BBCF/Izayoi/Frame Data

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< BBCF‎ | Izayoi
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System Data

name health prejump backdash forwarddash Unique Movement Options
Izayoi 11,000 4F 22F (1~5F Inv All) 2 Air Dashes (during Gain Arts)
Hover Dash (during Gain Arts)


Normal Moves

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


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 0×2, 1500 Throw(70) 7 3 23 100 50 (Once) Normal SR 0×2, 4 Launch 60 + WBounce + Slide 30 0 +0, +12, +10 +0, +12, +10
4BC Back Throw 0×2, 1500 Throw(70) 7 3 23 100 50 (Once) Normal SR 0×2, 4 Launch 60 + WBounce + Slide 30 0 +0, +12, +10 +0, +12, +10
j.BC Air Throw 0×2, 1500 Throw(120) 7 3 23+3L 100 50 (Once) Normal R 0×2, 4 200 0 +0
6AB Counter Assault 0 All 16 4 27 -12 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 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
236A Sonic Sabre A 800 All 20 Until Offscreen Total: 43 -3 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 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 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 80 85 Normal R 2 13 22 22 26 34 0/+10 +10 +11
236C 900 Mid 11~96 3 24 -10 90 89 Long R 3 16 Launch 17 Launch 31 6 +0 +2
236C A Crusade Seraphim β 9T
236B Crusade Seraphim γ 850 Low 14~105 3 28 -14 90 79 Long R 3 16 Launch + Down 25 30 Launch + Down 25 44 6 +0 +2
236B A Crusade Seraphim γ Feint 9T
623B Crusade Seraphim α 950 Mid 9~90 3 32 -18 4~(11~92) H 80 89 Normal R 3 16 Launch 41 Launch 55 6 +0 +2
623B A Crusade Seraphim α Feint 12
236B 6D Valkyrie Astraea 1100
[1100, 150×4]
9 3 21 -5 100 72 Long R 4 18 Launch 44
[44×3, 55]
Launch 59
[59×3, 70]
12
[12,3×4]
+0 +5
j.236C Air Crusade Seraphim 1050 All 11 3 Until L 90 89 Long R 3 16 Launch 44 Launch 58 6 +0 +2
j.236B Air Crusade Seraphim γ 1020 All 11 3 Until L 90 89 Long R 3 16 Launch 44 Launch 58 6 +0 +2
j.623B Air Crusade Seraphim α 1080 All 11 3 Until L 90 89 Long R 3 16 Launch 43 Launch 57 6 +0 +2
623B D Strike Fall 1300 All 25 Until L 27 90 92 Long R 4 18 Launch 100 + GBounce Launch 115 + GBounce 2/+0 +6 +6
623C Aegis Blade 1000 Mid 15~104 3 46 -32 1~17 All [1-12 All] 60 89 Very Short R 3 16 Launch 60 Launch 74 6 +0 +2
623C A Aegis Blade Feint 24
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 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
236236C Justice Phorizer 2500 [3000] All 1+(88 Flash)+6 9 49 -39 1~15 All 80 82 Very Short R 4 18 Launch 40 + Slide 20 Launch 55 + Slide 20 12 +0 +5
632146D Slaver Trans-Am 4+(154 Flash)+2 4~4 All
Bit Attack Trans AM Attack 200 per hit All 8 100 100 Long 2 13 17 17 21 29 0/+5 +5 +6


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


Revolver Action Table

Ground Revolver Action Table (Normal Mode)
A B C D Cancels
5A
BBCP Izayoi 5A.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
0
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B
BBCP Izayoi 5B.png
Guard:
Mid
Startup:
10
Recovery:
18
Advantage:
-12
[1]
- 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C
BBCP Izayoi 5C.png
Guard:
Mid
Startup:
12
Recovery:
20
Advantage:
-9
[1]
- - 2C, 6C, 3C 5D, 2D Jump[-], Special
2A
BBCP Izayoi 2A.png
Guard:
Low
Startup:
7
Recovery:
8
Advantage:
1
[2]
5A, 2A[+], 6A 5B, 2B 5C, 2C, 3C 5D, 2D Throw, Special
2B
BBCP Izayoi 2B.png
Guard:
Low
Startup:
9
Recovery:
18
Advantage:
-6
[1]
- 5B 5C, 2C, 3C 5D, 2D Special
2C
BBCP Izayoi 2C.png
Guard:
Mid
Startup:
12
Recovery:
15
Advantage:
-4
[1]
- 6B 5C, 6C, 3C 5D, 2D Special
6A
BBCP Izayoi 6A.png
Guard:
Mid
Startup:
12
Recovery:
21
Advantage:
-6
- 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B
BBCP Izayoi 6B.png
Guard:
High
Startup:
24
Recovery:
3+15L
Advantage:
-2
- - - - Special
6C
BBCP Izayoi 6C.png
Guard:
Mid
Startup:
19
Recovery:
30
Advantage:
-14
- - - - Special
3C
BBCP Izayoi 3C.png
Guard:
Low
Startup:
12
Recovery:
21
Advantage:
-7
- - - 5D, 2D Special
Ground Revolver Action Table (Gain Arts Mode)
A B C D Cancels
5A
BBCP Izayoi 5A.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
0
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B
BBCP Izayoi 5B.png
Guard:
Mid
Startup:
10
Recovery:
18
Advantage:
-12
[1]
- 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C
BBCP Izayoi 5C(GA).png
Guard:
Mid
Startup:
9
Recovery:
15
Advantage:
-1
- 6B 2C, 6C, 3C 5D, 2D Jump, Special
2A
BBCP Izayoi 2A.png
Guard:
Low
Startup:
7
Recovery:
8
Advantage:
1
[2]
5A, 2A[+], 6A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D Throw, Special
2B
BBCP Izayoi 2B.png
Guard:
Low
Startup:
9
Recovery:
18
Advantage:
-6
[1]
- 5B 5C, 2C, 6C, 3C 5D, 2D Special
2C
BBCP Izayoi 2C(GA).png
Guard:
Mid
Startup:
18
Recovery:
11
Advantage:
5
- 6B 6C, 3C 5D, 2D Jump[-], Special
6A
BBCP Izayoi 6A.png
Guard:
Mid
Startup:
12
Recovery:
21
Advantage:
-6
- 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B
BBCP Izayoi 6B.png
Guard:
High
Startup:
24
Recovery:
3+15L
Advantage:
-2
- - - - Special
6C
BBCP Izayoi 6C(GA).png
Guard:
Mid
Startup:
20
Recovery:
17
Advantage:
+1
- - - - Jump[-], Special[-]
3C
BBCP Izayoi 3C(GA).png
Guard:
Low
Startup:
16
Recovery:
21
Advantage:
-10
- - - - Special[-]
Air Revolver Action Table
A B C D Cancels
j.A
Guard:
High/Air
Startup:
6
Recovery:
9
Advantage:
j.A j.B j.C, j.C GA j.D Throw, Jump, Special
j.B
BBCP Izayoi jB.png
Guard:
High/Air
Startup:
10
Recovery:
15
Advantage:
j.A - j.C, j.C GA j.D Jump, Special
j.C
BBCP Izayoi jC.png
Guard:
High/Air
Startup:
12
Recovery:
18
Advantage:
- - - j.D Special
j.C GA
BBCP Izayoi jC(GA).png
Guard:
High/Air
Startup:
12
Recovery:
21
Advantage:
- - - j.D 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

External References

Navigation

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