BBCF/Jubei/Frame Data

From Dustloop Wiki
< BBCF‎ | Jubei
Jump to navigation Jump to search

System Data

name health prejump backdash Unique Movement Options
Jubei 11,000 4F 28F (1~7F Inv All) Short Jump
Low Profile Run
Backdash~Run
Divine Form


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 2 13 -3 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 500 Mid 8 3 16 -2 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 570*2 Mid 12 3(8)3 19 -3 100 92 Long S(J)R 4 18 19 19, 23 Launch 34, 38 12 +0 +5
2A 300 All 7 3 13 -3 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 +2 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 660 Mid 12 6 17+16L 10~15 H 90 82 Long SJR 4 18 Launch 28 Launch 43 12 +0 +5
3C 550*2 Mid, Low 13 3(11)3 21 -5 90 82 Long S(J)R 4 18 19, Launch 26 24, Launch 41, 41 + Down 23 12 +0 +5
6A 36 3~12 Catch HBF
6A Attack 1200 Mid 9 4 14 +1 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 1~11 All 90 92 Normal SJR 4 18 Crumple 29, Launch 40 + Down 23, 40 Crumple 81 + Down 10, Launch 58 + Down 23, 58 12 +0 +5
6C 800 High 25 3 18 -2 7~27 FT 70 92 Normal SR 4 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5
j.A 300*2 High/Air 8 2(6)2 14 80 80 Normal (C)SJR 1 11 12 14 16 25 11 +0 +0
j.B 600 High/Air, All 10 2(6)3 18 80 85 Long SJR 2 13 14 19, 26 18 31, 38 10 +0 +1
j.C 700*2 High/Air 13 2(9)2 14 80 89 Long SJR 3 16 17 21 22 35 11 +0 +2
j.2C 800 High/Air 10 3 20 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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 300, 880 Mid 18 10 [(24)3] 30 [26] -9 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
5D OD 300, 880 Mid 14 10 [(24)3] 30 [26] +2 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
j.D 300, 880 All 16 Until L [(24)3] 33 [26] 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
j.D OD 300, 880 All 12 Until L [(24)3] 33 [26] +2 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
j.6D 300, 880 All 16 Until L [(24)3] 33 [26] 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
j.6D OD 300, 880 All 12 Until L [(24)3] 33 [26] +2 80 92 Normal R 4 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17
Install D 550*4 All 28 [20] 10,10,10,10 17 80 92 Long R 4 18 Launch 40 + Slide 10*3, 60 Launch 55 + Slide 10*3, 75 0 +2*3, +0 +2*3, +5


Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Fissuring Slash 600*2, 900 All 13 2(4)2(10)3 11+7L -4 80 94 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 Fissuring Slash 600*4, 900 All 13 2(4)2(4)2(7)4(13)3 18+14L -16 80 94 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
j.236A Air Fissuring Slash 600*2, 900 All 13 2(4)2(10)3 Until L+7 80 94 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
j.236236A Air Fissuring Slash 600*4, 900 All 13 2(4)2(4)2(7)4(13)3 Until L+14 80 94 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 600 All 15 3 17 -3 80 94 Long R 3 16 19 21 24 35 7 +0 +2
Install j.236A 600 All 15 3 17 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AA 600 All 9 3 17 -3 80 94 Long R 3 16 19 21 24 35 7 +0 +2
j.236AA 600 All 9 3 17 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAA 600 All 9 3 17 -3 80 94 Long R 3 16 19 21 24 35 7 +0 +2
j.236AAA 600 All 9 3 17 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAA 600 All 9 3 20 -6 80 94 Long R 3 16 19 21 24 35 7 +0 +2
j.236AAAA 600 All 9 3 20 80 94 Long R 3 16 19 21 24 35 7 +0 +2
236AAAAA 1200 All 9 3 23+9L -18 80 89 Long R 3 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2
j.236AAAAA 1200 All 9 3 Until L+9 80 89 Long R 3 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2
236A 5B Launch 800 All 12 4 19+12L -18 80 89 Long R 3 16 Launch 28 Launch 42 11 +0 +2
j.236A 5B Air Launch 800 All 12 4 Until L+12 80 89 Long R 3 16 Launch 28 Launch 42 11 +0 +2
236A 6B Form ONE: Shadow Wolf 950 Low 13 2 22 -5 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
j.236A 6B Air Form ONE: Shadow Wolf 950 Low Until L+5 2 22 -5 90 92 Long R 4 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5
236A 4B Form TWO: Demon Fox 870 High/Air 15 3 12+11L -4 80 92 Normal R 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5
236A C Form THREE: Wild Lion 300*N 600 All 19 6,3*N(8)4 24 -11 100 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
236A 646C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 22 [48] 3 [1] 23+9L [26+9L] -7 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+26]
3 [1] 16+9L -7 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
236A 6D Divine Form (advancing) 25+5L
236A 4D Divine Form (retreating) 31+5L
236C Rising Justice 800 All 30 300 Total 53 0 80 85 Normal R 2 13 14 14 18 26 0/+10 +10 +11
j.236C Air Rising Justice 800 All 30 300 Total 61+3L 80 85 Normal R 2 13 14 14 18 26 0/+10 +10 +11
236B Form ONE: Shadow Wolf 950 Low/Air 13 2 26 -9 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 80 92 Normal R 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5
j.214B Air Form TWO: Demon Fox 870 High/Air 17 3 13+11L 80 92 Normal R 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5
214C Form THREE: Ranjishi 300*n, 600 All 16 6,3*n(8)4 24 -11 100 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
j.214C Air Form THREE: Ranjishi 300*n, 600 All 15 3*n(8)4 24 -11 100 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
632146C Form FOUR: Black Panther 1100 [1600] All [Unblockable] 21
[49]
3 [1] 23+9L [26+9L] -7 90 [50] 94 Normal R 5 20 Launch 60 Launch 79 20 +0 +8
j.236D Divine Form (advancing) Total 23
j.214D Divine Form (retreating) Total 23
44 6 Backdash > 6 Total 20
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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
j.236236D Twin Guardians: Mourning Shore 1000, 200*n, 2500
[1000, 200*n, 800*5]
All 4+(40 Flash)+1 Until L 40 1~(Until L) All 80 84 Long R 5 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8
j.236236D Mark Twin Guardians: Mourning Shore (Mark) 1250, 200*n, 2500
[1250, 200*n, 800*5]
All 4+(40 Flash)+1 Until L 40 1~(Until L) All Long R 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8
236236D Thousand Hands: Roaring Pillar 1000*2, 2000
[1000*2, 400*9]
All 12+(40 Flash)+1 12 39 -30 12~24 P 80 84 Long R 5 20 Crumple 53 Stand Crumple 53 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 12~24 P 80 84 Long R 5 20 Crumple 53 Stand Crumple 53 Stand 2 2, 0*3 [*10] +8
360A Immovable Object: Lotus 4+(100 Flash)+0 4~4 All


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Miroku: Spherical Illusion 600, 1100*2
{600, 1100*2, 3000}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
6321463214C Asura: Thunderbird Rising 0, 4300*9, 9000, 20000 All 4+(35 Flash)+7 3 83 -65 1~13 All 100 94 Long 5 20 3


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0*2, 1500 Throw(70) 7 3 23 100 50 (Once) Normal SR 0*2, 4 Launch 60 + Down 23 0*2, 8 +0
4BC Back Throw 0, 500, 1000 Throw(70) 7 3 23 100 50 (Once) Normal SR 0, 4*2 Launch 60 + Down 23 0, 8*2 +0
j.BC Air Throw 0, 1500 Throw(70) 7 3 23+3L 100 50 (Once) Normal SR 0, 4 18 Launch 60 + GBounce + Down 23 0, 12/-11 +0, -11
6AB Counter Assault 0 All 13 3 30 -14 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 80 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 80 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


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 Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5C 6A 6B 2C, 3C 5D Jump[-], Special
5D - - - - Special[-] (2nd hit)
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2B[1] 6A 6B 5C, 2C, 3C 5D Special
2C - - - j.D, j.6D Jump, Special
3C - - - 5D Jump[-], Special
6A (attack) - - - - Special
6B (attack) - - - - Jump (2nd hit), Special (2nd hit)
6C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D, j.6D Throw, Jump, Special
j.B - - - j.D, j.6D Jump, Special
j.C - - - j.D, j.6D Jump, Special
j.2C - - - j.D, j.6D Special
j.D - - - - Special[-] (2nd hit)
j.6D - - - - Special[-] (2nd hit)
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

External References


Navigation

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