BBCF/Jin Kisaragi/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data

Health:11,000
Prejump:4F
Backdash:22F (1~5F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Jin 5A.png 300 All 6 3 11 -2 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Jin 5B.png 400*2 Mid 8 4(2)1 16 -3 B - S(J)R 100 85 (Once) Long 2 13 14 14 18 26 10 +0 +1 Click!
5CBBCS Jin 5C.png 800 Mid 10 4 19 -6 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
2ABBCS Jin 2A.png 300 All 7 4 9 -1 F - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Jin 2B.png 600 Low 9 2 15 -3 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Jin 2C.png 930 Mid 17 3 31 -17 B 9~19 H SJR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
6ABBCS Jin 6A.png 640 High 19 3 20 -4 B - SR 80 92 Normal 4 18 24 19 + Down 24 29 34 + Down 24 12 +0 +5 Click!
  • Bonus Proration 110%
6BBBCS Jin 6B.png 840 All 19 4 4+14L -3 H 4~22 F SR 90 92 Long 4 18 26 26 31 41 12 +0 +5 Click!
6CBBCS Jin 6C.png 1060 Mid 19 3 31 -13 B - SR 100 84 Long 5 20 Launch 36 Launch 52 13 +0 +8 Click!
  • Values in [] are during OD
  • [During OD, freezes for 45, Freeze Count 3]
3CBBCS Jin 3C.png 900 Low 13 4 28 -15 F - SR 90 89 Long 3 16 Launch 26 Launch 40 + Down 24 11 +0 +2 Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.ABBCS Jin jA.png 300 High/Air 7 3 9 - H - CSR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Jin jB.png 600 High/Air 9 7 30 - H - SJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCS Jin jC.png 850 High/Air 10 3 20+4L - H - S(J)R 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]
j.2CBBCS Jin j2C.png 850 - 13 5 24 - H - SJR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
  • Values in [] are during OD
  • [Freezes for 30, Freeze Count 3]

Drive Moves

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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Jin 5D.png 960 All 17 8 20 11 [-5] BP - SRDa 100 79 [89] Long 3 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]
2DBBCS Jin 2D.png 960 All 22 33 Total: 57 +1 [+7] P1 - S(J)R 90 82 [92] Long 4 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].
6DBBCS Jin 6D.png 1000 All 31 6 Total: 65 +6 [+12] P1 - R 100 84 [94] Long 5 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.DBBCS Jin jD.png 970 All 16 3 29+5L - HP - SR 80 82 [89] Long 4 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].
HishousetsuBBCF Jin Hishousetsu.png
236D
600*3 All 18 169 Total: 52 +27 P1* - R 90 89 Normal 3 16 17 17 22 31 0/+11 +11 +13 Click!
  • Freezes for 36. Freeze Count 10
Air HishousetsuBBCF Jin Hishousetsu.png
j.236D
600*3 All 24 169 Total: 40+8L - P1* - R 90 89 Normal 3 16 17 17 22 31 0/+11 +11 +13 Click!
  • Freezes for 36. Freeze Count 10
HirensouBBCS Jin Hirensou.png
623D
900, 1200 Mid, All 13 3(23~77)1 42 -26 B 1~21 All R 70 92 Very Short, Long 4 18 Launch 44, 44 + WBounce 44 + WStick 30 + Down 24 + Slide 30 Launch 62, 62 + WBounce 44 + WStick 33 + Down 24 + Slide 30 1, 20 +0 +5 Click!
  • First hit freezes for 50. Freeze Count 10.
  • Second hit is Unblockable and Fatal Counter if fully charged
Musou Tousshugeki 1BBCS Jin MusouTousshugeki.png
214D
640 Low 17 10 16+7L -11 F - R 90 89 Normal 3 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 2BBCS Jin MusouTousshugeki.png
214D~C
1200 All 14 3 9+18L -13 H - R 90 89 Long 3 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!
HizangekiBBCP Jin Hizangeki.png
j.214D
600, 1200 All, High/Air 9 1(9)3 22+5L - H - R 90 100, 82 Normal 4 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 FollowupBBCS Jin SekkajinFollowup.png
22C~D
400, 800
[200*6, 800]
All 25 10 [2*5,8] 52 -45 B - R 100 100, 74 Long 3 16 Crumple 60 [*6], Launch 40 [*6], 60 - - 0 +0 +2 Click!
  • First hit of followup freezes for 70. Freeze Count 10
  • Only 1 hit on block/whiff. Recovery in this case is 52F

Universal Mechanics

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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Musou Senshouzan 1BBCS Jin MusouSenshouzanB.png
214B
640 Low 17 8 16+7L -10 F - R 90 89 Normal 3 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 2BBCS Jin MusouSenshouzanB.png
214B~C
1000 All 14 4 6+20L -13 H - R 90 89 Long 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2 Click!
  • During OD freezes for 45. Freeze Count 5
SekkajinBBCS Jin Sekkajin.png
22C
385*4 All 8 2(3)2(3)2(3)2 28 -13 B - R 100 89(once) Long 3 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
FubukiBBCS Jin Fubuki.png
623B
950 Mid 8 3 33 -17 B 5~10 H R 80 82 Normal 4 18 Launch 45 Launch 60 12 +5 +5 Click!
  • During OD freezes for 55. Freeze Count 5
RehhyouBBCS Jin Rehhyou.png
623C
1300 Mid 13 3 49 -33 B 1~15 All R 60 92 Very Short 4 18 Launch 56 Launch 71 10 +8 +8 Click!
  • During OD freezes for 70. Freeze Count 5
HishoukenBBCS Jin Hishouken.png
236A
600 All 13 Until Offscreen Total 44 -7 P1* - R 90 89 Normal 3 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 HishoukenBBCP Jin AirHishouken.png
j.236A
600 All 20 Until Offscreen Total 49+8L - P1* - R 90 89 Normal 3 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
HizansenBBCP Jin Hizansen.png
j.214C
1000 All 13 3 Until L+7 - H - R 90 82 Normal 4 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

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Touga HyojinBBCS Jin TougaHyojin.png
632146C
1600, 400*N All 1+(30 Flash)+8 Until Offscreen Total 44 -16 P2* 1~2 All R 80 72 Normal 4 18 Crumple 30 28 + Slide 20 Launch 43 + Slide 20 0 +0 +5 Click!
  • During OD freezes for 100. Freeze Count 20
  • Minimum Damage 20%: 320+80*N
Touga HyojinBBCS Jin TougaHyojin.png
OD Followup
400*3, 1200 All - - - - P2* - R 100 92 Normal 4 - 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 GetsumeiBBCS Jin HiyokuGetsumei.png
632146D
1000, 200*14, 1100
[1000, 200*20, 1100]
All 5+(45 Flash)+ 5 Until Offscreen Total 63
[Total 54]
-35 [-26] P2* 1~11 All R 80 82 [90] Normal 4 18 Launch 80 + WBounce - 95 + WBounce 0 0/+30, 0/+2*15 [*21] +5, +3*15 [*21] 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 GetsumeiBBCS Jin HiyokuGetsumei.png
j.632146D
1000, 200*14, 1100
[1000, 200*20, 1100]
All 5+(32 Flash)+5 Until Ground Total Until L+15
[Total Until L+10]
- P2* 1~13 All R 80 82 [90] Normal 4 18 Launch 80 Launch 95 0 0/+30, 0/+2*15 [*21] +5, +3*15 [*21] 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)BBCS Jin Yukikaze1.png
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)BBCS Jin Yukikaze2.png 500, 3500
[500*5, 3500]
Unblockable 57 15 77 - B 1~End All R 100 100, 60 Normal 4 - 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

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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Rengoku HyouyaBBCS Jin Astral.png
BBCS Jin Astral2.png

[2]8D
0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 F 1~30 All - 100 92 Long 4 16 - - - - - 0 - Click!

Revolver Action Table

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

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