BBTag/Jubei/Frame Data

From Dustloop Wiki
< BBTag‎ | Jubei
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data[edit]

Health

17,000

Prejump

4F

Backdash

25 (1-7F Inv 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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1000 - 100 70 B All 6 2 13 -3 1 11 12 12 16 23 9 +0 +0 - -
5A 1200 - 100 80 B All 7 3 16 -2 3 16 17 17 22 31 11 +0 +2 - -
5AA 900*2 - 100 80 (once) B All 11 4(8)3 19 -5 3 16 17 17, 27 22 31, 41 11 +0 +2 - -
5AAA 1700 - 100 80 B All 17 3 23 - 3 16 17 27 + GBounce 22 41 + GBounce 11 +0 +2 - -
5AAAA 1700*2 - 100 85 B All 12 10 30 -9 4 18 19 19 24 34 0/+12 +24 +29 - -
2A 1200 - 90 80 F Low 9 3 15 -3 3 14 17 17 22 31 11 +0 +2 - -
5B 1200*2 - 80 85 B All 13 3(7)3 16 -4 4 14 19 21 24 36 7 +0 +5 - -
5BB 1200*2 - 80 85 B All 8 3(7)3 20 -8 4 14 19 21 24 36 7 +0 +5 - -
5BBB 1700 - 100 85 H All 9 3 22+9L -15 4 18 Launch 60 Launch 75 12 +0 +5 - -
2B 1500 - 90 75 B All 12 8 7+8L -4 4 18 Launch 28 Launch 43 12 +0 +5 10-15 H -
5C 800 - - - B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700*2 - 90 85 F, B Low, All 18 3(4)3 25 -9 4 18 19, Launch 40 + Down 23, 40 24, Launch 55 + Down 23, 55 12 +0 +5 - -
j.A 1200*2 - 80 80 H High 12 2(9)2 14 - 3 16 17 21 22 35 11 +0 +2 - -
j.B 1200*2 - 80 85 H All 11 3(8)3 23 - 4 14 19 21 24 36 7 +0 +5 - -
j.BB 1200*2 - 80 85 H All 8 3(7)3 23 - 4 14 19 21 24 36 7 +0 +5 - -
j.BBB 1700 - 80 85 H All 9 3 35+9L - 4 18 Launch 60 Launch 75 12 +0 +5 - -
j.C 1700*2 - 80, 100 85 H All 16 Until L [(25)3] 33 [25] - 4 18 19 19 + Slide 20 24 34 + Slide 20 0/+12 0/+24, 0/+12 +29, +17 - -

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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0*2, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0*2, 4 - Launch 60 + Down 23 - - - 0, 8 +0 - -
  • Minimum Damage 100% (2000)
Fissuring Impact
Reversal Action
1700*2 - 80 60 (Once) H Air Unblockable 12 4(12)3 25+18L -27 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5 1-15 All -
Air Fissuring Impact
Air Reversal Action
1700*2 - 80 60 (Once) H All 12 4(12)3 Until L+18 - 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5 1-15 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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
First Form: Shadow Wolf
236A or 5B > 6A
2000 - 90 85 F Low 13 2 21 -4 4 18 Launch 60 Launch 75 20 +0 +5 - -
Followup First Form: Shadow Wolf
j.B > 6A
2000 - 90 85 F Low Until L+5 2 21 -4 4 18 Launch 60 Launch 75 20 +0 +5 - -
Second Form: Demon Fox
214A
1800 - 80 85 H High 25 3 9+11L -4 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - -
Followup Second Form: Demon Fox
B > 4A or j.B > 4A
1800 - 80 85 H High 18 3 12+9L - 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - -
Third Form: Wild Lion
214B or B > 4B
500*7, 1500 - 80 95 H*7, B All 22 3*7(8)4 24 -11 3 16 17*4, Launch 60 + Down 23*4, 60 22*4, Launch 74 + Down 23*4, 74 1*4, 11 -1*4, +0 -1*4, +2 - -
Followup Third Form: Wild Lion
j.B > 4B
500*N, 1500 - 80 95 H*N, B All 25 3*N(8)4 24 -11 3 16 17*N, Launch 60 + Down 23*N, 60 22*N, Launch 74 + Down 23*N, 74 1*N, 11 -1*N, +0 -1*N, +2 - -
Fourth Form: Black Panther
236B
2400 [2880] - 100 80 [90] B All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8 - -
  • Values in [ ] are for max charge version
Followup Fourth Form: Black Panther
B > 6B
2400 [2880] - 100 80 [90] B All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8 - -
  • Values in [ ] are for max charge version
Air Followup Fourth Form: Black Panther
j.B > 6B
2400 [2880] - 100 80 [90] B All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] 5 20 Launch 60 Launch 76 20 [20/+6] +0 +8 - -
  • Values in [ ] are for max charge version
Sneak Behind
66
- - - - - - - - 21 - - - - - - - - - - 4-17 P -
A Shiranui: Steel
j.236A
800*4 - 80 95 H All 29 10*4 Total: 81 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-68 All -
A Shiranui: Steel
j.214A
800*4 - 80 95 H All 29 10*4 Total: 81 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-68 All -
B Shiranui: Steel
j.236B
800*4 - 80 95 H All 29 10*4 Total: 81 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-68 All -
B Shiranui: Steel
j.214B
800*4 - 80 95 H All 29 10*4 Total: 81 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-68 All -
A Twilight Tiger (Catch)
22A
- - - - - - - - 45 - - - - - - - - - - 4-25 Guard HB -
  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F
A Twilight Tiger (Attack) 1500 - 80 85 B All 9 4 36 -21 4 18 Launch 40 Launch 55 12 +0 +0 - -
B Twilight Tiger (Catch)
22B
- - - - - - - - 45 - - - - - - - - - - 4-25 Guard F -
  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 29F
B Twilight Tiger (Attack) 1000*2 - 80 85 (Once) F, B Low, All 9 3(4)3 39 -23 4 18 19, Launch 40 + Down 23, 40 24, Launch 55 + Down 23, 55 12 +0 +0 - -

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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
EX First Form: Shadow Wolf
236C or 5B > 6C
2200 - 90 75 F Low 9 2 27 -5 4 24 Launch 60 + Down 23 Launch 75 + Down 23 20 +0 +5 - -
Air EX First Form: Shadow Wolf
j.B > 6C
2200 - 90 85 F Low Until L+3 2 27 -5 4 24 Launch 60 + Down 23 Launch 75 + Down 23 20 +0 +5 - -
EX Second Form: Demon Fox
214C
1980 - 80 85 H High 20 3 9+11L -4 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - -
Followup EX Second Form: Demon Fox
5B > 4C or j.B > 4C
1980 - 80 85 H High 14 3 12 - 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - -
EX Shiranui: Steel
j.236C
800*4 - 80 95 - All 20 10*4 Total: 72 - - 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-59 All -
EX Shiranui: Steel
j.214C
800*4 - 80 95 - All 20 10*4 Total: 72 - - 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 ??-59 All -
EX Twilight Tiger (Catch)
22C
- - - - - - - - 45 - - - - - - - - - - 4-25 Guard HBF -
  • On Guard Point, hitstop for Jubei is 19F. Opponent hitstop is 34F
EX Twilight Tiger (Attack) 2000 - 80 90 B All 14 4 33 + 12L -28 5 20 Launch 40 Launch 56 13 +0 +8 - -

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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Fissuring Slash
1000*2, 1500 - 70 85 (Once) B All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 4 14*2 19*2, Launch 21*2, 40 - - 7*2, 11 +0*2, +2 - - -
  • Values in [] are for on hit
6P
Rising Justice
1800 - 70 80 P1 All (18)+30 301 Total: (18)+53 +4 3 16 22 40 - - 0/+11 +11 - - -
4P
Fourth Form: Black Panther
2200 - 70 85 B All (18)+15 3 19+21L -22 5 20 Launch 60 - - 20 +0 - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Thousand Hands: Roaring Pillar
236B+C
1250*2, 5000
[1250*2, 730*9]
- 80 100*2, 60 [100*10, 60] B All 12+(40 Flash)+1 12 39 -30 5 20 Crumple 53 Stand - - 2 2, 0*2 [*10] +8 1-24 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 312*2, 1300 (1924) [312*2, 189*9 (2325)]
Twin Guardians: Mourning Shore
j.236B+C
1700, 100*N, 6000
[1000, 100*N, 1600*5]
- 80 100*N+1, 60 H All 4+(40 Flash)+2 Until L,3 41 - 5 20 Crumple 100*N+1, Launch 100 + GBounce*N, Stand, 100 Crumple 194*N+1, Launch 116 + GBounce*N, Stand, 116 1 1*N, +0, 20 +8 1-Until L All -
  • Values in [] are for Enhanced version
  • Minimum Damage 1320+22*N [1800+20*N]
Thousand Hands: Roaring Pillar
Distortion Skill Duo
500*2, 1000
[800*2, 100*9]
- 100 100 B All 1+(77 Flash)+1 12 39 -30 5 20 Crumple 53 Stand - - 2 2, 0*2 [*10] +8 1-13 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 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.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Asura: Thunderbird Rising
222B+C
- - - - - All 4+(35 Flash)+7 3 83 -65 5 20 - - - - 3 - - 1-13 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 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (2nd hit) 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA (2nd hit) 5B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB (2nd hit)[+] - Special, Super[+]
5BB - 5BBB (2nd hit)[+] - Special, Super[+]
5BBB - - - -
2B - j.B j.C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A - j.B j.C Special, Super
j.B - j.BB[+] - Special, Super[+]
j.BB - - - -
j.C - - - Special (2nd hit)[-], Super (2nd hit)[-]
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

Sources[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Jubei/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc