BBCF/Kagura Mutsuki/Frame Data

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 Kagura Mutsuki


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
Kagura Mutsuki 11,500 4F 25F (1~7F Inv All)

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 5 3 9 ±0 +10 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 480 Low 8 3 11 ±0 +5 F 90 85 Long SR 2 13 14 17 + GBounce 18 29 + GBounce 10 +0 +1
5C 1100 Mid 19 4 23 -4 -19 B 100 92 Long SR 4 22 28 36 33 51 15 +0 +5
2A 300 All 7 3 10 -1 +7 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 10 3 14 -3 +0 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 1000 Mid 16 7 23 -9 -19 F 100 82 Long SR 4 20 Launch 35 + Slide Launch 40 + Slide 15 +0 +5
6A 800 High 22 3 19 -3 -17 B 80 92 Normal SR 4 18 25 33 + GBounce 30 48 + GBounce 12 +0 +5
6B 600 Mid 9 4 21 -8 -7 B 100 89 Long SJR 3 16 17 21 22 35 11 +0 +2
6C 1300 Mid 22 6 29 -10 -30 B 90 84 Long SR 5 24 Launch 55 Launch 71 + Down 23 15 +0 +8
3C 900 Low 14 3 23 -9 -13 F 90 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 7 3 9 H 80 85 Normal CSJR 2 13 14 14 18 26 10 +0 +1
j.B 550 High/Air 10 4 15 H 80 89 Long SJR 3 16 17 19 22 33 11 +0 +2
j.C 1000 High/Air 13 5 24 H 80 92 Long SR 4 18 19 29 24 44 12 +0 +5

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/2D/6D Ground Stance 72
4D Ground Stance Cancel 21 -4 [-2]
j.D Air Stance 73
j.4D Air Stance Cancel 34
5D~A Dragon Blast 800 Mid 19 3 31 -14 -35 [-33] B 7~21 Guard HBFP 80 89 Normal Dr(S)RDa 3 19 Crumple 33 + WBounce 36 Crumple 50 + WBounce 36 11 +0 +2
5D~B Dragon's Claw 0, 300, 1200 Throw(120) 7 3 38 -31 [-29] T 100 100, 90, 60 Normal DrSR 0×2, 3 Launch 50 + GBounce 0×2, 12 +0
5D~C Dragon Slaughter 700, 1200 Mid 17 3 (14) 3 34 -16 -53 [-51] B 1~36 H 90 84 Long R, Dr(S)R 5 20 Launch 30, 37 + WStick 17
[30, 50]
Launch 46, 53 + WBounce 50 + WStick 35
[46, 66]
7, 13 +0 +8
2D~A Dragon Strike 1000 High/Air 20 7 41 -27 -50 [-48] H 4~26 FT 90 94 Normal Dr(S)R 5 20 Launch 45 + GBounce Launch 64 + GBounce + Down 23 13 +0 +8
2D~B Dragon's Blade 800, 1200 Low/Air, All 13 3 (10) 2 22 -7 -32 [-30] F 90 89×2 Long R, Dr(S)R 3 16 Launch 22 + Down 33, 22 [+ Down 23] Launch 36 + Down 33, 36 [+ Down 23] 11 +0 +2
2D~C Dragon's Dual Strike 600, 1200 Mid, Low 18 2 (19) 3 27 -9 -51 [-49] B, F 100, 90 84 Long R, Dr(S)R 5 25, 20 21, Spin Fall 36 + Down 10 35, 40 + Down 23 27, Spin Fall 42 + Down 10 51, 56 + Down 23 7, 13 +0 +8
6D~A Dragon's Fang 850 All 26~35 5 20 -6 -33~42 [-31~40] B 1~(25~34) B 90 82 Long Dr(S)R 4 18 Launch 45 + GBounce Launch 63 + GBounce 12 +0 +5
6D~B Dragon's Mirage 900 All 33-42 3 24 -8 -42~51 [-40~49] B 1~(8-16) B
27~39 All
90 82 Normal Dr(S)R 4 18 Launch 19 + Down 25 Launch 34 + Down 23 12 +0 +5
6D~C Sky Dragon's Strike 1200 All 13~18 6 26 -11 -27~32 [-25~30] B 7~(End of Active) Guard P 80 84 Normal Dr(S)R 5 20 Launch 30 + Slide [32 + Slide] Launch 46 + Slide + WBounce 40 [48 + Slide + WBounce 40] 13 +0 +8

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 100, 1400 Throw(70) 7 3 23 -6 T 100 100, 50 Normal SR 0×2, 4 30 Launch 60 + WBounce 50 + WStick 30 0, 15 +0
4B+C Back Throw 100, 1400 Throw(70) 7 3 23 -6 T 100 100, 50 Normal SR 0×2, 4 30 Launch 60 + WBounce 50 + WStick 30 0, 15 +0
j.B+C Air Throw 500, 200, 800 Throw(120) 7 3 23+3L T 100 50, 100, 100 Normal SR 0, 4×2 60 + GBounce 0, 6, 12 +0
6A+B Counter Assault 0 All 13 5 28 -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 -19 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B 80 100 Long R 24 Crumple 60 Crumple 74 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
C/D~66 Forward Dash Cancel 22
C/D~44 Back Dash Cancel 25 1~9 All
[4]6A A Dragon Spirit 700/600×2/600×3 All 18 Total: 36 -3 -10 P1 80 94×1/×2/×3 Normal R 2 13 Launch 25 Launch 37 0/+2 +2 +3
[4]6B B Dragon Spirit 650×2/500×4/500×6 All 40 Total 51 10 -25 P1 80 94×2/×4/×6 Normal 2 13 14 19 18 31 0/+2 +2 +3
[2]8B B Dragon's Ascent 700, 300×2 Mid 13 3,2,2 20+12L -18 -25 B 1~19 H 90 79 Very Short R 3 20 Launch 48 Launch 50 2 +0 +2
[2]8C C Dragon's Ascent 900, 200×5 Mid, All×5 9 2 (3) 2,2,2,2,2 29+20L -45 -46 B 1~23 All 60 82 Very Short R 4 18 Launch 35 Launch 50 15, 1×5 +0 +0
j.[8]2C Dragon's Dance 1200 High/Air 13 3 Until L+8 H 90 82 Normal R 4 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5
[2]8B/C~j.[8]2C Followup Dragon's Dance 1200 High/Air 14 5 Until L+8 H 90 92 Normal R 4 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + 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
xD~28D The Dragon Lord's Striking Fang 500, 5000
[500×19, 3000]
Mid 1+(52 Flash)+9 3 51 -33 -37 B 1~12 All 80 84, 50 Normal R 5 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2×18, 40]
+30, +0 [×19]
j.xD~28D Air The Dragon Lord's Striking Fang 500, 5000
[500×19, 3000]
Mid 1+(48 Flash)+{Until L+5} 3 51 -33 B 1~(Until L+7) All 80 84, 50 Normal R 5 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2×18, 40]
+30, +0 [×19]
[4]1236C Supreme Dragon's Inferno 1100×3 All 1+(62 Flash)+3 12 (1) 12 (1) 12 Total: 59 -8 -33 P2 80
[80, 80, 100]
92×3 Normal
[Normal, Normal, Long]
R 4 18 Launch 30 Launch 45 0/+3 +3 +8
[4]1236C OD Followup Supreme Dragon's Inferno OD Followup 380×3, 380×3 All 7+(51 Flash)+9 P(24)P Total: 7+(51 Flash)+92 P2 92×6 4 18 Launch 40 + WBounce 50 Launch 55 + WBounce 50 0/+3 +3 +8

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 Dark Flame of the Bellowing Dragon 600, 250×4, 1500
{600, 250×4, 500×7}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~22 All]
125 80 Long 26 Launch 60 [60 + WBounce] 20 20, 3×4 [×10], 15 +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
236236C Black Dragon's Sky-Rending Blade 31000 All 7+(42 Flash)+15 5 40 -24 -40 B 1~32 All Long 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Kagura 5A.pngGuardAllStartup5Recovery9Advantage±0[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special/Super
5BBBCP Kagura 5B.pngGuardLowStartup8Recovery11Advantage±0[1] - 2B, 6B 5C, 2C, 6C, 3C Yes Special/Super
5CBBCP Kagura 5C.pngGuardMidStartup19Recovery23Advantage-4 - - - Yes Dash/Backdash (OD), Special/Super
2ABBCP Kagura 2A.pngGuardAllStartup7Recovery10Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special/Super
2BBBCP Kagura 2B.pngGuardLowStartup10Recovery14Advantage-3 - 5B, 6B 5C, 2C, 6C, 3C Yes Special/Super
2CBBCP Kagura 2C.pngGuardMidStartup16Recovery23Advantage-9 - - 5C[*] Yes Dash/Backdash (OD), Special/Super
6ABBCP Kagura 6A.pngGuardHighStartup22Recovery19Advantage-3 - - - - Charge Moves*
6BBBCP Kagura 6B.pngGuardMidStartup9Recovery21Advantage-8 - - 5C, 2C, 6C, 3C Yes Jump, Special/Super
6CBBCP Kagura 6C.pngGuardMidStartup22Recovery29Advantage-10 - - - Yes Dash/Backdash (OD), Special/Super
3CBBCP Kagura 3C.pngGuardLowStartup14Recovery23Advantage-9 - - - Yes Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Kagura jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C Yes Throw, Jump, Special
j.BBBCP Kagura jB.pngGuardHigh/AirStartup10Recovery15Advantage- j.A - j.C Yes Jump, Special
j.CBBCP Kagura jC.pngGuardHigh/AirStartup13Recovery24Advantage- - - - Yes Special
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
  • * Includes [4]6A/B, [2]8B/C and [4]1236C

External References

Navigation

 Kagura Mutsuki


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