BBCF/Jin Kisaragi/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (1-5F Inv)


Normal Moves[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5B 400*2 S(J)R 100 85 (Once) Long Mid 2 B 8 4(2)1 16 -3 13 14 14 18 26 10 +0 +1 - Click!
5C 800 SJR 100 89 Long Mid 3 B 10 4 19 -6 16 17 17 22 31 11 +0 +2 - Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
2A 300 CSJR 100 80 Normal All 1 F 7 4 9 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 600 SR 90 85 Long Low 2 F 9 2 15 -3 13 14 14 18 26 10 +0 +1 - Click!
2C 930 SJR 90 89 Long Mid 3 B 17 3 31 -17 16 17 17 22 31 11 +0 +2 9-19 H Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
6A 640 SR 80 92 Normal High 4 B 19 3 20 -4 18 24 19 + Down 24 29 34 + Down 24 12 +0 +5 - Click!
  • Bonus Proration 110%
6B 840 SR 90 92 Long All 4 H 19 4 4+14L -3 18 26 26 31 41 12 +0 +5 4-22 F Click!
6C 1060 SR 100 84 Long Mid 5 B 19 3 31 -13 20 Launch 36 Launch 52 13 +0 +8 - Click!
  • Values in [] are during OD
  • [During OD, freezes for 45, Freeze Count 3]
3C 900 SR 90 89 Long Low 3 F 13 4 28 -15 16 Launch 26 Launch 40 + Down 24 11 +0 +2 - Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.A 300 CSR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SJR 80 89 Long High/Air 3 H 9 7 30 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 850 S(J)R 80 89 Long High/Air 3 H 10 3 20+4L - 16 17 19 22 33 11 +0 +2 - Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.2C 850 SJR 80 89 Long - 3 H 13 5 24 - 16 17 19 22 33 11 +0 +2 - Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]

Drive Moves[edit]

Notes
  • During OD, normal Drives (5D, 2D, 6D, j.D) gain more frame advantage and freeze for longer. All except 2D gain a better P2 as well.
  • All Special Drives (236D, j.236D, 214D, j.214D, 623D, 22C~D) have a 180F Heat Gauge Cooldown. The cooldown period is removed during OD.
Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D 960 SRDa 100 79 [89] Long All 3 BP 17 8 20 11 [-5] 16 17 17 22 31 11 [11/+6] +0 +2 [+5] - -
  • Values in [] are during OD
  • Freezes for 26 [36]. Freeze Count 1 [3]
  • On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]
2D 960 S(J)R 90 82 [92] Long All 4 P1 22 33 Total: 57 +1 [+7] 18 19 19 24 34 0/+18 [0/+24] +18 +20 [+23] - Click!
  • Values in [] are during OD
  • Freezes for 40 [55]. Freeze Count 1 [3].
6D 1000 R 100 84 [94 Long All 5 P1 31 6 Total: 65 +6 [+12] 20 Launch 26 Launch 42 0/+20 [0/+26] +20 +28 [+25] - Click!
  • Values in [] are during OD
  • Freezes for 45 [55]. Freeze Count 1 [3].
  • Bonus Proration 110%
j.D 970 SR 80 82 [89] Long All 4 HP 16 3 29+5L - 18 19 19 24 34 12 [12/+6] +0 +2 [+5] - Click!
  • Values in [] are during OD
  • Freezes for 50 [60]. Freeze Count 1 [3].
Hishousetsu
236D
600*3 R 90 89 Normal All 3 P1* 18 169 Total: 52 +27 16 17 17 22 31 0/+11 +11 +13 - Click!
  • Freezes for 36. Freeze Count 10
Air Hishousetsu
j.236D
600*3 R 90 89 Normal All 3 P1* 24 169 Total: 40+8L - 16 17 17 22 31 0/+11 +11 +13 - Click!
  • Freezes for 36. Freeze Count 10
Hirensou
623D
900, 1200 R 70 92 Very Short, Long Mid, All 4 B 13 3(23~77)1 42 -26 18 Launch 44 + WBounce 44 + WStick 30 + Down 24 + Slide 30 Launch 62 + WBounce 44 + WStick 33 + Down 24 + Slide 30 1, 20 +0 +5 1-21 All Click!
  • First hit freezes for 50. Freeze Count 10.
  • Second hit is Unblockable and Fatal Counter if fully charged
Musou Tousshugeki 1
214D
640 R 90 89 Normal Low 3 F 17 10 16+7L -11 16 Launch 40 + WBounce Launch 54 11 +0 +2 - Click!
  • Freezes for 45. Freeze Count 10. Otherwise 26F hitstun
  • On hit/block, goes into recovery animation
Musou Tousshugeki 2
214D~C
1200 R 90 89 Long All 3 H 14 3 9+18L -13 16 Launch 50 + Slide 15 [50 + Slide 15 + WBounce 40 + WStick 40] Launch 64 + Slide 15 [64 + Slide 15 + WBounce 40 + WStick 40] 11 +0 +2 - Click!
Hizangeki
j.214D
600, 1200 R 90 100, 82 Normal All, High/Air 4 H 9 1(9)3 22+5L - 18 19, Crumple 47 + Down 10 19, 90 + GBounce + Down 23 24, Crumple 59 + Down 10 34, 105 + GBounce + Down 23 6, 12 +0 +5 - Click!
  • First hit freezes for 80. Freeze Count 10
Sekkajin Followup
22C~D
400, 800
[200*6, 800]
R 100 100, 74 Long All 3 B 25 10 [2*5,8] 52 -45 16 Crumple 60 [*6], Launch 40 [*6], 60 - - 0 +0 +2 - Click!
  • All except last hit hit freeze for 70. Freeze Count 10
  • Only 1 hit on block/whiff. Recovery in this case is 52F

Universal Mechanics[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0*2, 1500 SR 100 50 (Once) Normal Throw 0*2, 4 T 7 3 23 - - Crumple 38*2, Launch 19 - - - 0 +0 - Click!
  • Freezes for 55. Freeze Count 3
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw 0, 4 T 7 3 23 - - Crumple 38, Launch 19 - - 0 0 +0 - Click!
  • Freezes for 55. Freeze Count 3
Air Throw 0, 1500 SR 100 50 Normal Throw 0, 4 T 7 3 23+3L - - - 19 - - - 0, 8 +0 - Click!
  • Freezes for 65. Freeze Count 3
Dash Cancel - - - - - - - - - - 22 - - - - - - - - - - Click!
Counter Assault 0 R 50 92 Very Short All 4 B 13 5 37 -23 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 3 B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 64 + GBounce + Down 23 12 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 3 B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 64 + GBounce + Down 23 12 +0 +2 - Click!
  • During OD, freezes for 60. Freeze Count 3

Specials[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Musou Senshouzan 1
214B
640 R 90 89 Normal Low 3 F 17 8 16+7L -10 16 Launch 26 Launch 40 11 +0 +2 - Click!
  • On hit/block, goes into recovery animation
  • During OD freezes for 45. Freeze Count 5
Musou Senshouzan 2
214B~C
1000 R 90 89 Long All 3 H 14 4 6+20L -13 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2 - Click!
  • During OD freezes for 45. Freeze Count 5
Sekkajin
22C
385*4 R 100 89(once) Long All 3 B 8 2(3)2(3)2(3)2 28 -13 16 17*3, Crumple 29 17 25*3, Crumple 58 34 0 +0 +2 - Click!
  • Fatal Counter
  • If opponent was frozen, then last hit freezes for 50. Freeze Count 3
  • During OD, last hit freezes for 50. Freeze Count 5
  • If too far away from opponent Jin does not attack and does a pose instead, total duration 37
Fubuki
623B
950 R 80 82 Normal Mid 4 B 8 3 33 -17 18 Launch 45 Launch 60 12 +5 +5 5-10 H Click!
  • During OD freezes for 55. Freeze Count 5
Rehhyou
623C
1300 R 60 92 Very Short Mid 4 B 13 3 49 -33 18 Launch 56 Launch 71 10 +8 +8 1-15 All Click!
  • During OD freezes for 70. Freeze Count 5
Hishouken
236A
600 R 90 89 Normal All 3 P1* 13 Until Offscreen Total 44 -7 16 17 17 22 31 0/+8 +8 +2 - Click!
  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800 and floats opponent on CH
Air Hishouken
j.236A
600 R 90 89 Normal All 3 P1* 20 Until Offscreen Total 49+8L - 16 17 17 22 31 0/+8 +8 +2 - Click!
  • During OD freezes for 30. Freeze Count 5
  • During the first 9? active frames, damage 800
Hizansen
j.214C
1000 R 90 82 Normal All 4 H 13 3 Until L+7 - 18 Crumple 45 + Down 10 36 + Down 23 Crumple 56 + Down 10 51 + Down 23 12 +0 +5 - Click!
  • During OD freezes for 55. Freeze Count 5

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Touga Hyojin
632146C
1600, 400*N R 80 72 Normal All 4 P2* 1+(30 Flash)+8 Until Offscreen Total 44 -16 18 Crumple 30 28 + Slide 20 Launch 43 + Slide 20 0 +0 +5 1-2 All Click!
  • During OD freezes for 100. Freeze Count 20
  • Minimum Damage 20%: 320+80*N
Touga Hyojin
OD Followup
400*3, 1200 R 100 92 Normal All 4 P2* - - - - - Crumple 53 + Down 15 Stand Crumple 68 + Down 15 Stand - 0/+6*3, 0/+12 +5 - Click!
  • First 3 hits Freeze for 120. Freeze Count 100
  • Minimum Damage 20%: 480
Hiyoku Getsumei
632146D
1000, 200*14, 1100
[1000, 200*20, 1100]
R 80 82 [90] Normal All 4 P2* 5+(45 Flash)+ 5 Until Offscreen Total 108 -80 18 Launch 80 + WBounce - 95 + WBounce 0 0/+30, 0/+2*15 [*21] +5, +3*15 [*21] 1-11 All Click!
  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
Air Hiyoku Getsumei
j.632146D
1000, 200*14, 1100
[1000, 200*20, 1100]
R 80 82 [90] Normal All 4 P2* 5+(32 Flash)+5 Until Ground Total Until L+15
[Total Until L+10]
- 18 Launch 80 Launch 95 0 0/+30, 0/+2*15 [*21] +5, +3*15 [*21] 1-13 All Click!
  • Values in [] are during OD
  • First hit freezes for 45. Freeze Count 20
  • Only does 1 hit on block
  • Minimum Damage 15%: 735 [915]
Yukikaze (Catch)
236236D
- - - - - - - - - - 1+(36 Flash)+33 - - - - - - - - - 1-14 Guard HBFP Click!
  • If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21)
  • On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F
Yukikaze (Attack) 500, 3500
[500*5, 3500]
R 100 100, 60 Normal Unblockable 4 B 57 15 77 1-End All - 19 [*5], Crumple 53 80 24 [*5], Crumple 53 95 [*5], Stand - 12, 0/+12 [12, 1*4, 0/+12] - - Click!
  • Values in [] are during OD
  • First hit Fatal Counter
  • Only does 1 hit on whiff
  • All except last hit Freeze for 180. Freeze Count 60
  • Minimum Damage 20%: 800 [1200]

Exceed Accel[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Gekka Hyourou
ABCD during OD
600, 300*4, 1250
{600, 400*10, 1250}
- 100 100 Long All 4 B 20 [10] 3 34 -10 26 Launch 200 + Down 23 - - 20 20, 0, 8*3, 30
[20, 0, 8*3, 0*6, 30]
+0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {585+58}

Astral Heat[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Rengoku Hyouya
[2]8D
0, 27315 - 100 92 Long Low/Air 4 F 6+(60 Flash)+25 10 95 -86 16 - - - - - 0 - 1-30 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special
5C - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5D - - - - Special, Dash
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D Throw, Jump, Special
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - 6B 6C, 3C 5D, 2D, 6D Jump, Special
2D - - - - Jump[-], Special
6A - - - - -
6B - - - - Special
6C - - - 2D, 6D Special
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Special
j.B j.A - j.C, j.2C - Jump, Special
j.C[1] - - j.2C j.D Jump[-], Special
j.2C[1] - - j.C j.D Jump, Special
j.D - - - - 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

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Jin Kisaragi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc