BBCF/Izayoi/Frame Data

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< BBCF‎ | Izayoi
 Izayoi


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
Izayoi 11,000 4F Normal: 22F (1~5F Inv All, 2~15 airborne)
Gain Arts: 22~29F (1~5F Inv All, 5~ airborne)
Gain Arts: 14~34F (5~ airborne) 2 Air Dashes (during Gain Arts)
Hover Dash (during Gain Arts)
  • Can cancel Gain Arts Forward Dash into attacks from frame 10 onwards
  • GA Forward Dash must be held for at least 2 extra frames in order to reach the minimum height required for airdash; earliest airdash is after 16F forward dash including the held frames
  • Gain Arts Forward Dash, ground or air, adds 4 frames of landing recovery (unless overridden by using j.236A before landing)
  • Can cancel Gain Arts Back Dash into attacks from frame 17 onwards
  • Gain Arts Back Dash, ground or air, adds 2 frames of landing recovery (unless overridden by using j.236A before landing)

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 9 0 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 640 Mid 10 6 18 -12 B 100 85 Long SR 2 13 14 14 18 26 10 +0 +1
5C 850 Mid 12 6 20 -9 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C GA 850 Mid 9 3 15 -1 B 100 89 Long S(J)R 3 16 17 19 22 33 11 +0 +2
2A 300 Low 7 3 8 1 F 80 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 2 18 -6 F 90 85 Normal SR 2 13 14 14 18 26 10 +0 +1
2C 830 Mid 12 6 15 -4 F 100 89 Long SR 3 16 17 17 Crumple 34 11 +0 +2
2C GA 750×2 Mid 18 3(6)3 11 5 F 100 92×2 Long S(J)R 4 18 19 26 27 44 12 +0 +5
6A 700 Mid 12 3 21 -6 B 100 89 Long SJR 3 16 17 26 22 40 11 +0 +2
6B 800 High 24 3 3+15L -2 H 4~23 F 80 92 Normal SR 4 18 19 19 + Down 23 24 36 + GBounce + Down 23 12 +0 +5
6[B] 29+7L 4~29 F
6C 900 Mid 19 3 30 -14 B 4~10 B 90 92 Long SR 4 18 19 19 27 37 12 +0 +5
6C GA 900 Mid 20 3 17 +1 B 100 82 Long SR 5 20 Launch 26 Launch 53 13 +0 +8
3C 900 Low 12 3 21 -7 F 90 89 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
3C GA 1000 Low 16 6 21 -10 F 90 89 Long SR 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2
j.A 300 High/Air 6 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 10 6 15 H 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 900 High/Air 12 6 18 H 80 89 Long SR 3 16 17 40 22 54 11 +0 +2
j.C GA 800 High/Air 12 5 21 H 80 89 Long SJR 3 16 17 20 22 34 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 23
2D 24
j.D 24

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 0×2, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0×2, 4 Launch 60 + Slide + WBounce 0 +0, +12, +10 +0, +12, +10
j.B+C Air Throw 0×2, 1500 Throw(120) 7 3 23+3L T 100 50 Normal R 0×2, 4 200 0 +0
6A+B Counter Assault 0 All 16 4 27 -12 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 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 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 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
AP Taunt 100 Mid 16 12 12 -10 B 100 85 Long R 2 13 14 14 18 26 10 +0 +1

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 Sonic Sabre A 800 All 20 Until Offscreen Total: 43 -3 P1 80 85 Normal R 2 13 19 19 23 31 0/+7 +10 +11
236D Sonic Sabre D 600 per shot All 20 Until Offscreen Total: 42 P1 80 85 Normal R 2 13 19 19 23 31 0/+10 +10 +11
j.236A Air Sonic Sabre A 800 All 16 Until Offscreen Total: 45+6L P1 80 85 Normal R 2 13 22 22 26 34 0/+10 +10 +11
j.236D Air Sonic Sabre D 600 per shot All 16 Until Offscreen Total: 45 P1 80 85 Normal R 2 13 22 22 26 34 0/+10 +10 +11
623B Crusade Seraphim α 950 Mid 9~90 3 32 -18 B 4~11 H
{4~6, (3F before Active)~(End of Active) H}
80 89 Normal R 3 16 Launch 41 Launch 55 6 +0 +2
623[B]~A Crusade Seraphim α Feint 12
j.623B Air Crusade Seraphim α 1080 All 11 3 Until L H 90 89 Long R 3 16 Launch 43 Launch 57 6 +0 +2
236C Crusade Seraphim β 900 Mid 11~96 3 24 -10 B 90 89 Long R 3 16 Launch 17 Launch 31 6 +0 +2
236[C]~A Crusade Seraphim β Feint 9
j.236C Air Crusade Seraphim β 1050 All 11 3 Until L H 90 89 Long R 3 16 Launch 44 Launch 58 6 +0 +2
236B Crusade Seraphim γ 850 Low 14~105 3 28 -14 F 90 79 Long R 3 16 Launch + Down 25 30 Launch + Down 25 44 6 +0 +2
236[B]~A Crusade Seraphim γ Feint 9
j.236B Air Crusade Seraphim γ 1020 All 11 3 Until L H 90 89 Long R 3 16 Launch 44 Launch 58 6 +0 +2
236B~6D Valkyrie Astraea 1100
[1100, 150×4]
9 3 21 -5 B 100 72 Long R 4 18 Launch 44
[44×3, 55]
Launch 59
[59×3, 70]
12
[12,3×4]
+0 +5
623C Aegis Blade 1000 Mid 15~104 3 46 -32 B 1~17 All
{1~12 All}
60 89 Very Short R 3 16 Launch 60 Launch 74 6 +0 +2
623[C]~A Aegis Blade Feint 24
623B~D Strike Fall 1300 [700×3] All 32 [29] Until L [1,1,Until L] 27 H 90 92 Long R 4 18 Launch 100 + GBounce Launch 115 + GBounce 2 +6 +6
214A A Mirage Thruster 40 12~21 All
214B B Mirage Thruster 41 14~24 All
214C C Mirage Thruster 43 16~23 All
214D D Mirage Thruster 31 10~20 All

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
236236C Justice Phorizer 2500 [3000] All 1+(88 Flash)+6 9 49 -39 B 1~15 All 80 82 Very Short R 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +5
632146D Slaver Trans-Am 4+(154 Flash)+2
Bit Attack Trans AM Attack 200 per hit All 8 P1 100 100 Long 2 13 17 17 21 29 0/+5 +5 +6

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 Banshee Lancer 600, 450×2, 0, 1500
{600, 450×6, 0, 2400}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 60 20, 0 +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
632146C Judge Of Destiny 0, 27000 All 4+(131 Flash)+11 9 35 -30 B 1~23 All 100 92 Long 4 18 20/-5

Revolver Action Table

Ground Revolver Action Table (Normal Mode)
A B C D Cancels
5ABBCF Izayoi 5A.pngGuardAllStartup6Recovery9Advantage0[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special/Super
5BBBCF Izayoi 5B.pngGuardMidStartup10Recovery18Advantage-12[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special/Super
5CBBCF Izayoi 5C.pngGuardMidStartup12Recovery20Advantage-9[1] - - 2C, 6C, 3C 5D, 2D Jump[-], Special/Super
2ABBCF Izayoi 2A.pngGuardLowStartup7Recovery8Advantage1[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 3C 5D, 2D Throw, Special/Super
2BBBCF Izayoi 2B.pngGuardLowStartup9Recovery18Advantage-6[1] - 5B 5C, 2C, 3C 5D, 2D Special/Super
2CBBCF Izayoi 2C.pngGuardMidStartup12Recovery15Advantage-4[1] - 6B 5C, 6C, 3C 5D, 2D Special/Super
6ABBCF Izayoi 6A.pngGuardMidStartup12Recovery21Advantage-6 - 5B, 2B 5C, 2C 5D, 2D Jump, Special/Super
6BBBCF Izayoi 6B.pngGuardHighStartup24Recovery3+15LAdvantage-2 - - - - Special/Super
6CBBCF Izayoi 6C.pngGuardMidStartup19Recovery30Advantage-14 - - - - Special/Super
3CBBCF Izayoi 3C.pngGuardLowStartup12Recovery21Advantage-7 - - - 5D, 2D Special/Super
Ground Revolver Action Table (Gain Arts Mode)
A B C D Cancels
5ABBCF Izayoi 5A.pngGuardAllStartup6Recovery9Advantage0[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special/Super
5BBBCF Izayoi 5B.pngGuardMidStartup10Recovery18Advantage-12[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special/Super
5CBBCF Izayoi 5C GA.pngGuardMidStartup9Recovery15Advantage-1 - 6B 2C, 6C, 3C 5D, 2D Jump, Special/Super
2ABBCF Izayoi 2A.pngGuardLowStartup7Recovery8Advantage1[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D Throw, Special/Super
2BBBCF Izayoi 2B.pngGuardLowStartup9Recovery18Advantage-6[1] - 5B 5C, 2C, 6C, 3C 5D, 2D Special/Super
2CBBCF Izayoi 2C 1 GA.pngGuardMidStartup18Recovery11Advantage5 - 6B 6C, 3C 5D, 2D Jump[-], Special, Super
6ABBCF Izayoi 6A.pngGuardMidStartup12Recovery21Advantage-6 - 5B, 2B 5C, 2C 5D, 2D Jump, Special/Super
6BBBCF Izayoi 6B.pngGuardHighStartup24Recovery3+15LAdvantage-2 - - - - Special/Super
6CBBCF Izayoi 6C GA.pngGuardMidStartup20Recovery17Advantage+1 - - - - Jump[-], Special/Super[-]
3CBBCF Izayoi 3C GA.pngGuardLowStartup16Recovery21Advantage-10 - - - - Special/Super[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCF Izayoi jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C, j.C GA j.D Throw, Jump, Special
j.BBBCF Izayoi jB.pngGuardHigh/AirStartup10Recovery15Advantage- j.A - j.C, j.C GA j.D Jump, Special
j.CBBCF Izayoi jC.pngGuardHigh/AirStartup12Recovery18Advantage- - - - j.D Special
j.C GABBCF Izayoi jC GA.pngGuardHigh/AirStartup12Recovery21Advantage- - - - - Jump, 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

External References

Navigation

 Izayoi


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