BBCF/Jin Kisaragi/Frame Data

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 Jin Kisaragi


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
Jin Kisaragi 11,000 4F 22F (1~5F Inv All, 3~16 airborne)

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 11 -2 +7 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 400×2 Mid 8 4(2)1 16 -3 -4 B 100 85 Long S(J)R 2 13 14 14 18 26 10 +0 +1
5C 800 Mid 10 4 19 -6 -6 B 100 89 Long SJR 3 16 17 20 22 31 11 +0 +2
2A 300 All 7 4 9 -1 +7 F 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 600 Low 9 2 15 -3 +1 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 930 Mid 17 3 31 -17 -24 B 9~19 H 90 89 Long SJR 3 16 17 24 22 31 11 +0 +2
6A 640 High 19 3 20 -4 -15 B 80 92 Normal SR 4 18 24 19 + Down 24 29 34 + Down 24 12 +0 +5
6B 840 All 19 4 4+14L -3 -14 H 4~22 F 90 92 Long SR 4 18 26 26 31 41 12 +0 +5
6C 1060 Mid 19 3 31 -13 -26 B 100 84 Long SR 5 20 Launch 36 Launch 52 13 +0 +8
3C 900 Low 13 4 28 -15 -18 F 90 89 Long SR 3 16 Launch 26 Launch 40 + Down 24 11 +0 +2
j.A 300 High/Air 7 3 9 H 80 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 7 30 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.C 850 High/Air 10 3 20+4L H 80 89 Long S(J)R 3 16 17 19 22 33 11 +0 +2
j.2C 850 High/Air 13 5 24 H 80 89 Long SJR 3 16 17 19 22 33 11 +0 +2

Drive Moves

Notes
  • During OD, normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, freeze for longer, and also have better P2s.
  • 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.
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 960 All 17 8 20 -11 [-5] -18 BP 100 79 [89] Long SRDa 3 16 17 17 22 31 11 [11/+6] +0 +2 [+5]
2D 960 All 22 3 Total: 57 +1 [+7] -31 P1 90 82 [92] Long S(J)R 4 18 19 19 24 34 0/+18 [0/+24] +18 +20 [+23]
6D 1000 All 31 6 Total: 65 +6 [+12] -39 P1 100 84 [94] Long R 5 20 Launch 26 Launch 42 0/+20 [0/+26] +20 +28 [+25]
j.D 970 All 16 3 29+5L HP 80 82 [92] Long SR 4 18 19 19 24 34 12 [12/+6] +0 +2 [+5]
236D Hishousetsu 600×3 All 18 169 Total: 52 +27 -26 P1 90 89×3 Normal R 3 16 17 17 22 31 0/+11 +11 +13
j.236D Air Hishousetsu 600×3 All 24 169 Total: 40+8L P1 90 89×3 Normal R 3 16 17 17 22 31 0/+11 +11 +13
214D Musou Tousshugeki 640 Low 17 10 19+7L -10 -26 F 90 89 Normal R 3 16 Launch 40 Launch 54 11 +0 +2
214D~C Musou Tousshugeki Followup 1200 All 14 3 9+18L -13 -17 H 90 89 Long R 3 16 Launch 50 + Slide [50 + Slide + WBounce 40 + WStick 40] Launch 64 + Slide [64 + Slide + WBounce 40 + WStick 40] 11 +0 +2
623D Hirensou 900, 1200 Mid, All {Air} 13 3(25~79)1 42 -24 -55~109 B 1~21 All 70 92×2 Very Short, Long R 4 18 Launch 44, 44 + Slide + Down 10 + WBounce 44 + WStick 30 + Down 23 Launch 62, 62 + Slide + Down 10 + WBounce 44 + WStick 33 + Down 23 1, 20 +0 +5
22C~D Sekkajin Followup 400, 800
[200×6, 800]
All 25 10 [2×5,8] 52 -45 B 100 100, 74 Long R 3 16 Crumple [×6], Launch 40 [×6], 60 0 +0 +2
j.214D Hizangeki 600, 1200 All, High/Air 9 1(9)3 22+5L H 90 100, 82 Normal R 4 18 19, Crumple + Down 10 19, 90 + GBounce + Down 23 24, Crumple + Down 10 34, 105 + GBounce + Down 23 6, 12 +0 +5

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 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Crumple×2, Launch 19 0 +0
j.B+C Air Throw 0, 1500 Throw 7 3 23+3L T 100 50 Normal SR 0, 4 19 0, 8 +0
6A+B Counter Assault 0 All 13 5 37 -23 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 -19 B 80 60 Normal R 3 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 64 + GBounce + Down 23 12 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B 80 100 Long R 3 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 64 + GBounce + Down 23 12 +0 +2
66 Cancel Dash Cancel 22 +4

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 Hishouken 800→600 All 13 Until Offscreen Total: 44 -7 -18 P1 90 89 Normal R 3 16 17 17 Launch→22 31 0/+8 +8 +2
j.236A Air Hishouken 800→600 All 20 Until Offscreen Total: 49+8L P1 90 89 Normal R 3 16 17 17 22 31 0/+8 +8 +2
214B Musou Senshouzan 640 Low 17 8 19+7L -10 -24 F 90 89 Normal R 3 16 Launch 26 Launch 40 11 +0 +2
214B~C Musou Senshouzan Followup 1000 All 14 4 6+20L -13 -17 H 90 89 Long R 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
623B Fubuki 950 Mid 8 3 33 -17 -17 B 5~10 H 80 82 Normal R 4 18 Launch 45 Launch 60 12 +5 +5
623C Rehhyou 1300 Mid 13 3 49 -33 -38 B 1~15 All 60 92 Very Short R 4 18 Launch 56 Launch 71 10 +8 +8
22C Sekkajin 385×4 All 8 2(3)2(3)2(3)2 28 -13 -26 B 100 89 Long R 3 16 Stand 17×3, Crumple 17 Stand 25×3, Crumple 34 0 +0 +2
j.214C Hizansen 1000 All 13 3 Until L+7 H 90 82 Normal R 4 18 Crumple + Down 10 36 + Down 23 Crumple + Down 10 51 + Down 23 12 +0 +5

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
632146C Touga Hyojin 1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total: 44 -16 -18 P2 1~2 All 80 72 Normal R 4 18 Crumple 30 28 + Slide Launch 43 + Slide 0 +0 +5
632146C OD Followup Touga Hyojin OD Followup 400×3, 1200 All P2 100 100×4 Normal R 4 Crumple + Down 15 Stand Crumple + Down 15 Stand 0/+6×3, 0/+12 +5
632146D Hiyoku Getsumei 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+5 Until Offscreen Total: 63
[Total: 54]
-35 [-26] -37 [-28] P2 1~11 All 80 82 Normal R 4 18 Launch 80 + WBounce 95 + WBounce 0 +30×15 [×21], +2 +30×15 [×21], +5
j.632146D Air Hiyoku Getsumei 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 80 82 Normal R 4 18 Launch 80 Launch 95 0 +30×15 [×21], +2 +30×15 [×21], +5
236236D Yukikaze (Catch) 1+(36 Flash)+33 1~14 Guard HBFP+Burst
236236D Attack Yukikaze (Attack) 500, 3500
[500×5, 3500]
Unblockable 57 15
[3,3,3,3,3]
77 B 1~End All 100 100, 60 [100, 92×5] Normal R 4 19 [×5], Crumple + Down 10 80 24 [×5], Crumple + Down 10 95 [×5], Stand 12, 0/+12 [1×5, 0/+12]

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
ABCD Gekka Hyourou 600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 4 26 Launch 200 + Down 23 20 20, 0, 8×3, 30
[20, 0, 8×3, 0×6, 30]
+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
[2]8D Rengoku Hyouya 0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 -109 F 1~30 All 100 92 Long 4 16 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Jin Kisaragi 5A.pngGuardAllStartup6Recovery11Advantage-2[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCF Jin Kisaragi 5B.pngGuardMidStartup8Recovery16Advantage-3[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special/Super
5CBBCF Jin Kisaragi 5C.pngGuardMidStartup10Recovery19Advantage-6 - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special/Super
5DBBCF Jin Kisaragi 5D.pngGuardAllStartup17Recovery20Advantage-11 [-5] - - - - Special/Super, Dash
2ABBCF Jin Kisaragi 2A.pngGuardAllStartup7Recovery9Advantage-1[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D Throw, Jump, Special/Super
2BBBCF Jin Kisaragi 2B.pngGuardLowStartup9Recovery15Advantage-3[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special/Super
2CBBCF Jin Kisaragi 2C.pngGuardMidStartup17Recovery31Advantage-17 - 6B 6C, 3C 5D, 2D, 6D Jump, Special/Super
2DBBCF Jin Kisaragi 2D.pngGuardAllStartup22RecoveryTotal: 57Advantage+1 [+7] - - - - Jump[-][*], Special/Super[*]
6ABBCF Jin Kisaragi 6A.pngGuardHighStartup19Recovery20Advantage-4 - - - - -
6BBBCF Jin Kisaragi 6B.pngGuardAllStartup19Recovery4+14LAdvantage-3 - - - - Special/Super
6CBBCF Jin Kisaragi 6C.pngGuardMidStartup19Recovery31Advantage-13 - - - 2D, 6D Special/Super
6DBBCF Jin Kisaragi 6D.pngGuardAllStartup31RecoveryTotal: 65Advantage+6 [+12] - - - - -
3CBBCF Jin Kisaragi 3C.pngGuardLowStartup13Recovery28Advantage-15 - - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Jin Kisaragi jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Special/Super
j.BBBCF Jin Kisaragi jB.pngGuardHigh/AirStartup9Recovery30Advantage- j.A - j.C, j.2C - Jump, Special/Super
j.CBBCF Jin Kisaragi jC.pngGuardHigh/AirStartup10Recovery20+4LAdvantage-[1] - - j.2C j.D Jump[-], Special/Super
j.2CBBCF Jin Kisaragi j2C.pngGuardHigh/AirStartup13Recovery24Advantage-[1] - - j.C j.D Jump, Special/Super
j.DBBCF Jin Kisaragi jD.pngGuardAllStartup16Recovery29+5LAdvantage- - - - - Special/Super
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
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Jin Kisaragi


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