BBCF/Tsubaki Yayoi/Frame Data

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< BBCF‎ | Tsubaki Yayoi
Revision as of 19:33, 12 September 2021 by Shtkn (talk | contribs)


System Data

name health prejump backdash Unique Movement Options
Tsubaki Yayoi 11,000 4F 22F (1~5F Inv All, 2~15 airborne)


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 3 11 -2 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 10 5 17 -5 100 89 Long SJR 3 16 17 17 22 31 9 +0 +2
5BB 500 Mid 11 3 19 -8 100 85 Long S(J)R 2 13 14 14 18 26 9 +0 +1
5C 660 Mid 8 3 23 -9 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5CC 600 Mid 12 3 27 -11 100 92 Long S(J)R 4 18 19 19 27 37 12 +0 +5
2A 300 All 7 2 11 -1 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 11 3 12 -1 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2BB 500 Low 10 3 18 -7 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2C 660 Mid 13 3 22 -8 8~15 H 90 89 Long SJR 3 16 17 22 Crumple 36 11 +0 +2
2CC 740 Mid 12 3 29 -15 100 89 Long SJR 3 16 Launch 22 Launch 36 11 +0 +2
6A 800 High 26 2 24 -9 80 89 Normal SR 3 16 17 17 + Down 23 25 34 + Down 23 11 +0 +2
6B 600 Low 17 3 17 -3 90 89 Long SR 3 16 17 17 Launch 31 + Down 23 11 +0 +2
6BB 600 Low 11 4 20 -7 90 89 Long SR 3 16 19 35 24 49 11 +0 +2
6C 200×6 Mid 23 1×6 38 -18 100 94 Long S(J)R 5 20 21 21 + Down 23 27 37 + Down 23 2 +6 +6
6CC 200×3 Mid 20 1×3 35 -15 100 84 Long S(J)R 5 20 Launch 29 Launch 45 4 +0 +8
3C 800 Low 18 10 23 -12 90 94 Long R 5 20 Launch 54 Launch 73 13 +0 +8
3CC 800 Mid 17 4 17+18L -18 1~17 H 90 84 Long R 5 20 Launch 54 Launch 73 13 +0 +8
j.A 300 High/Air 7 2 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 8 4 12 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.BB 750 High/Air 7 3 24 80 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
j.C 700 High/Air 11 4 23 80 89 Long SJR 3 16 17 22 22 36 11 +0 +2
j.CC 800 High/Air 10 2 29 80 92 Long SR 4 18 22 22 27 37 12 +0 +5

Drive Moves

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
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 7 [4] 4+Hold 9
2D 7 [4] 4+Hold 9
j.D 4 4+Hold 8+5L [3+5L]

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 A Sanctus Aequum 600 All 13 4 18 -7 90 79 Long R 3 16 17 30 22 44 11 +0 +2
236B B Sanctus Aequum 800 All 18 9 18 -8 90 82 Long R 4 18 19 30 24 45 12 +0 +5
236C C Sanctus Aequum 800 All 18 9 18 -8 90 82 Long R 4 18 Spin Fall 31 40 Spin Fall 36 55 12 +0 +5
236D D Sanctus Aequum 900 {990} All 19 10 10 +2 90 94 Long R 5 20 Launch 50 Launch 66 13 +0 +8
421D 236D Shot > D Sanctus Aequum 250×7 {275×7} All 19 10 [2×6] 18 +6 19~End of Active Guard P 90 94 Long R 5 20 Launch 50 Launch 65 3/+5 +5 +13
214B B Sanctus Veritas 800 Mid 21 3 23 -7 9~20 B 90 82 Normal R 4 18 Launch 45 Launch 60 12 +0 +5
Followup 214B B Sanctus Veritas (Followup) 700 Mid 17 3 23 -7 90 92 Normal R 4 18 Launch 45 Launch 60 12 +0 +5
214D D Sanctus Veritas 1000 {1100} Mid 20 3 23 -7 6-22 B 90 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5
Followup 214D D Sanctus Veritas (Followup) 900 {990} Mid 17 3 23 -7 90 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5
623C C Benedictus Rex 850 Mid 10 40 Total 45+19L -21 1~10 All 50 89 Very Short R 3 29 Launch 44 Launch 60 0/+4 +4 +4
623D D Benedictus Rex 650×3 Mid 10 3,3,3 Total 50+23L -21 1~14 All 50 92 Very Short R 4 24 Launch 44 Launch 59 0/+4 +4 +9
j.236A A Aequum Elesion 800, 500 All 16 3(6)P Until L+5 100, 90 79, 89 Long R 3 16 17 30, 20 22 44, 34 13, 0/+11 +0, +11 +2, +13
Followup j.236A A Aequum Elesion (Followup) 700 All 13 5 Until L 100 89 Long R 3 16 17 30 22 44 13 +0 +2
j.236D D Aequum Elesion 800 {880}, 600 {600} All 16 3(6)P 37 100, 90 92, 89 Long R 4, 3 18, 16 Crumple, 17 60 + GBounce + Down 23, 20 Crumple, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11
Followup j.236D D Aequum Elesion (Followup) 700 {770}, 600 {600} All 16 3(6)P Until L 100, 90 92, 89 Long R 4, 3 18, 16 Crumple, 17 60 + GBounce + Down 23, 20 Crumple, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11
j.214A A Lux Aeterna 600 All 9 Until L 22 -5~-10 80 82 Normal R 4 18 Launch + Down 23 60 Launch + Down 23 75 8 +0 +5
j.214B B Lux Aeterna 700 All 11 Until L 24 -6~-15 80 82 Normal R 4 18 Launch + Down 28 60 Launch + Down 28 75 8 +0 +5
j.214C C Lux Aeterna 800 All 17 Until L 33 -14~-24 80 82 Normal R 4 18 Launch + Down 23 62 + WBounce Launch + Down 23 77 + WBounce 8 +0 +5
Followup j.214X Lux Aeterna (Followup) 1000 All 9 Until L 26 80 82 Normal R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 +0 +5
j.214D D Lux Aeterna 900 {990} All 13 Until L 16 +4~-4 80 92 Long R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
Followup j.214D D Lux Aeterna (Followup) 800 {880} All 9 Until L 29 -12~-17 80 92 Long R 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
j.236D j.214D Shot > D Lux Aeterna 250×N {275xN} All 9 Until L 29 -5~-1 11~Until L P 80 92 Long R 4 18 Launch 60 + Down 33 Launch 75 + Down 33 3/+8 +8 13
63214C Sactus Aerolata 0, 100×12 Throw(90) 11 3 30 90 80×13 Very Short R 3 Launch 40×12, 50 0, 2×12 +0
421A A Lux Macto 500 All 25 70 Total 54 -2 90 89 Long R 3 16 17 20 22 34 0/+11 +11 +13
421D D Lux Macto 600 All 13 95 Total: 47 -7 90 89 Long R 3 16 17 20 22 34 0/+11 +11 +13
22B B Agnus Dei 800 High/Air 28 6 1+10L 0 7~38 F 90 79 Normal R 3 16 Launch 44 + GBounce Launch 58 + GBounce 11 +0 +2
Followup 22B B Agnus Dei (Followup) 700 High/Air 22 6 5+12L -6 7~32 F 90 89 Normal R 3 16 Launch 44 + Down 23 Launch 58 + Down 23 11 +0 +2
22D D Agnus Dei 660×2 High/Air 28 3,3 3+10L +3 5~36 FT 90 92 Normal R 4 18 Launch 44 + GBounce Launch 59 + GBounce 12 +0 +5
Followup 22D D Agnus Dei (Followup) 660×2 High/Air 22 3,3 4+9L +3 5~37 FT 90 92 Normal R 4 18 Launch 44 + GBounce Launch 59 + GBounce 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 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
236236C C Confutatis Maledictis 1000×4 [1000×5] All 5+(30 Flash)+7 21? Total 51 -21 1~14 All 80 65 Long R 4 18 Launch 50 0, 0/+3×3 [×4] +0, +3×3 [×4] +0, +3×3 [×4]
236236D D Confutatis Maledictis 1000, See notes
[1000, See notes, 1000]
All 5+(34 Flash)+1 18? Total 51 -28 5~7 All 80 65 Long R 4 18 Launch 50 + GBounce 0 +0 +0
214214D Macto Maledictis 7+(125 Flash)+4
632146B Requiem Maledictus 450×8 [600×8] All 1+40 Total 1+57 16~End All 60 96×8 [96×8] Very Short 2 13 Launch 36 Launch 48 0 [0/+2] +0 [+2] +1 [+7]

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 Macto Lux Kyrie 600, 120×20
{600, 160×32}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 4 26 Launch 60 + Down 23 20 20, 0/+1×20 [×32] +0, +1×20 [×32]

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
632146C Requiem Aeternam 0, 9000 All 3+(127 Flash)+17 10 23 -19 1~29 All 100 92 Long 4 18 20/-5

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
5D 7 [4] 4+Hold 9
2D 7 [4] 4+Hold 9
j.D 4 4+Hold 8+5L [3+5L]

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special
5C[1] - 6B 5CC[+], 2C Yes Special
5CC - 6B 6C, 2C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special
2BB - 5B 5C, 2C, 6C Yes Special
2C[1] - - 2CC[+] - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB[+] - - Special
6BB - - - - Special
6C - - 6CC[+] - Jump[-], Special
6CC - - - - Jump[-], Special
3C - - 3CC[+] - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B - j.BB[+] j.C Yes Jump, Special
j.BB - - j.C Yes Jump, Special
j.C - - j.CC[+] Yes Jump, Special
j.CC - - - Yes Special
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

To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.