BBCF/Izanami/Frame Data

From Dustloop Wiki
< BBCF‎ | Izanami
 Izanami


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
Izanami 10,500 4F 22F (1~7F Inv All) No Double Jump
Float

Normal Moves

  • Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:
    • Strikes can be blocked All and become Head attribute attacks.
    • Can be canceled into end-float on hit/block
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 4 8 0 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5B 650 Mid 8 5 18 -6 B 100 85 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 840 Mid 11 3 24 -10 B 100 89 Long S(J)R 3 16 17 25 22 39 11 +0 +2
5CC 600 All 13 11 14 -8 P1 100 89 Long SR 3 16 Stagger 27 29 Stagger 54 43 + Slide 7 +0 +2
2A 300 All 6 3 9 0 F 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 9 6 24 -16 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 880 Mid 19 3 27 -11 F 100 92 Long SR 4 18 19 25 27 43 12 +0 +5
2CC 600 All 21 6 11 0 P1 100 89 Long SR 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2
6A 770 Mid 10 4 22+5L -14 B 7~13 H 90 79 Long SJR 3 16 Launch 30 Launch 44 11 +0 +2
6B 980 High 25 4 21 -6 B 9~24 F 80 92 Normal SR 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
6C 650×2 Low, High 21 3 (9) 3 34 -18 F, B 90 82 Normal S(J)R, SR 4 18 Launch, Crumple 25, 60 + GBounce Launch, Crumple 40, 75 + GBounce 12 +0 +5
6CC 600 All 17 6 21 -8 P1 100 92 Long SR 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0
3C 900 Low 14 9 33 -23 F 90 82 Long SR 4 18 Launch 29 Launch 44 + Down 23 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 560 High/Air 9 6 12 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 800, 600 High/Air, All 13 5(8)6 11 H, P1 80 89×2 Long SJR 3 16 17 17, 30 22 31, 44 11 +0 +2
j.2C 300×3 [×12] All 13 4×3 [x12] 16 H 80 94×3 [×12] Normal SR 3 16 17 17 22 31 1 +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 Ground: 27
Air: 30
6D 400×3 All 37 P1 80 85×3 Normal 2 13 14 14 18 30 0/+3 +3 +4
1D/2D/3D 400 per shot All 10 P1 80 85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0
4D 400 per shot All 10 20 P1 80 85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0

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, 1500 Throw 7 3 23 T 100 50 Normal SR 0, 4 Launch 80 + Down 23 0, 12 +0
4B+C Back Throw 0×2, 1500 Throw 7 3 23 T 100 50 Normal SR 0×2, 5 Launch 60 + WBounce 60 0×2, 10 +0
j.B+C 0×2, 1500 Throw 7 3 23+3L T 100 50 Normal SJR 0×2, 4 100 + GBounce 100 0×2, 12 +0
6A+B Counter Assault 0 All 13 3 32 -16 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 B 80 60 Normal R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 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
41236C Flaming Dome See notes All 15 P1 100 94×N Normal R 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1×N, 0 -1
214A Thunderbolt Lance A 1200 All 25 4 16 -2 B 80 92 Long R 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5
214B Thunderbolt Lance B 1000 Low/All 28 12 16 -9 F 80 92 Normal R 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5
236A Ghost Peak Strike 800 All 14 10 Total: 45 -1 P1 100 82 Long R 4 18 19 19 24 34 12 +0 +5
j.63214B Arms of Sympathy 900 All 14 Until L 5 H 80 89 Long JR 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2
63214C Distant Affection 0, 1000 Throw 13 3 40 T 100 50 Normal R 0, 4 18 Launch 100 0, 4 +0
623B Shield of Dreams 46
Shield 623B Bulwark 950 All 12 24 6 -9 P 1~15 All 80 79 Very Short R 3 16 Launch 60 Launch 74 4 +0 +2
41236D Droplet 1000 All 68 [64] 12 Total: 36 [0] P1 80 92 Normal R 4 18 Launch 46 Launch 61 0/+12 +12 +14
63214D Orchid 300×6 All 22 [10] 101 Total: 67 [0] P1 80 75 Normal 2 13 14 25 18 37 0/+1 +1 +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
236236B Stake of Supremacy 800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All 100 72 Normal R 4 18 Launch 80 + WBounce 20 20, 5×3 [×5], 0, 20 +5, +0×5 [×7]
214214C Hour of Nihility 0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 T 100 100 Very Short 0 0 +9999 +0
720A Moment of Benevolence 0 Unblockable 241 [181] 1 64 Body+Burst 241~305 [181~245] HBFPT
241~241 [181~181] Burst
100 100 Very Short 0 0 +9999 +0
Timestop End Timestop End 100 0 0 63 0 Crumple + Down 10 999 + WBounce + Down 23 0/+1 +1 +1

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 Melancholy Death (Arc Drive) 600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 4 26 Crumple + Down 10 Stand 20 20, 0 +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
1632143D Eternal Darkness 1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All 100 94 Long 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Izanami 5A.pngGuardAllStartup6Recovery8Advantage0[1] 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special/Super
5BBBCF Izanami 5B.pngGuardMidStartup8Recovery18Advantage-6[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special/Super
5CBBCF Izanami 5C.pngGuardMidStartup11Recovery24Advantage-10[1] 6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special/Super
5CCBBCF Izanami 5CC.pngGuardAllStartup13Recovery14Advantage-8 - - - - Special/Super
2ABBCF Izanami 2A.pngGuardAllStartup6Recovery9Advantage0[1] 5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special/Super
2BBBCF Izanami 2B.pngGuardLowStartup9Recovery24Advantage-16[1] 6A 5B 5C, 2C, 3C 5D Special/Super
2CBBCF Izanami 2C.pngGuardMidStartup19Recovery27Advantage-11[1] 6A - 5C, 2CC[+], 6C, 3C 5D Special/Super
2CCBBCF Izanami 2CC.pngGuardAllStartup21Recovery11Advantage0 - - - - Special/Super
6ABBCF Izanami 6A.pngGuardMidStartup10Recovery22+5LAdvantage-14 - - - - Levitate, Special/Super
6BBBCF Izanami 6B.pngGuardHighStartup25Recovery21Advantage-6 - - - 5D[-] Special/Super[-]
6B (Float)BBCF Izanami 6B.pngGuardHighStartup25Recovery21Advantage-6 j.A j.B j.C, j.2C j.D Special/Super
6CBBCF Izanami 6C 1.pngGuardLow, HighStartup21Recovery34Advantage-18 - - 6CC[-] 5D Special/Super
6CCBBCF Izanami 6CC.pngGuardAllStartup17Recovery21Advantage-8 - - - - Special/Super
3CBBCF Izanami 3C.pngGuardLowStartup14Recovery33Advantage-23 - - - 5D[-] Special/Super[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCF Izanami jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.BBBCF Izanami jB.pngGuardHigh/AirStartup9Recovery12Advantage- j.A - j.C, j.2C j.D Levitate, Special
j.C* - - j.2C j.D Levitate, Special
j.2CBBCF Izanami j2C.pngGuardAllStartup13Recovery16Advantage- - - - - Levitate, 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
  • All cancels from j.C are on the first hit only
  • Izanami's command throws (63214C, 214214C) are not included in Special/Super cancels

External References


Navigation

 Izanami


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