BBTag/Chie Satonaka/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data[edit]

Health:17,000
Prejump:4F
Backdash:24F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 5 3 11 -2 B - 100 70 - 1 11 12 12 16 23 9 +0 +0 -
4AA 400*6 All 9 2,{(4)2}*5 21 -9 B - 100 75 (once) - 2 13 14 14 18 26 1 +0 +1 -
4AAA 1000*2 All 6 3,3 15 -1 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5A 1500 All 6 4 18 -5 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 950*2 All 7 3(3)6 11 -3 B - 100 75 (once) - 2 13 20 20 24 32 12, 3 +0 +1 -
5AAA 750*3 All 10 2(12)3(1)3 19 -3 B - 100 85 - 4 18 19 19 24 34 9 +0 +5 -
5AAAA
4AAAA
2040 All 13 12 Total: 48 -5 P1 - 100 85 - 4 18 Launch 35 Launch 50 12 +0 +5 -
2A 1000 Low 6 2 12 -2 F - 90 70 - 1 11 12 12 16 23 9 +0 +0 -
5B 1700 All 10 3 30 -14 [-2] B - 90 85 - 4 18 19 20 27 35 12 +0 +5 -
5BB 1100*2 All 19 3(7)2 Total: 48 -1 [-2] B - 90 85 (Once) - 4 18 19, Launch 30 24, Launch 45 1/+8, 8 +8, +0 +13, +5 -
2B 1500 All 10 2 30 -15 B 8~11 H 90 80 - 3 16 17 17 22 31 11 +0 +2 -
5C 800 High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 9 3 20 -4 F - 90 85 - 4 18 Launch 24 Launch 39 12 +0 +5 -
j.A 1500 High 8 3 13 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.AA 1500 High 7 5 14 - H - 80 80 - 3 16 17 19 22 33 11 +0 +2 -
j.B 1500 High 13 6 9 - H - 80 80 - 3 16 17 19 22 34 11 +0 +2 -
j.C 300*6, 1500 All 26 2*6,(13)3 Total: 28 - H - 80 70*6 (Once), 70 - 3 16 17 25 22 39 0*6, 0/+12 +0*6, +12 +2*6, +14 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0*2, 2000 Throw 7~30 3 23 - T - 100 50 (once) - 0, 1, 4 - Launch 31 + Down 58, 35 + Down 58 - - - 0*2, 6 +0 -
  • Minimum Damage 100%
Hyper Counter
Reversal Action (Catch)
- - - - 30 - - 1~25 Guard All - - - - - - - - - - - - -
  • On Guard Point, hitstop for Chie is 0F. Opponent hitstop is 14F
Hyper Counter
Reversal Action (Attack)
950*5 Low, Air Unblockable*4 5 2(7)1(6)2(6)2(6)2 ??+8L - B 1~38 All 80 60 (Once) - 2, 4*4 13, 18*4 Launch 14, 19*3, 50 Launch 26, 34*3, 65 4, 8*4 +0 +1, +5*4 -
Hyper Counter
Air Reversal Action
1100*4 All 6 2(6)2(6)2(6)2 30 - H 1~7 All 80 60 (Once) - 4 18 Launch 25 Launch 40 8 +0 +5 -
Dash Cancel - - - - 20 - - - - - - - - - - - - - - - -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Rampage
236A
800*3 All 11 5(3)3(6)6 17 -6 H - 80 80 (Once) - 3 16 17 17 22 31 4 +0 +2 -
Air Rampage
j.236A
550*N All 6 2{(6)3}*N 17 - H - 80 80 (once) - 3 16 17 30 22 44 4 +0 +2 -
Skullcracker
236A > X
1200*2 High, All 6 2(9)3 20 -4 B, F - 80 85 (once) - 4 18 19, Launch 19 + Down 33, 36 24, Launch 34 + Down 33, 51 12 -4, +0 +1, +5 -
Dragon Kick
236B or 236A > X > X
3000 All 18 12 27+15L -33 H - 80 90 - 5 20 Launch 60 Launch 76 9 +0 +8 -
Air Dragon Kick
j.236B
3000 All 14 12 Until L+15L - H - 80 90 - 5 20 Launch 60 Launch 76 9 +0 +8 -
A Herculean Strike
214A
1800 All 11 6 23 -8 B - 90 80 - 3 19 Launch 31 Launch 45 11 +0 +2 -
B Herculean Strike
214B
2200 All 25 10 18 -4 B 1~20 T 80 90 - 5 23 Launch 45 + WBounce 30 Launch 61 + WBounce 30 + WStick 20 13 +0 +8 -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Dragon Kick
236C
4500 All 30 12 12 -3 H - 80 90 - 5 20 Launch 80 Launch 96 13 +0 +8 -
Air EX Dragon Kick
j.236C
4500 All 13 12 12 - H - 80 90 - 5 20 Launch 80 Launch 96 13 +0 +8 -
EX Herculean Strike
214C
2500 All 25 10,1 18 +7 B 1~20 T 70 90 - 5 25 Launch 45 + WBounce 40 Launch 61 + WBounce 40 + WStick 35 13 +0 +0 -
  • Only does 2nd hit on block

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Herculean Strike
1500 All (18)+13 6 [6(20)12] 22 [13] -14 B, P1 - 70 80, 90 - 3, 4 19, 18 Launch 31, 35 Launch 45, 50 11, 12 +0 +2, +5 -
6P
Dragon Kick
2500 All (18)+23 12 26+14L -31 H - 70 90 - 5 20 Launch 60 + WBounce 50 Launch 76 + WBounce 50 13 +0 +8 -
4P
P4A 2D
1000*2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B*3 - 70*2, 100 85 (Once) - 4 18*3 19*2, Launch 19*2, 60 24*2, Launch 34*2, 75 0/+1*2, 0/+8 +1*2, +8 +6*2, +13 -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
God's Hand
236BC
6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All 80 60 (Once) - 5 20 Launch 21 + Down 53 Launch 37 + Down 53 0/+13 +13 +13 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1920 [1122, 1100 (2222)]
  • [If first attack is blocked, second hit has base damage 5100]
Power Charge
214BC
- - - - 1+(43 Flash)+10
{1+(43 Flash)+56}
- - 1~1 All
[1~1 All
2~End P]
- - - - - - - - - - - - -
  • Values in [] are for Enhanced version
  • Values in {} are when you hold the buttons
  • Increases Power Charge Level by 1 {2} [{3}]
  • Base power of all attacks increases when Power Charge is active. Lv1: +100% Lv2: +200% Lv3: +300%
Agneyastra
j.236BC or j.214BC
740*10 [960*10] All 11+(41 Flash)+0 X(3){X(5)}*8,X Total: 22 - P2 1~10 All 80 95 (Once) - 5 20 30 42 36 58 0 +0 +8 -
  • Values in [] are for Enhanced version
  • Attacks appear at the top of the screen
  • Minimum Damage: 111*N [144*N]
God's Hand
Distortion Skill Duo
2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All 100 100 - 5 20 - - - - 0/+13 - - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Galactic Punt
222BC
- All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All - - - 5 20 - - - - 0/+7 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancels
4A[2] 4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA - 5C, 2C Jump (2nd hit), Special, Super
4AAAA - - - -
5A[3] 5AA, 2A 5B, 2B 5C, 2C Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Dash, Jump, Special, Super
5BB - - 5C, 2C Dash, Special
2B[1] 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Jump, Special, Super
Air Revolver Action Table
A B C Cancels
j.A j.AA j.B j.C Jump, Special, Super
j.AA[1] - j.B j.C Jump, Special, Super
j.B j.AA - j.C Jump, Special, Super
j.C - - - Special, Super
  • X[+] = X is available only on whiff
  • X[#] = X can only be used # times per string

Sources[edit]

@Elite_Soba - Blame this guy if anything is inaccurate

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Chie Satonaka/Data.