BBCF/Hibiki Kohaku/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1~4F Inv All)
Forward Dash:18F
Unique Movements:


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
5ABBCF Hibiki 5A.png 300 All 6 3 11 -2 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCF Hibiki 5B.png 600 Mid 8 3 18 -4 B - SJR 100 85 Long 3 16 17 17 22 31 9 +0 +2 Click!
5BBBBCF Hibiki 5BB.png 500 Mid 10 3 18 -4 B - S(J)R 100 89 Long 3 16 17 17 22 31 9 +0 +2 Click!
5CBBCF Hibiki 5C.png 900 Mid 12 3 18 -4 B - S(J)R 100 89 Long 3 16 17 19 22 33 11 +0 +5 Click!
2ABBCF Hibiki 2A.png 300 All 7 3 10 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Hibiki 2B.png 550 Low 9 3 15 -4 F - SR 90 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
2BBBBCF Hibiki 2BB.png 500 Low 10 3 15 -4 F - SR 90 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
2CBBCF Hibiki 2C.png 800 Mid 13 3 25 -9 B 8~(End of Active) H SJR 90 89 Long 3 16 17 28 Launch 42 11 +0 +2 Click!
3CBBCF Hibiki 3C.png 900 Low 12 3 24 -6 F - SR 100 92 Long 4 18 Launch 40 Launch 55 + Down 16 12 +0 +5 Click!
6ABBCF Hibiki 6A.png 650 Low 17 3 15 -1 B - SR 90 89 Long 3 14 17 17 + Down 23 Crumple 36 31 + Down 23 11 +0 +2 Click!
6BBBCF Hibiki 6B.png 800 Mid 18 3 22 -8 F 5~(End of Active) F SR 90 89 Long 3 16 17 17 + Down 33 22 31 + Down 33 9 +0 +2 Click!
6BBBBCF Hibiki 6BB.png 700 Mid 13 3 24 -10 F - SR 100 89 Long 3 16 Launch 30 + GBounce Launch 44 + GBounce + Down 23 9 +0 +2 Click!
4BBBCF Hibiki 4B.png 700 High 25 3 21 -5 B - SR 100 89 Normal 3 16 17 30 + Down 33 22 44 + Down 33 9 +0 +2 Click!
4BBBBCF Hibiki 4BB.png 500 Mid 16 3 20 -6 B - SR 100 89 Long 3 16 17 17 22 31 9 +0 +2 Click!
6CBBCF Hibiki 6C.png 620*3 Mid 17 3 (9) 3 (8) 3 11+5L - H - R 100 82 Long 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 Click!
  • Fatal Counter
j.ABBCF Hibiki jA.png 300 High/Air 7 3 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCF Hibiki jB.png 600 High/Air 9 3 11 - H - SJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.BBBBCF Hibiki jBB.png 500 High/Air 8 2 20 - H - SJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCF Hibiki jC.png 900 High/Air 12 6 19 - H - SJR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
  • First 3 Active Frames can hit crossup

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
5DBBCF Hibiki 5D.png 900 All 27~35 3 Total: 56
[Total: 46]
-13 [-3] P1* - SR 80 89 [92] Normal 3 [4] 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5] Click!
6DBBCF Hibiki 5D.png 900 All 27~35
[14~25]
3 20 -6 [-4] B - SR 80 89 [92] Normal 3 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5] Click!
2DBBCF Hibiki 2D.png 900 All 45 [25] 3 Total: 71
[Total: 51]
-9 [-7] P1* 4~39 P
[4~21 P]
SR 70 89 [92] Normal 3 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5] Click!
  • Fatal Counter
3DBBCF Hibiki 2D.png 900 All 45 [25] 3 Until L+9 +2 [+4] B 4~39 P
[4~21 P]
SR 70 89 [92] Normal 3 [4] 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5] Click!
  • Fatal Counter
j.DBBCF Hibiki jD.png 900 All 34 [17] 3 Total: 60+4L
[Total: 52+4L]
- P1* - SR 80 89 [92] Normal 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] Click!
j.6DBBCF Hibiki jD.png 900 High/Air 34 [17] 3 18+4L - H - SR 80 89 [92] Normal 3 [4] 16 [18] Launch 40
[40 + WBounce 30]
22 [Launch] - 11 [12] +0 +2 [+5] Click!
j.2DBBCF Hibiki j2D.png 900 All 34 [24] 3 Total: 64+4L [Total: 54+4L] - P1* - SR 80 89 [92] Normal 3 [4] 16 [18] Launch 40 + Down 23 Launch 54 + Down 23 [55 + Down 23] 11 [12] +0 +2 [+5] Click!
  • Can cancel into normals during last 13F
j.3DBBCF Hibiki j2D.png 900 High/Air 34 [25] 3 14+9L - H - SR 80 89 [92] Normal 3 [4] 16 [18] Launch 40 + GBounce [48 + GBounce] Launch 54 + GBounce [55 + GBounce] 11 [12] +0 +2 [+5] Click!

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
Forward ThrowBBCF Hibiki ForwardThrow.png 0, 200*4, 700 T(70) 5 5 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 + GBounce - - - 0*5, 14 - Click!
  • Minimum Damage 100%
Back ThrowBBCF Hibiki BackThrow.png 0*2, 1500 T(70) 5 5 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60 + GBounce - - - 0, 7*2 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCF Hibiki AirThrow.png 0, 1500 T(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 80 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Hibiki 5C.png 0 All 13 3 30 -14 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCF Hibiki CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
Double Wing CycloneBBCF Hibiki Souyokusen.png
623C
600*4 All 9 2*4 56 -41 B 1~34 All R 80 89 Very Short 3 16 Launch 60 Launch 74 2 +0 +2 Click!
Air Double Wing CycloneBBCF Hibiki Souyokusen.png
j.623C
600*4 All 7 2*4 - - H 1~10 All R 80 89 Very Short 3 16 Launch 60 Launch 74 2 +0 +2 Click!
Piercing Muzzle-bladeBBCF Hibiki Senshijin.png
j.214A
800 All 13 Until L 19 - H - R 80 89 Long 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2 Click!
Soaring KickBBCF Hibiki Zanshoukyaku.png
236A
- - - - 45+7L - - - - - - - - - - - - - - - - Click!
  • Can cancel into followups 15F onwards?
Air Soaring KickBBCF Hibiki Zanshoukyaku.png
j.236A
- - - - Until L+7 - - - - - - - - - - - - - - - - Click!
  • Can cancel into followups 11F onwards?
Piercing FeatherBBCF Hibiki Senba.png
236A > A
500 per shot All 16 8 Until L - P1* - - 80 100 Normal 1 11 12 12 16 23 0/+9 +9 +9 Click!
  • Can cancel into normals and specials 34F onwards
Thrashing ClawBBCF Hibiki Ressou.png
236A > B
1100 High/Air 12 3 24+9L - H - R 100 72 Normal 4 18 Launch 50 + GBounce Launch 65 + GBounce 15 +0 +8 Click!
Pulverizing FinBBCF Hibiki Misago Kudaki.png
236A > C
0*3, 2500 Throw(180) 5 Until L 15 - T 1~6 T R 120 100*3, 92 Normal 0*3, 4 - - 60 + GBounce + Down 23 - - - 0*3, 18 +0 Click!
Catastrophic Strike (Guard)BBCF Hibiki Maga Uchi.png
236A > D
- - - - Until L+16 - - 1~(Until L) Guard HBF - - - - - - - - - - - - - Click!
  • On Guard Point, hitstop for Hibiki is 2F. Opponent hitstop is 19F
  • Hibiki does ground version when opponent is standing/crouching, otherwise air version.
Catastrophic Strike (Ground Attack)BBCF Hibiki Maga Uchi.png
236A > D
800*3 - 14 2*9 30 - B - R 90 94 Long 5 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0 Click!
  • Fatal Counter
  • Only does 3 hits
Catastrophic Strike (Air Attack)BBCF Hibiki Maga Uchi.png
236A > D
800*3 - 13 2*9 Until L+23 - H - R 90 94 Long 5 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0 Click!
  • Fatal Counter
  • Only does 3 hits
Dual Wing Smash: HeavenBBCF Hibiki Hiyokujin Ten-Heaven.png
214A
1000 High/Air 46 3 Until L+15 0 H 12~24 All R 90 92 Normal 4 20 Launch 40 + GBounce Launch 55 + GBounce 12 +0 +5 Click!
A Dual Wing Smash: Void200x200px - - - - ?? + 18 - - 12-?? All - - - - - - - - - - - - - Click!
Dual Wing Smash: EarthBBCF Hibiki Hiyokujin Ten-Earth.png
214B
1000 Low/Air 55 5 15 -1 F 12~24 All R 90 92 Long 4 20 Launch 40 Launch 55 12 +0 +5 Click!
B Dual Wing Smash: Void200x200px - - - - ?? + 18 - - 12~?? All - - - - - - - - - - - - - Click!
Soaring SlashBBCF Hibiki Hizanshou.png
214C
600, 1200 All 14 9 21 -5 B - R 100 83 Long 3 16 Crumple 27, Launch Stand, 40 Crumple 31, Launch Stand, 40 7, 12 +0 +2, +0 Click!
  • On block immediately goes into recovery animation for 21F
Soaring Slash: RevolutionBBCF Hibiki Hizanshou Kai.png
214D
1200 All 4~18+17 3 29 -13 B - R 100 92 Normal 4 18 Launch 60 Launch 75 12 +0 +5 Click!
  • On miss, has 22F recovery after startup

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
Shadow Dance "Hidden Phoenix"BBCF Hibiki Oboro Outori.png
632146C
600, 900*2, 2400
[600, 570*10]
All 4+(43 Flash)+5 Until Hit Total 74 -37 P2 1~23 All R 80 100 Long 3 16 Stagger 59 + Down 15 Stand Stagger 59 + Down 1 Stand 0/+11 0+11, 0*3 [*10] - Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1260]
Black Thunder "Nue"BBCF Hibiki Nue.png
632146D
2000
[1200, 0, 3000]
All 1+(70 Flash)+7 Until Ground 123 - H 2~7 All R 70 94 Normal 5 20 Launch 100 + Down 23 Launch 116 + Down 23 0 0+18
[0/+18, 0, 20]
- Click!
  • Values in [] are during OD
  • Minimum Damage 40%: 800 [1200]

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
Mark: "Purification"BBCF Hibiki Haraebina.png
ABCD during OD
600, 800, 1550
{600, 1000, 1370*3}
All 20 [10] 3 34 -10 B 1~(End of Active) All - 100 100 Long 4*2, 5 {*3} 26 Launch 120 + WBounce + Down 23 - - 20 20, 12, 24
{20, 12, 0*2, 30}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 295 {571+55}

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
Divine Nightfall: RavenBBCF Hibiki Nakikarasu.png
222D
12412 All 1+(60 Flash)+14 3 51 -35 B 1~(End of Active) All - - - Long 5 18 - - - - 13 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Jump, Special
5B[2] 6A 5BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
5BB 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5C 6A - 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5D/6D 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 3C 5D, 2D, 6D, 3D Special
2BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2C - - 5C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
2D/3D - - - - Special
6A - - 3C - Special
6B[1] - 6BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6C - - - - Jump
4B[1] 6A 4BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
4BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
3C - - - 5D, 2D, 6D, 3D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D/j.6D, j.2D/j.3D Throw, Jump, Special
j.B - j.BB[+] j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.BB - - j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.C - - - j.D/j.6D, j.2D/j.3D Jump, Special
j.D/j.6D - - - - Jump, Special
j.2D/j.3D j.A[+] j.B[+] j.C[+] - Jump, 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/Hibiki Kohaku/Data.