BBCF/Izanami/Frame Data

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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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 4 8 0 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5B 650 Mid 8 5 18 -6 100 85 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 840 Mid 11 3 24 -10 100 92 Long S(J)R 3 16 17 25 22 39 11 +0 +2
5CC 600 All 13 11 Total: 37 -8 100 89 Long SR 3 16 Stagger 27 29 Stagger 54 43 + Slide 10 7 +0 +2
2A 300 All 6 3 9 0 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 9 6 24 -16 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 880 Mid 19 3 27 -11 100 92 Long SR 4 18 19 25 27 43 12 +0 +5
2CC 600 All 21 6 37 total 0 100 89 Long SR 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2
3C 900 Low 14 9 33 -23 90 82 Long SR 4 18 Launch 29 Launch 44 + Down 23 12 +0 +5
6A 770 Mid 10 4 22+5L -14 7~13 H 90 79 Long SJR 3 16 Launch 30 Launch 44 11 +0 +2
6B 980 High 25 4 21 -6 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 90 82 (Once) Long S(J)R, SR 4 18 Launch, Crumple 29 25, 60 + GBounce Launch, Crumple 58 40, 75 + GBounce 12 +0 +5
6CC 600 All 17 6 43 total -8 100 92 Long SR 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0
j.A 300 High/Air 7 3 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 560 High/Air 9 6 12 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 80 89 Long SJR 3 16 17 17, 30 22 31, 44 11 +0 +2
j.2C 300×4 [×12] All 13 4×12 16 80 94 Long SR 3 16 17 17 22 31 1 +0 +2


Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Ground: 27
Air: 30
6D 400×3 All 37 80 85 Long 2 13 14 14 18 30 0/+3 +3 +4
2D 400 per shot All 10 80 85 Long 1 11 12 12 12 32 0 +0 +0
4D 400 per shot All 10 20 80 85 Long 1 11 12 12 12 32 0 +0 +0


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 1500 Throw 7 3 23 100 50 (Once) Normal SR 0, 4 Launch 80 + Down 23 0, 12 +0
4BC Back Throw 0×2, 1500 Throw 7 3 23 100 50 (Once) Normal SR 0×2, 5 Launch 60 + WBounce 60 0×2, 10 +0
j.BC 0×2, 1500 Throw 7 3 23+3L 100 50 (Once) Normal SJR 0×2, 4 100 + GBounce 100 0×2, 12 +0
6AB Counter Assault 0 All 13 3 32 -16 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2


Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Thunderbolt Lance A 1200 All 25 4 16 -2 80 92 Long R 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5
214B Thunderbolt Lance B 1000 Low 28 12 16 -9 80 92 Normal R 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5
236A Ghost Peak Strike 800 All 14 6 Total: 45 -1 100 82 Long R 4 18 19 19 24 34 12 +0 +5
j.63214B Arms of Sympathy 900 All 14 Until L 5 80 89 Long JR 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2
623B Shield of Dreams 46
Shield 623B Bulwark 950 All 12 24 6 -9 1~15 All 80 79 Very Short R 3 16 Launch 60 Launch 74 4 +0 +2
63214C Distant Affection 0, 1000 Throw 13 3 40 100 50 Normal R 0, 4 18 Launch 100 0, 4 +0
63214D Droplet 300×6 All 22 [10] Total: 67 [0] 80 75 (Once) Normal 2 13 14 25 18 37 0/+1 +1 +2
41236D Orchid 1000 All 68 [64] 12 Total: 36 [0] 80 92 Long R 4 18 Launch 46 Launch 61 0/+12 +12 +14
41236C Flaming Dome See notes All 15 100 94 Normal R 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1×N, 0 -1


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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236B Stake of Supremacy 800, 500×3, 2500
[800, 500×5, 2800]
All 4+(30 Flash)+3 4 32 -17 1~10 All 100 72 (Once) Normal R 4 18 Launch 80 + WBounce 20 20, 5×3 [×5], 20 +5, +0×4 [×6]
214214C Hour of Nihility 0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 100 100 Very Short 0 0 +0 +0
720A Moment of Benevolence 0 Unblockable 121 185 100 100 Very Short 0 0 +0 +0
Timestop End Timestop End 100 0 0 63 0 Crumple 53 999 + WBounce 0/+1 +1 +1


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Melancholy Death (Arc Drive) 600, 2400
{600, 5100}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 Long 4 26 Crumple 53 Stand 20 20, 0 +0


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock 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 1~39 All 100 94 Long 5 20 13


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCF Izanami 5A.png
Guard:
All
Startup:
6
Recovery:
8
Advantage:
0
[1]
2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B
BBCF Izanami 5B.png
Guard:
Mid
Startup:
8
Recovery:
18
Advantage:
-6
[1]
6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special
5C
BBCF Izanami 5C.png
Guard:
Mid
Startup:
11
Recovery:
24
Advantage:
-10
[1]
6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special
5CC
BBCF Izanami 5CC.png
Guard:
All
Startup:
13
Recovery:
Total: 37
Advantage:
-8
- - - - Special
2A
BBCF Izanami 2A.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
0
[1]
5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
2B
BBCF Izanami 2B.png
Guard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
[1]
6A 5B 5C, 2C, 3C 5D Special
2C
BBCF Izanami 2C.png
Guard:
Mid
Startup:
19
Recovery:
27
Advantage:
-11
[1]
6A - 5C, 2CC[+], 6C, 3C 5D Special
2CC
BBCF Izanami 2CC.png
Guard:
All
Startup:
21
Recovery:
37 total
Advantage:
0
- - - - Special
6A
BBCF Izanami 6A.png
Guard:
Mid
Startup:
10
Recovery:
22+5L
Advantage:
-14
- - - - Levitate, Special
6B
BBCF Izanami 6B.png
Guard:
High
Startup:
25
Recovery:
21
Advantage:
-6
- - - 5D[-] Special
6C
BBCF Izanami 6C.png
Guard:
Low, High
Startup:
21
Recovery:
34
Advantage:
-18
- - 6CC[-] 5D Special
6CC
BBCF Izanami 6CC.png
Guard:
All
Startup:
17
Recovery:
43 total
Advantage:
-8
- - - 5D[-] Special
Air Revolver Action Table
A B C D Cancels
j.A
BBCF Izanami jA.png
Guard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.B
BBCF Izanami jB.png
Guard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
j.A - j.C, j.2C j.D Levitate, Special
j.C
BBCF Izanami jC.png
Guard:
High/Air, All
Startup:
13
Recovery:
11
Advantage:
-
- - j.2C j.D Levitate, Special
j.2C
BBCF Izanami j2C.png
Guard:
All
Startup:
13
Recovery:
16
Advantage:
-
- - - - Levitate, 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
  • All cancels from j.C are on the first hit only

External References


Navigation

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