BBCF/Jubei/Frame Data

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< BBCF‎ | Jubei
 Jubei


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
Jubei 11,000 4F 25F (1~7F Inv All, 2~17 airborne) Short Jump
Low Profile Run
Backdash~Run
Divine Form
  • Backdash can be cancelled into 44~6 on frame 19 (on 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 2 13 -3 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 500 Mid 8 3 16 -2 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 570×2 Mid 12 3(8)3 19 -3 B 100 92×2 Long S(J)R 4 18 19 19, 23 Launch 34, 38 12 +0 +5
2A 300 All 7 3 (2) 12 -3 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 +2 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 660 Mid 12 6 17+16L -20 B 10~15 H 90 82 Long SJR 4 18 Launch 28 Launch 43 12 +0 +5
6A 36 3~12 Catch HBF
6A Attack 1200 Mid 9 4 14 +1 B 1~12 All 50 92 Very Short SR 4 18 21 60 + WBounce 26 75 + WBounce 20 +0 +5
6B 36 3~12 Catch HBF
6B Attack 800×2 Low, Mid 9 3(3)3 19 -3 F, B 1~11 All 90 92×2 Normal SJR 4 18 Crumple + Down 10, Launch 40 + Down 23, 40 Crumple + Down 10, Launch 58 + Down 23, 58 12 +0 +5
6C 800 High 25 3 18 -2 B 7~27 FT 70 92 Normal SR 4 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5
3C 550×2 Mid, Low 13 3(11)3 21 -5 F 90 82×2 Long S(J)R 4 18 19, Launch 26 24, Launch 41, 41 + Down 23 12 +0 +5
j.A 300×2 High/Air 8 2(6)2 14 H 80 80×2 Normal (C)SJR 1 11 12 14 16 25 11 +0 +0
j.B 600x2 High/Air, All 10 2(6)3 18 H 80 85×2 Long SJR 2 13 14 19, 26 18 31, 38 10 +0 +1
j.C 700×2 High/Air 13 2(9)2 14 H 80 89×2 Long SJR 3 16 17 21 22 35 11 +0 +2
j.2C 800 High/Air 10 3 20+4L H 80 89 Long S(J)R 3 16 17 17 22 31 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 300, 880 Mid 18 10 {(24) 3} 30 {26} -9 B 80 92×2 Normal R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
5D OD 300, 880 Mid 14 10 {(24) 3} 30 {26} +2 B 80 92×2 Normal R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.D 300, 880 All 16 Until L {(24) 3} 33 {26} H 80 92×2 Normal (S)R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 H 80 92×2 Normal SR 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.6D 300, 880 All 16 Until L {(24) 3} 33 {26} H 80 92×2 Normal (S)R 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
j.6D OD 300, 880 All 12 Until L {(24) 3} 33 {26} +2 H 80 92×2 Normal SR 4 18 19 19, 19 + Slide 24, 24 43, 43 + Slide 0/+12 +24, +12 +29, +17
Install D 550×4 All 23~48 [15~40] 10,10,10,10 13 H 80 92×4 Normal [S]R 4 18 Launch 40 + Slide×3, 60 Launch 55 + Slide×3, 75 0 +2×3, +0 +2×3, +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(70) 7 3 23 T 100 50 Normal SR 0×2, 4 Launch 60 + Down 23 0×2, 8 +0
4B+C Back Throw 0, 500, 1000 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4×2 Launch 60 + Down 23 0, 8×2 +0
j.B+C Air Throw 0, 1500 Throw(70) 7 3 23+3L T 100 50 Normal SR 0, 4 18 60 + GBounce + Down 23 0, 12/-11 +0, -11
6A+B Counter Assault 0 All 13 3 30 -14 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 80 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 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 80 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2

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 / j.236A Fissuring Slash 600×2, 900 All 13 2(4)2(10)3 10+8L / Until L+8 -4 / - B / H 80 94×3 Long R 3 16 19×2, Launch 21×2, 40 24×2, Launch 35×2, 54 7×2, 11 +0×2, +2 +2×2, +4
236236A / j.236236A Fissuring Slash 600×4, 900 All 13 2(4)2(4)2(7)4(13)3 16+14L / Until L+14 -16 / - B×4, H / H×5 80 94×5 Long R 3 16 19×3, Launch×2 21×3, 40, 40 + GBounce + Down 23 24×3, Launch×2 35×3, 54, 54 + GBounce + Down 23 7×4, 11 +0×4, +2 +2×4, +4
Install 236A / j.236A Fissuring Slash 1 600 All 13 / 11 3 17 -3 / - B / H 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AA / j.236AA Fissuring Slash 2 600 All 8 3 17 -3 / - B / H 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAA / j.236AAA Fissuring Slash 3 600 All 8 3 20 -6 / - B / H 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAA / j.236AAAA Fissuring Slash 4 600 All 8 3 20 -6 / - B / H 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAAA / j.236AAAAA Fissuring Slash 5 1200 All 9 3 Until L+9 (19+9L) (-14) / - H 80 89 Long R 3 16 Launch 60 + Slide + WBounce Launch 74 + Slide + WBounce 11 +0 +2
236A~5B / j.236A~5B Launch 800 All 12 4 Until L+12 (19+12L) (-18) / - H 80 89 Long R 3 16 Launch 28 Launch 42 11 +0 +2
236B Form ONE: Shadow Wolf 950 Low/Air 13 2 26 -9 F 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
236A~6B Form ONE: Shadow Wolf 950 Low 13 / Until L+5 2 22 -5 F 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
214B Form TWO: Demon Fox 870 High/Air 25 3 9+10L -3 H 80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
j.214B Air Form TWO: Demon Fox 870 High/Air 17 3 13+11L H 80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
236A~4B Form TWO: Demon Fox 870 High/Air 17 3 Ground: 8+11L
Air: 12+11L
Ground: -3
Air: -
H 80 92 Normal R 4 18 23 40 + Slide + Down 10 28 55 + Slide + Down 10 12 +0 +5
214C / j.214C Form THREE: Ranjishi 300×N, 600 All Ground: 19
Air: 15
3,3×N(8)4 24 -11 H×N, B 100 79 Normal R 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1/-1×N, 11 -1×N, +0 -1×N, +2
236A~C Form THREE: Wild Lion 300×N 600 All Ground: 25
Air: 17 / 16
3,3×N(8)4 24 -11 H×N, B 100 79 Normal R 3 16 17×N, Launch 60 + Down 23×N, 60 22×N, Launch 74 + Down 23×N, 74 1×N, 11 -1×N, +0 -1×N, +2
632146C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 B 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
236A~646C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 21 [48] 3 [1] 16+9L [23+9L] -7 B 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
j.236A~646C Form FOUR: Black Panther 1100 [1600] All [Unblockable] Until L+5
[Until L+24]
3 [1] 16+9L [23+9L] -7 B 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
236C / j.236C Rising Justice 800 All 30 300 Total 53 / 61+3L 0 / - P1 80 85 Normal R 2 13 14 14 18 26 0/+10 +10 +11
j.236D Divine Form (advancing) Total 23
236A~6D Divine Form (advancing) 25+5L
j.214D Divine Form (retreating) Total 23
236A~4D Divine Form (retreating) 31+5L
44~6 Quick Dash Total 20
66~9 Running Jump 4
Run Through Opponent Total 21 1~7 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
j.236236D Twin Guardians: Mourning Shore 1000, 200×N(, 200, 2500)
[1000, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 H 1~(Until L) All 80 84 Long R 5 20 Launch 100 + GBounce Launch 116 + GBounce 1, 1×N +0, +0×N, 1/+0 [0/+3], 20/+0 +8
j.236236D Mark Twin Guardians: Mourning Shore (Mark) 1250, 200×N(, 200, 2500)
[1250, 200×N(, 200, 800×5)]
All 4+(76 Flash)+2 Until L 41 -21~23 H 1~(Until L) All 80 84 Long R 20 Launch 100 + GBounce Launch 116 + GBounce 1, 1×N +0, +0×N, 1/+0 [0/+3], 20/+0 +8
236236D Thousand Hands: Roaring Pillar 1000×2, 2000
[1000×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P 80 84 Long R 5 20 Crumple + Down 10 Stand Crumple + Down 10 Stand 2 2, 0×3 [×10] +8
236236D Mark Thousand Hands: Roaring Pillar (Mark) 1250×2, 2000
[1250×2, 400×9]
All 12+(40 Flash)+1 12 39 -30 B 12~24 P 80 84 Long R 5 20 Crumple + Down 10 Stand Crumple + Down 10 Stand 2 2, 0×3 [×10] +8
360A Immovable Object: Lotus 4+(100 Flash)-2

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 Miroku: Spherical Illusion 600, 1100×2
{600, 1100×2, 3000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 100 26 Launch 60 Launch 60 20 20, 9, 20 [20, 9×2, 12] +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
6321463214C Asura: Thunderbird Rising 0, 4300×9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 B 1~13 All 100 94 Long 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Jubei 5A.pngGuardAllStartup6Recovery13Advantage-3[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special/Super
5BBBCF Jubei 5B.pngGuardMidStartup8Recovery16Advantage-2[1] 6A 2B, 6B 5C, 2C, 3C 5D Jump, Special/Super
5CBBCF Jubei 5C.pngGuardMidStartup12Recovery19Advantage-3 6A 6B 2C, 3C 5D Jump[-], Special/Super
5DBBCF Jubei 5D.pngGuardMidStartup18Recovery30 {26}Advantage-9 - - - - Special/Super (2nd hit)
Install DBBCF Jubei 5D2.pngGuardAllStartup23~48 [15~40]Recovery13Advantage- - - - - -
2ABBCF Jubei 2A.pngGuardAllStartup7Recovery12Advantage-3[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special/Super
2BBBCF Jubei 2B.pngGuardLowStartup9Recovery12Advantage+2[1] 6A 5B, 6B 5C, 2C, 3C 5D Special/Super
2CBBCF Jubei 2C.pngGuardMidStartup12Recovery17+16LAdvantage-20 - - - j.D, j.6D Jump, Special/Super
3CBBCF Jubei 3C.pngGuardMid, LowStartup13Recovery21Advantage-5 - - - 5D Jump[-], Special/Super
6A AttackBBCF Jubei 6A Attack.pngGuardMidStartup9Recovery14Advantage+1 - - - - Special/Super
6B AttackBBCF Jubei 6B Attack.pngGuardLow, MidStartup9Recovery19Advantage-3 - - - - Jump (2nd hit), Special/Super (2nd hit)
6CBBCF Jubei 6C.pngGuardHighStartup25Recovery18Advantage-2 - - - 5D Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Jubei j.A.pngGuardHigh/AirStartup8Recovery14Advantage- j.A[-] - - j.D, j.6D Throw, Jump, Special/Super
j.BBBCF Jubei j.B.pngGuardHigh/Air, AllStartup10Recovery18Advantage- - - - j.D, j.6D Jump, Special/Super
j.CBBCF Jubei j.C.pngGuardHigh/AirStartup13Recovery14Advantage- - - - j.D, j.6D Jump, Special/Super
j.2CBBCF Jubei j.2C.pngGuardHigh/AirStartup10Recovery20+4LAdvantage- - - - j.D, j.6D Jump[-], Special/Super
j.DBBCF Jubei jD.pngGuardAllStartup16Recovery33 {26}Advantage-/j.6DBBCF Jubei j6D.pngGuardAllStartup16Recovery33 {26}Advantage- - - - - Special/Super (2nd hit)
Install j.DBBCF Jubei 5D2.pngGuardAllStartup23~48 [15~40]Recovery13Advantage- - - - - Special/Super (OD, 4th hit)
  • 2nd hit of 5D/j.D/j.6D only comes out on hit, unless Jubei is in Overdrive
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

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