BBCSE/Bang Shishigami/Frame Data

From Dustloop Wiki

System Data

Health: 11500

Combo Rate: 80%

Guard Primers: 5

Movement Options: Double Jump, 2 Airdashes, Dash type: Run

Jump Startup: 4

Backdash Time: 36

Backdash Startup Invincibility: 9

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 300 124 80 84 all 1 HB 6 3 9 0 10 14 Click!
5B S(J)R 640 264 85 89 HL 3 HB 10 4 15 -2 22 16 Click!
5C SJR 860 356 70 92 H 4 HB 18 8 19 -8 40 19 Click!
  • forces crouch on ground hit
  • Grounds opponent on air hit
  • cannot emergency tech
  • fatal counter possible
  • hits crouching opponent on 24F
2A SR 300 124 70 82 LA 0 F 8 3 9 -2 10 12 Click!
  • Can only use 2 times in succession

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2B SJR 620 256 90 89 HL 3 BF 13 3 20 -6 18 20 Click!
2C S(J)R 750 310 80 92* L 3 F 13 3 18 -4 27 40 Click!
  • Downs on hit
  • cannot emergency tech on CH
  • [FRKZ] version cannot be emergency teched
  • 5% repeat proration while in [FRKZ]
6A SJR 540 223 80 89 L 3 F 17 3 13 +1 25 17 Click!
6B R 780 332 80 92 HA 4 H 22 3 9 + 8 after landing -1 33 19 Click!
  • 13F~ in the air
  • forces crouch on ground hit
  • grounds opponent on air hit
  • cannot be emergency teched on CH
6C SJR 920 380 100 94 H 5 H 15 3 15 + 27 after landing -24 43 25 Click!
  • 5F~ in the air
  • floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent
3C R 880 364 80 94 L 5 F 15 9 26 -14 43 40 Click!
  • Downs on hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
j.A CSJR 300 124 90 84 HA 1 H 7 2 9 - 13 14 Click!
  • Can cancel into itself (followup)
  • folloup j.A has 5F startup, CH state till 11F
j.B SJR 560 231 90 87 HA 2 H 10 5 20 - 28 16[29] Click!
j.C SR 650 269 90 89 HA 3 H 12 2 23 - 24 40 Click!
  • Grounds opponent on air hit
j.4B SJR 840 347 90 89 HA 3 H 11 4 16 - 18 17 Click!
  • Pulls opponent in on hit or block
j.4C SJR 600 248 100 89 HA 3 H 10 4 18 - during animation 19[26] Click!
Forward Throw -, Rx2 0×2, 1000 0×2, 414 90, 100×2 100×2, 55 120 0×2, 4 ground throw 7 3 15 - during animation 12×2, 55 Click!
  • 2nd attack staggers for 50F on hit
  • 3rd attack wallbounces on hit
  • 100% minimum damage
  • can cancel into airdash 60F~
Back Throw -, Rx2 0×2, 1000 0×2, 414 90, 100×2 100×2, 55 120 0×2, 4 ground throw 7 3 15 - during animation 12×2, 55 Click!
  • 2nd attack staggers for 50F on hit
  • 3rd attack wallbounces on hit
  • 100% minimum damage
  • can cancel into airdash 60F~
Air Throw -, SRx2 0×2, 1500 0×2, 621 100 100×2, 55 120 0×2, 4 air throw 7 3 18 - during animation 12, 60, 49 Click!
  • 3rd attack slides down on hit
  • 100% minimum damage
  • hitbox height for throw is -60~280
Counter Assault R 0 0 50 65 all 4 HB 8 3 34 -18 34 25 Click!
  • 1~20F fully invincible
  • wall bounces on hit
  • 30F hitstop
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D S(J)R 680[1000] 281[414] 70 80* HL 3 HB 19[24] 4 28 -15 46[51] 23[30] Click!
  • guard point against Head and Body attribute attacks on frames 3~11
  • gains 1 seal mark on hit
  • floats opponenr on hit
  • 10% repeat proration
  • 15F hitstop for both characters on guardpoint
2D JR 920[1000] 380[414] 70 92* HL 4 HBF 24 3 26 -10 35 30[40] Click!
  • 7~23F guard point against Head and Body attribute attacks
  • 15F hitstop for both characters on guardpoint
  • floats on hit
  • gains 1 seal mark on hit
  • 10% repeat proration (FRKZ version does not count)
6D S(J)R 850[1000] 351[414] 70 89* LA 3 F 24 2 28 -13 49 40 Click!
  • 1~14F guard point against Body and Foot attribute attacks
  • floats on hit
  • gains 1 seal mark on hit
  • cannot emergency tech on CH
  • 10% repeat proration
  • 18F hitstop
j.D (J)R 750[1000] 310[414] 80 72[92] all 3 H 24 1 24 -5* during animation 17 Click!
  • 4~15F guard point against Head, Body, and Foot attribute attacks
  • grounds opponent on hit
  • ground bounces on CH
  • cannot emergency tech
  • 10% repeat proration (FRKZ version doesn't count)
  • 13F landing recovery
  • frame advantage is off of lowest jump possible (startup 29F)
Teleport
button during guardpoint
- - - - - - - - - - - - - -
  • warps on button press (will stop teleport if hit during hitstop)
Air Teleport
button during guardpoint
- - - - - - - - - - - - - -
  • warps on button press (will stop teleport if hit during hitstop)
values in [ ] represent values when in FRKZ

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Void Tempest Kick
623C
-, Rx4 0×2, 600, 653, 842 0×2, 248, 270, 348 100 100×2, 65, 90, 94 100 0×2, 3, 4, 5 ground throw 13 3 37 - during animation 12, 99×4 Click!
  • Attacks 2~4 float on hit
  • 2nd attack pulls in opponent on hit
  • 5th attack grounds opponent, cannot emergency tech
  • 100% minimum damage
Void Tempest Kick EX
j.623C
-, Rx3 0, 700, 785, 1000 0, 289, 324, 414 100 100, 65, 90, 94 120 0, 4, 4, 5 air throw 7 3 20 - during animation 12, 99, 99, 50 Click!
  • 2nd attack floats and pulls opponent in on hit
  • 3rd attack ground bounces on hit, cannot emergency tech
  • 4th attack floats on hit
  • 100% minimum damage
  • 14F landing recovery
  • vertical range for throw is -60~280
Unstoppable Double Palm Thrust
623B
R 1300 538 60 92* HL 4 HB 16 2 24 -7 37 36 Click!
  • Blows opponent back on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration
  • wall bounces either in corner on hit, or anywhere on CH. Adds 40F of untechable time on wallbounce
Heavenly Double Palm Thrust
j.623B
R 1300 538 100 94* all 4 H 13 3 landing +7 -4* 27 36 Click!
  • Blows back on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration
  • frame advantage is when move is performed immediately after jump
  • wall bounces either in corner on hit, or anywhere on CH, adds 50F of untechable time on wallbounce
A Shuriken
j.236A
R 300 124 100 84 all 1 HBFP 9 - 23 total - during animation 14 Click!
  • Poisons opponent on hit (80 damage per 60 frames, lasts 600F)
  • projectile Lv 1
  • guaranteed to come out after startup
  • 9F landing recovery
  • takes up 1 nail on after startup finishes
  • poison ends when time runs out or when Bang gets hit or thrown (throw can be teched and poison will still go away)
B Shuriken
j.236B
R 300×2 124×2 100 84, 89 all 1, 3 HBFP, HBP 16 until contact (28) 3 36 total - during animation 14, 17 Click!
  • 2nd attack floats opponent on hit
  • projectile Lv 1
  • guaranteed to come out after startup
  • 9F landing recovery
  • takes up 1 nail after startup finishes
  • 2nd attack starts up either when nail hits opponent, another projectile, or the ground
C Shuriken
j.236C
R 300 124 100 70 all 1 HBFP 18 - landing +9 -1* until landing 14 Click!
  • Projectile Lv 1
  • guaranteed to come out after startup
  • takes up 1 nail after startup finishes
  • 39F hitstop on hit, 7F on block
  • frame advantage is when move is performed immediately after jump
D Shuriken
j.236D
R 177×3 73×3 100 82 all 0 HBFP 9 - 23 total +5* during animation 12 Click!
  • Grounds opponent on air hit
  • projectile Lv 1
  • guaranteed to come out after startup
  • takes up 3 nails after startup finishes
  • 5F hitstop
  • frame advantage is when move is performed immediately after jump
  • nails can bounce off ground
Nail Set
214A/B/C/D
- - - - - - - - - - 30 total - during animation - Click!
  • Sets nail on 17F
  • guaranteed to come out 16F~, takes up 1 nail
  • can only set 1 nail per version (aerial version included)
Nail Set (air)
j.214A/B/C/D
- - - - - - - - - - 33 total - during animation - Click!
  • Sets nail on 14F
  • guaranteed to come out 13F~, takes up 1 nail
  • can only set 1 nail per version (ground version included)
Nail Dash (air) - - - - - - - - - - 19 total - during animation - Click!
  • 9~14F fully invul
  • 1~14F passes through opponent
  • 2F~ can cancel into j.D or special moves (can also cancel into dash if in FRKZ)
  • 9F~ can cancel into aerial attacks or throw (including j.D and special moves)
  • can only use 3 times per jump
  • FRKZ: no invulnerability, up and backward dashes travel shorter, always in effect
Nail Dash (ground) - - - - - - - - - - 16 total - during animation - Click!
  • 1~10F passes through opponent
  • 2F~ can cancel into normals, drives, throws, and specials

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Fatal Eruption
2363214C
R 0, 910×4, 0, 3373 0 75, 100×6 89, 92×4, 100, 65 all 3, 4×4, 0, 4 HBF, HBx4, throw , HB 1+17 24 20 -27* during animation 17, 99×4, 12, 100 Click!
  • 1~24F after superflash fully invul
  • 1st attack breaks 1 guard primer
  • attacks 1~5 have 20% minimum damage
  • 180F Heat Gauge Cooldown
  • frame advantage listed is when move is performed at point-blank range
  • 2nd attack onwards start up only if 1st attack hits
  • 6th attack starts up when 5th attack hits or is blocked
  • 1st attack staggers for 30F on hit, 2nd attack forces standing and 50F hitstun, 3rd attack staggers for 50F, 4th attack blows back (cannot emergency tech), 5th attack ground bounces, 7th attack wall bounces
Fu-Rin-Ka-Zan
632146D
- - - - - - - - - - 1 + 0 total - - - Click!
  • Requires 4 seal marks
  • effect lasts for remainder of current round
  • Opponent can move 2F before Bang can
  • 180F Heat Gauge Cooldown
  • attacks are 120% stronger (this does not affect untechable time)
  • all movement options replaced with Nail Dashes
  • cannot block (can barrier)
Steel Rain
632146B
R 220xN 0 100 96 all 1 HBFP 21+16 14* 85 total - 80 14 Click!
  • 1~4F after superflash fully invul
  • 20% minimum damage
  • projectile Lv 2
  • 3F hitstop
  • 200F Heat Gauge Cooldown
  • projectile homes in on opponent on superflash
  • all nails are used 13F after superflash
  • active frames listed are per nail
  • nails start up in 3F intervals
  • Number of hits: 0 nails = 19; 1 nail = 33; 2 nails = 39; 3 nails = 46; 4 nails = 53; 5 nail = 59; 6 nails = 66; 7 nails = 73; 8 nails = 79; 9 nails = 86; 10 nails = 92; 11 nails = 98; 12 nails = 106
Ashura
236236A
R 0, 3126 0 100 100, 40 all 5, 3 HBF, HBP 1+8 3 25 -7 31 300×2 Click!
  • 1~10F after superflash fully invul
  • 1st attack floats on hit
  • 2nd attack downs on hit
  • breaks 1 guard primer
  • cannot emergency tech
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • can rapid cancel on block or after Bang's pose after hit

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
The Ultimate Bang
j.6321463214D
- Death 0 - - 280 3 throw 9+24 3 until landing - until landing - Click!
  • 1~26F after superflash full body guard point against all attacks
  • 180F Heat Gauge Cooldown

Revolver Action Table

THIS IS THE CS2 TABLE. NEED TO REPLACE EXTEND DATA

Ground Revolver Action Table
A B C D Cancels
5A 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Jump, Throw
5B 6A 2B 5C, 2C, 6C 5D, 2D, 6D Special, Jump
5C 6A 6B 2C 5D, 2D, 6D Special, Jump
5D - - - - Special, Jump
2A 2A two times 5B, 2B 2C, 6C, 3C 5D, 2D, 6D Special, Throw
2B 5B 2C, 6C, 3C 5D, 2D, 6D Special, Jump
2C - - - 2D, 6D Special, Jump
2D - - - - Jump
6A - - 2C Yes Special, Jump
6B - - - j.D -
6C - - - - Special, Jump
3C - - - - -
6D - - - - Special, Jump
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.4C j.D Special, Jump, Throw
j.B - - j.C j.D Special, Jump
j.C - - - j.D Special
j.4B - - - - Special, Jump
j.4C - - j.C j.D Special, Jump
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc