BBTag/Jin Kisaragi/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:22F (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 6 3 11 -2 B - 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0 -
5A 800*2 All 7 2(4)1 19 -3 B - 100 80 (once) CSTP 3 16 17 17 22 31 11 +0 +2 -
5AA 1700 All 15 6 30 -12 B - 100 85 CSTP 4 18 19 26 24 41 12/+5 +5 +5 -
5AAA 650*4 All 8 2(3)2(3)2(3)2 28 -4 B - 100 85 (once) SP 3 16 17*3, Crumple 29 17*3, 40 Launch*3, Crumple 58 31*3, 54 0/+9 +0 +2 -
5AAAA 500, 1700 All 17 10 60 -51 B - 100 100, 85 P 4 18 Crumple 50 40 Crumple 100 55 0 +0 +5 -
2A 1000 Low 9 2 15 -3 F - 90 75 CSTP 2 13 14 14 18 26 10 +0 +1 -
5B 1500 All 10 4 19 -6 B - 100 80 CSJP 3 16 17 17 22 31 11 +0 +2 -
5BB 1700 All 15 8 15 -4 B - 100 85 CSP 4 18 19 20 24 35 12 +0 +5 -
5BBB 1700 All 15 3 31 -15 B - 100 75 CS(J)P 4 18 Launch 28 Launch 43 12 +0 +5 -
2B 1700 All 14 3 31 -15 B 8~16 H 90 85 CSJP 4 18 19 24 24 39 12 +0 +5 -

CH state 1f-16f

5C 800+ High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 13 4 28 -13 F - 90 85 SP 4 18 Launch 26 Launch 41 12 +0 +5 -
j.A 1500 High 9 9 28 - H - 80 80 S(J)P 3 16 17 17 22 31 11 +0 +2 -
j.B
(j.AA)
1700 High 10 6 20 - H - 80 85 SJP 4 18 19 19 24 34 12 +0 +5 -
j.2B
(j.BB)
1700 High 13 5 24 - H - 80 85 SJP 4 18 19 19 24 34 12 +0 +5 -
j.C 2000 All 14 3 29+6L - H - 80 90 SP 5 20 Launch 28 Launch 44 13 +0 +8 -

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
Forward Throw 0*2, 2000 Throw 7~30 3 23 - T - 100 50 (Once) S 0*2, 4 - Crumple 28, Launch 19, 40 - - - 0*2, 12 +0 -
Back Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) S 0, 4 - Launch 40 - - - 0, 12 +0 -
Hirensou
Reversal Action
2000, 1000 Air Unblockable 13 3(21~76)1 48 -30 B 1~15 All 80 60 - 4 18 Launch 55, 55 + Down 23 Launch 70, 70 + Down 23 1, 20 +0 +0, +5 -

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
Hishouken
236A
1500 All 13 - Total: 50 -13 P1 - 80 80 P 3 16 17 17 22 31 0/+8 +8 +10 -
Aerial Hishouken
j.236A
1500 All 20 - Total: 44+11L - P1 - 80 80 P 3 16 17 17 22 31 0/+8 +8 +10 -
Hishougeki
236B
1000*3 All 44 - Total: 72 +18 P1 - 80 80 (Once) P 3 16 17 36 22 50 0/+8 +8 +10 -
Aerial Hishougeki
j.236B
1000*3 All 24 - Total: 72 - P1 - 80 80 (Once) P 3 16 17 36 22 50 0/+8 +8 +10 -
A.png Musou Senshouzan
214A
1500 Low 17 8 14+6L -4 F - 80 80 P 3 16 Launch 26 Launch 40 11 +0 +2 -
  • Jin immediately enters recovery on hit/block
Follow-up Attack
A.png Musou Senshouzan > A/B/C
1500 All 14 4 6+20L -13 H - 80 80 P 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2 -
B.png Musou Senshouzan
214B
1600*2 Low 17 10 [(14)4] 19+7L [6+20L] -13 F, B - 80 80 P 3 16 Launch 26, 30 + Down 23 Launch 40, 44 + Down 23 11, 8 +0 +2 -
  • Jin performs followup attack (values in [] on hit/block
Hizansen
j.214A
1800 All 13 3 37+7L - H - 80 80 P 3 16 Launch 36 + Down 23 Launch 50 + Down 23 11 +0 +2 -
B.png Hizangeki
j.214B
1000, 1800 All, High 15 1(9)3 37+7L - H - 80 85 (Once) P 4 18 19, Launch 80, 36 + Down 23 24, Launch 95, 51 + Down 23 6, 12 +0 +5 -

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
Hishousetsu
236C
1000*3 All 27 169 Total: 52 +36 P1 - 80 80 (Once) P 3 16 Launch 36 Launch 50 0/+11 +11 +13 -
Aerial Hishousetsu
j.236C
1000*3 All 24 169 Total: 41+9L - P1 - 80 80 (Once) P 3 16 Launch 36 Launch 50 0/+11 +11 +13 -
Musou Tousshugeki
214C
1700 Low 17 12 14+6L -2 F - 80 70 P 4 18 Launch 25 Launch 40 12 +0 +5 -
  • Jin immediately enters recovery on hit/block
Follow-up Attack
Musou Tousshugeki > A/B/C
2000 All 14 3 5+11L -2 B - 80 90 P 5 20 Launch 50 + WBounce + Slide 15 Launch 66 + WBounce + Slide 15 13 +0 +8 -
C.png Hizangeki
j.214C
1000, 2000 All, High 9 1(7)3 22+5L - H - 80 85 (Once) P 4 18 19, Launch 80, 42 + Down 27 24, Launch 95, 57 + Down 27 6, 12 +0 +5 -

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
Musou Senshouzan
1500*2 All (18)+16 12
[(13)4]
27 [4+20L] -22 B, H - 70 80 Change 3 16 Launch 26, 30 + Down 23 - - 11, 8 +0 - -
6P
Hishougeki
1200*3 All (18)+44 - Total: (18)+72 +14 P - 70 80 (Once) Change 3 16 Launch 36 - - 0/+8 +8 - -
4P
Fubuki
1700 All (18)+10 3 38 -22 B - 70 85 Change 4 18 Launch 60 - - 16 +0 - -

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
Touga Hyojin
236B+C
1650*N
[1650*N, 500*3, 1000]
All 1+(30 Flash)+8 Until Hit Total: 44 -13~+3 P2 1~8 All 80 60 (Once) - 4 18 Crumple 30 [Crumple 53 + Down 15] 28 + Slide 20 Crumple 35 [Crumple 53 + Down 15] 33 + Slide 20 0 +0 +5 -
  • Values in [] are for Enhanced version
  • Minimum Damage:: 231*N [231*N, 100*3, 10]
  • 22F to reach fullscreen
Hiyoku Getsumei
214B+C
1700, 300*14, 4100
[1700, 300*22, 3600]
All 5+(45 Flash)+5 Until Hit Total: 5+(45 Flash)+58
[Total: 5+(45 Flash)+49]
-35 [-26] P2 1~11 All 80 97 - 4 18 Launch 80 + WBounce Launch 95 + Wbounce 0 0/+30, 0*15 [*23] +30, +0*15 [*23] -
  • Values in [] are for Enhanced version
  • Minimum Damage 255, 45*14, 1148 (2033) [255, 45*22, 1008 (2253)]
Aerial Hiyoku Getsumei
j.214B+C
1700, 300*14, 4100
[1700, 300*22, 3600]
All 5+(32 Flash)+5 Until Hit Total: 5+(32 Flash)+Until L+16
[Total: 5+(32 Flash)+Until L+11]
- P2 1~13 All 80 97 - 4 18 Launch 80 Launch 95 0 0/+30, 0*15 [*23] +30, +0*15 [*23] -
  • Values in [] are for Enhanced version
  • Minimum Damage 255, 45*14, 1148 (2033) [255, 45*22, 1008 (2253)]
Yukikaze
Distortion Skill Duo
500, 1500
[200*5,1500]
All 1+(79 Flash)+1 15 77 -73 B 1~16 All 100 100 - 4 18 19 [*5], Crumple 53 80 [*5], 19 - - 12 +0 +5 -
  • 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
Rengoku Hyouya
222B+C
0, 27315 Low 6+(71 Flash)+14 10 95 -86 F 1~19 All - - - 4 18 - - - - 0 - - -

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 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special (4th hit), Super (4th hit)
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Jump, Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Special, Super
j.B - j.BB j.C Jump, Special, Super
j.AA and j.BB - - j.C Jump, Special, Super
j.C - - - 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]

Damage/proration/cancel table by Hima696

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Jin Kisaragi/Data.