiki Kohaku 2A.pngGuardAllStartup7Recovery10Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Special/Super
2BBBCF Hibiki Kohaku 2B.pngGuardLowStartup9Recovery19Advantage-8[1] 6A 2BB[+] 5C, 2C, 3C 5D, 2D, 6D, 3D Special/Super
2BBBBCF Hibiki Kohaku 2BB.pngGuardLowStartup10Recovery15Advantage-4 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
2CBBCF Hibiki Kohaku 2C.pngGuardMidStartup13Recovery25Advantage-9 - - 5C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special/Super
2DBBCF Hibiki Kohaku 2D-3D.pngGuardAllStartup46 [26]RecoveryTotal: 71
[Total: 51]
Advantage-9 [-7]
/3DBBCF Hibiki Kohaku 2D-3D.pngGuardAllStartup46 [26]Recovery7+9L [10+6L]Advantage+2
- - - - Special/Super
6ABBCF Hibiki Kohaku 6A.pngGuardLowStartup17Recovery13Advantage-1[1] - - 3C - Special/Super
6BBBCF Hibiki Kohaku 6B.pngGuardMidStartup19Recovery22Advantage-8[1] 6A 6BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
6BBBBCF Hibiki Kohaku 6BB.pngGuardMidStartup13Recovery24Advantage-10 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
6CBBCF Hibiki Kohaku 6C.pngGuardMidStartup17Recovery16+5LAdvantage- - - - (j.D, j.6D, j.2D, j.3D) 3rd hit Special/Super
4BBBCF Hibiki Kohaku 4B.pngGuardHighStartup25Recovery21Advantage-5[1] 6A 4BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
4BBBBCF Hibiki Kohaku 4BB.pngGuardMidStartup16Recovery22Advantage-8 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special/Super
3CBBCF Hibiki Kohaku 3C.pngGuardLowStartup12Recovery24Advantage-6 - - - 5D, 2D, 6D, 3D Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Hibiki Kohaku jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D, j.6D, j.2D, j.3D Throw, Jump, Special
j.BBBCF Hibiki Kohaku jB.pngGuardHigh/AirStartup9Recovery16Advantage- - j.BB[+] j.C j.D, j.6D, j.2D, j.3D Jump, Special
j.BBBBCF Hibiki Kohaku jBB.pngGuardHigh/AirStartup8Recovery15Advantage- - - j.C j.D, j.6D, j.2D, j.3D Jump, Special
j.CBBCF Hibiki Kohaku jC.pngGuardHigh/AirStartup12Recovery19Advantage- - - - j.D, j.6D, j.2D, j.3D Jump, Special
j.DBBCF Hibiki Kohaku jD-j6D.pngGuardAllStartup34 [17]RecoveryTotal: 60+4L
[Total: 50+4L]
Advantage-
/j.6DBBCF Hibiki Kohaku jD-j6D.pngGuardHigh/AirStartup34 [17]Recovery18+4LAdvantage-
- - - - Jump, Special
j.2DBBCF Hibiki Kohaku j2D-j3D.pngGuardAllStartup34 [24]RecoveryTotal: 64+4L [Total: 54+4L]Advantage- j.A[*][+] j.B[*][+] j.C[*][+] - Jump, Special
j.3DBBCF Hibiki Kohaku j2D-j3D.pngGuardHigh/AirStartup34 [24]Recovery14+9L [14+4L]Advantage- - - - - Special
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

External References

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 Hibiki Kohaku


To edit frame data, edit values in BBCF/Hibiki Kohaku/Data.
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