BBTag/Jin Kisaragi/Frame Data

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< BBTag‎ | Jin Kisaragi
Revision as of 07:30, 13 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data

name health prejump backdash Unique Movement Options
Jin Kisaragi 17,000 4F 22F (1~7F Inv All)


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 11 -2 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5A 800×2 All 7 2(4)1 19 -3 100 80 CSTP 3 16 17 17 22 31 11 +0 +2
5AA 1700 All 9 12 16 -4 100 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 -4 100 85 SP 3 16 17×3, Crumple 17×3, 40 Launch×3, Crumple 31×3, 54 0/+9 +0 +2
5AAAA 500, 1700 All 17 10 60 -51 100 100, 85 P 4 18 Crumple, Launch 40, 60 Crumple, Launch 55, 75 0 +0 +5
2A 1000 Low 9 2 15 -3 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 10 4 19 -6 100 80 CSJP 3 16 17 17 22 31 11 +0 +2
5BB 1700 All 15 8 15 -4 100 85 CSP 4 18 19 20 24 35 12 +0 +5
5BBB 1700 All 15 3 31 -15 100 75 CS(J)P 4 18 Launch 28 Launch 43 12 +0 +5
2B 1700 All 14 3 31 -15 8~16 H 90 85 CSJP 4 18 19 24 24 39 12 +0 +5
5C 800+ High 22 3 24 -10 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 4 28 -13 90 85 SP 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1500 High 9 9 28 80 80 S(J)P 3 16 17 17 22 31 11 +0 +2
j.AA 1700 High 10 6 20 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.B 1700 High 10 6 20 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.BB 1700 High 13 5 24 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.2B 1700 High 13 5 24 80 85 SJP 4 18 19 19 24 34 12 +0 +5
j.C 2000 All 14 3 29+6L 80 90 SP 5 20 Launch 28 Launch 44 13 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0×2, 2000 Throw 7~30 3 23 100 50 S 0×2, 4 Crumple, Launch 40 0×2, 12 +0
4BC Back Throw 0, 2000 Throw 7~30 3 23 100 50 S 0, 4 Launch 40 0, 12 +0
AD Hirensou 2000, 1000 Air Unblockable 13 3(21~76)1 48 -30 1~15 All 80 60 4 18 Launch 55, 55 + Down 23 Launch 70, 70 + Down 23 1, 20 +0 +0, +5

Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Hishouken 1500 All 13 Total: 50 -13 80 80 P 3 16 17 17 22 31 0/+8 +8 +10
j.236A Aerial Hishouken 1500 All 20 Total: 44+11L 80 80 P 3 16 17 17 22 31 0/+8 +8 +10
236B Hishougeki 1000×3 All 44 Total: 72 +18 80 80 P 3 16 17 36 22 50 0/+8 +8 +10
j.236B Aerial Hishougeki 1000×3 All 24 Total: 72 80 80 P 3 16 17 36 22 50 0/+8 +8 +10
214A A Musou Senshouzan 1500 Low 17 8 14+6L -4 80 80 P 3 16 Launch 26 Launch 40 11 +0 +2
214A > X Followup Attack 1500 All 14 4 6+20L -13 80 80 P 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
214B B Musou Senshouzan 1600×2 Low 17 10 [(14)4] 19+7L [6+20L] -13 80 80×2 P 3 16 Launch 26, 30 + Down 23 Launch 40, 44 + Down 23 11, 8 +0 +2
j.214A Hizansen 1800 All 13 3 37+7L 80 80 P 3 16 Launch 36 + Down 23 Launch 50 + Down 23 11 +0 +2
j.214B Hizangeki 1000, 1800 All, High 15 1(9)3 37+7L 80 85 P 4 18 19, Launch 80, 36 + Down 23 24, Launch 95, 51 + Down 23 6, 12 +0 +5

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Hishousetsu 1000×3 All 27 169 Total: 52 +36 80 80 P 3 16 Launch 36 Launch 50 0/+11 +11 +13
j.236C Aerial Hishousetsu 1000×3 All 24 169 Total: 41+9L 80 80 P 3 16 Launch 36 Launch 50 0/+11 +11 +13
214C Musou Tousshugeki 1700 Low 17 12 14+6L -2 80 70 P 4 18 Launch 25 Launch 40 12 +0 +5
214C > X Followup Attack 2000 All 14 3 5+11L -2 80 90 P 5 20 Launch 50 + Slide + WBounce Launch 66 + Slide + WBounce 13 +0 +8
j.214C EX Hizangeki 1000, 2000 All, High 9 1(7)3 22+5L 80 85 P 4 18 19, Launch 80, 42 + Down 27 24, Launch 95, 57 + Down 27 6, 12 +0 +5

Partner Skills

  • 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.
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Musou Senshouzan 1500×2 All (18)+16 12
[(13)4]
27 [4+20L] -22 70 80×2 Change 3 16 Launch 26, 30 + Down 23 11, 8 +0
6P Hishougeki 1200×3 All (18)+44 Total: (18)+72 +14 70 80 Change 3 16 Launch 36 0/+8 +8
4P Fubuki 1700 All (18)+10 3 38 -22 70 85 Change 4 18 Launch 60 16 +0

Distortion Skills

  • 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)
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Touga Hyojin 1650×N
[1650×N, 500×3, 1000]
All 1+(30 Flash)+8 Until Hit Total: 44 -13~+3 1~8 All 80 60 4 18 Crumple [, Crumple + Down 15] 28 + Slide Crumple [, Crumple + Down 15] 33 + Slide [43 + Slide] 0 +0 +5
214BC Hiyoku Getsumei 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] 1~11 All 80 97×16 [97×24] 4 18 Launch 80 + WBounce Launch 95 + Wbounce 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
j.214BC Aerial Hiyoku Getsumei 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]
1~13 All 80 97×16 [97×24] 4 18 Launch 80 Launch 95 0 0/+30, 0×15 [×23] +30, +0×15 [×23]
Distortion Skill Duo Yukikaze 500, 1500
[200×5,1500]
All 1+(79 Flash)+1 15 77 -73 1~16 All 100 100 4 18 19 [×5], Crumple 53 80 [×5], 19 12 +0 +5

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Rengoku Hyouya 0, 27315 Low 6+(71 Flash)+14 10 95 -86 1~19 All 4 18 0

Revolver Action Table

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[1] and j.AA[1] - j.BB j.C Jump, Special, Super
j.BB[1] and j.2B[1] - j.B 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

Damage/proration/cancel table by Hima696

Navigation

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