BBCF/Jubei/Frame Data

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
2A
2B
2C
3C
6A
Catch
  • Catches Mid strikes
  • On successful catch, automatically cancels into 6A Attack
6A
Attack
6B
Catch
  • Catches Low strikes
  • On successful catch, automatically cancels into 6B Attack
6B
Attack
  • Fatal Counter
6C
  • Fatal Counter
  • Bonus proration 110%
j.A
j.B
j.C
j.2C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Values in [] are on hit
5D OD
  • Values in [] are on hit/block
j.D
  • Values in [] are on hit
j.D OD
  • Values in [] are on hit/block
j.6D
  • Values in [] are on hit
j.6D OD
  • Values in [] are on hit/block
D
during Lotus
  • Values in [] are during OD
  • Can alter angle by holding up/down.
  • Press button to select formation.
  • Attack starts up ??F after pressing button.
  • Slowest startup is 48F.
  • Can only be used once per jump

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Fissuring Slash
236A
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring Slash
236236A
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring Slash
j.236A
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring Slash
j.236236A
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring Slash
During Lotus: 236A > AAAA
  • First hit can cancel into followups 13-18F
  • Second - Fourth hits can cancel into followups 8-13F
Air Fissuring Slash
During Lotus: j.236A > AAAA
  • Hold up/down to steer Jubei in that direction.
  • Can only be used once per jump.
  • First hit can cancel into followups 11-16F
  • Second - Fourth hits can cancel into followups 8-13F
Launch
During Lotus: 236A > 5B
  • Can cancel into folloups 12-27F
Air Launch
During Lotus: j.236A > 5B
  • Can cancel into folloups 12-27F
Form ONE: Shadow Wolf
During Lotus: 236A > 6B
  • Can cancel into Rising Justice on hit
Air Form ONE: Shadow Wolf
During Lotus: j.236A > 6B
  • Can cancel into Rising Justice on hit
Form TWO: Demon Fox
During Lotus: 236A > 4B (Air OK)
Form THREE: Ranjishi
During Lotus: 236A > C (Air OK)
Form FOUR: Black Panther
During Lotus: 236A > 646C
  • Fatal Counter
  • Values in [] are for Max charge
Form FOUR: Black Panther
During Lotus: j.236A > 646C
  • Fatal Counter
  • Values in [] are for Max charge
Divine Form (advancing)
During Lotus: 236A > 6D (air OK)
  • Can pass through opponent 7-17F
Divine Form (retreating)
During Lotus: 236A > 4D (air OK)
  • Can pass through opponent 13-23F
Rising Justice
236C
Air Rising Justice
j.236C
Form ONE: Shadow Wolf
236B
  • Fatal Counter
  • Can cancel into Rising Justice on hit. Can cancel into Lotus on hit/block
Form TWO: Demon Fox
214B
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form TWO: Demon Fox
j.214B
  • Can only be used once per jump
Form THREE: Ranjishi
214C
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form THREE: Ranjishi
j.214C
  • Can cancel into Immovable Object: Lotus on hit/block
Form FOUR: Black Panther
632146C
  • Fatal Counter
  • Can cancel into Immovable Object: Lotus on hit/block
  • Values in [] are for Max charge
Divine Form (advancing)
j.236D
  • Can pass through opponent 4-16F
Divine Form (retreating)
j.214D
  • Can pass through opponent 4-16F
Backdash > 6
  • Can cancel into all actions 9F onwards
Run Through Opponent
  • Can pass through opponent 1-17F
  • Need to be running for 7F before this move is available
  • Hold 3 to not run through opponent

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Twin Guardians: Mourning Shore
j.236236D
  • Values in [] are during OD
  • Only does final slash on successful hit
  • Minimum Damage 20%: 700+40*n [1000+40*n]
Twin Guardians: Mourning Shore (Mark)
j.236236D
  • Values in [] are during OD
  • Jubei appears above and behind opponent before attacking.
  • Only does followup slashes on successful hit
  • Minimum Damage 20%: 750+40*n [1050+40*n]
Thousand Hands: Roaring Pillar
236236D
  • Values in [] are during OD
  • Only does 1 hit on block
  • Minimum Damage 20%: 800 [1120]
Thousand Hands: Roaring Pillar (Mark)
236236D
  • Values in [] are during OD
  • Jubei appears behind opponent before attacking
  • Minimum Damage 20%: 900 [1220]
Immovable Object: Lotus
360A
  • Values in [] are during OD
  • Can only be used once per round

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Miroku: Spherical Illusion
during OD: ABCD
  • Values in [] are during OD
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 280 {580+58}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Asura: Thunderbird Rising
6321463214C
  • 180F Heat Gauge Cooldown

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

Navigation

To edit frame data, edit values in BBCF/Jubei/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.