BBTag/Izayoi/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All


Normal Moves[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 70 B All 6 3 9 0 1 11 12 12 9 - -
5A 1000 - 100 75 B All 7 5 16 -7 2 13 14 14 10 - -
5AA 1500 - 100 80 B All 11 6 18 -7 3 16 17 17 11 - -
5AAA 1700 - 100 85 B All 14 5 28 -14 4 18 19 26 12 - -
5AAAA 2300 - 100 85 B All 15 3 30 -14 4 18 19 60 12 - -
2A 1000 - 90 75 F Low 9 3 15 -4 2 13 14 14 10 - -
5B 1500 - 100 80 B All 11 6 18 -7 3 16 17 17 11 - -
5BB 1700 - 100 85 B All 14 3 30 -14 4 18 19 19 12 - -
2B 1100*2 - 100 80 (Once) F All 12 3(6)3 18 -4 3 16 17 26 11 - -
5C 800 - 100 100 - High 22 3 4+20L -10 - 16 - - 11 - -
2C 1700 - 90 85 F Low 13 6 21 -8 4 18 19 40 12 - -
j.A 1300 - 80 80 H High 9 6 15 - 3 16 17 17 11 - -
j.AA 1300 - 80 80 H - 7 3 12 - 3 16 17 21 11 - -
j.B 1800 - 80 85 H High 11 7 21 - 4 18 19 19 12 - -
j.C 1700 - 80 75 H High 11 6 18 - 4 18 19 40 12/+0/+2 - -

Universal Mechanics[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0*2, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0*2, 4 - Launch 60 + WBounce 0*2, 0/+12 - -
Aegis Blade
Reversal Action
1800 - 80 60 B Air Unblockable 14 3 46 -32 3 16 Launch 45 6 1-16 All -
Noir Edge
Air Reversal Action
1800 - 80 60 H All 10 5 Until L+12L - 3 16 Launch 46 11 1-14 All -
Strike Fall
Reversal Action > A/B/C
1300 - 48 100 H All 28 Until L 31L - 4 18 Launch 100 + GBounce 2/+0/+6 1-Until L All -
  • Considered part of preceding attack, no additional damage scaling applied
Cross Burst Attack 1000 - - - - All - - - - - - - - - - -

Skills[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Sonic Saber A
236A
1500 - 80 80 P All 20 - Total: 48 -5 3 16 19 19 0/+7/+10 - -
Air Sonic Saber A
j.236A
1500 - 80 80 P All 16 32 Total: 45+6L - 3 16 22 22 0/+10 - -
Sonic Saber B
236B
1200, 500*4 - 80 80 (once) P All 44 - Total: 64 +28 3 16 22 22 0/+11, 0/+4*4 - -
Air Sonic Saber B
j.236B
1200, 500*4 - 80 80 (once) P All 31 - Total: 55 - 3 16 22 22 0/+11, 0/+4*4 - -
Crusade Seraphim Gamma
214A
1500 - 90 80 F Low 11 3 18 -4 3 16 17 30 6/+0/+5 - -
Air Crusade Seraphim Gamma
j.214A
1850 - 90 85 H All 11 3 Until L - 4 18 Launch 45 6 - -
Crusade Seraphim Alpha
214B
1700 - 90 85 B All 10 3 20 -4 4 18 19 60 6 4-12 H -
Air Crusade Seraphim Alpha
j.214B
2000 - 90 85 H All 11 3 Until L - 4 18 Launch 45 6 - -
Mirage Thruster A
Sonic Saber > A
- - - - - - - - Total: 43 - - - - - - 15-24 All -
Mirage Thruster B
Sonic Saber > B
- - - - - - - - Total: 34 - - - - - - 15-25 All -
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
1700 - 90 85 B All 9 3 35 -19 4 18 19 56 12/+0/+5 - -
Strike Fall
Various Moves > A/B/C
1700 - 90 85 - All - - - - - - - - - - -

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Sonic Saber EX
236C
1500*3 - 80 80* P1 All 20 Until Hit Total 42 +4 3 16 19 19 0/+10 - -
Air Sonic Saber EX
j.236C
1500*3 - 80 80 P1 All 16 Until Hit Total 45 - 3 16 22 22 0/+10 - -
Mirage Thruster EX
214C
- - - - - - - - Total: 31 - - - - - - 10-20 All -

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.
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Valkyrie Astrea
2400 - 70 80 B All (18)+13 3 37 -21 4 18 19 50 6/+0/+5 - -
6P
Sonic Saber
1200, 500*4 - 70 80 (once) P All (18)+44 - Total: (18)+66 +27 3 16 22 22 0/+11, 0/+4*4 - -
4P
Crusade Seraphim Alpha
1500*2 - 70 80 B All (18+)10 3 [3(20)Until L] 38 [34L] -22 4 18 19, Launch 50, 100 + GBounce 6, 2 - -

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Justice Phorizer
236B+C
5500
[6500]
- 80 60 P2 All 7+10 9 49 -39 4 18 Launch 40 12 1-25 All -
  • Values in [] are for Enhanced version
  • Minimum damage 1815 [2015]
Banshee Lancer
214B+C
2200, 2500*2, 3600
[2200, 1500*6, 2200]
- 80 60 (once) B All 8+6 3 46 -22 5 26 Stagger 84, 180*2, Launch
[Stagger 84, 180*6, Launch]
Stagger 84, 180*2, 60
[Stagger 84, 180*6, 60]
20, 0/+3*2, 0
[20, 0/+3*6, 0]
1-16 All -
  • Values in [] are for Enhanced version
  • Minimum damage 440, 300*2, 1008 (2048) [440, 180*6, 616 (2136)]
Justice Phorizer
Distortion Skill Duo
2000 [2500] - 100 100 B All 1+1 9 49 -39 4 18 Launch 40 + Slide 39 12 1-10 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Judge of Destiny
222B+C
- - - - B All 4+11 9 35 -30 4 18 - 1000 20/-5/+1000 1-23 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Jump[-], Throw, Special, Super
5AAA 5AAAA - - Jump[-], Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB - 2B 5C, 2C Jump[-], Special, Super
2B[1] - 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - Jump, Special, Super
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]


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