BBTag/Jubei/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:Sneak Behind
Short Hop


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

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*2, 4 - Launch 60 + Down 23 - - - 0, 8 +0 -
  • Minimum Damage 100% (2000)
Fissuring Impact
Reversal Action
1700*2 Air Unblockable 12 4(12)3 25+18L -27 H 1~15 All 80 60 (Once) - 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +0 +5 -
Air Fissuring Impact
Air Reversal Action
1700*2 All 12 4(12)3 Until L+18 - H 1~15 All 80 60 (Once) - 4 18 Launch 60, 60 + Down 23 Launch 75, 75 + Down 23 12 +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
First Form: Shadow Wolf
236A or 5B > 6A
2000 Low 13 2 21 -4 F - 90 85 - 4 18 Launch 60 Launch 75 20 +0 +5 -
Followup First Form: Shadow Wolf
j.B > 6A
2000 Low Until L+5 2 21 -4 F - 90 85 - 4 18 Launch 60 Launch 75 20 +0 +5 -
Second Form: Demon Fox
214A
1800 High 25 3 9+11L -4 H - 80 85 - 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 High 18 3 12+9L - H - 80 85 - 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 All 22 3*7(8)4 24 -11 H*7, B - 80 95 - 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 All 25 3*N(8)4 24 -11 H*N, B - 80 95 - 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] All 23 [28] 3 [1] 18+9L [14+9L] -9 [+3] B - 100 80 [90] - 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] All 19 [28] 3 [1] 18+9L
[14+9L]
-9 [+3] B - 100 80 [90] - 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] All Until L+1 (Min 19)
[Until L+3 (Min 28)]
3 [1] 18+9L
[14+9L]
-9 [+3] B - 100 80 [90] - 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 All 29 10*4 Total: 81 - H ??~68 All 80 95 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
A Shiranui: Steel
j.214A
800*4 All 29 10*4 Total: 81 - H ??~68 All 80 95 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
B Shiranui: Steel
j.236B
800*4 All 29 10*4 Total: 81 - H ??~68 All 80 95 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
B Shiranui: Steel
j.214B
800*4 All 29 10*4 Total: 81 - H ??~68 All 80 95 - 4 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
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 All 9 4 36 -21 B - 80 85 - 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 Low, All 9 3(4)3 39 -23 F, B - 80 85 (Once) - 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)
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 First Form: Shadow Wolf
236C or 5B > 6C
2200 Low 9 2 27 -5 F - 90 75 - 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5 -
Air EX First Form: Shadow Wolf
j.B > 6C
2200 Low Until L+3 2 27 -5 F - 90 85 - 4 24 Launch + Down 23 60 Launch + Down 23 75 20 +0 +5 -
EX Second Form: Demon Fox
214C
1980 High 20 3 9+11L -4 H - 80 85 - 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 High 14 3 12 - H - 80 85 - 4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 -
EX Shiranui: Steel
j.236C
800*4 All 20 10*4 Total: 72 - H ??-59 All 80 95 - - 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
EX Shiranui: Steel
j.214C
800*4 All 20 10*4 Total: 72 - - ??-59 All 80 95 - - 18 Launch 40 + Slide 10*3, 40 Launch 55 + Slide 10*3, 55 0 +0 +2 -
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 All 14 4 33 + 12L -28 B - 80 90 - 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.
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
Fissuring Slash
1000*2, 1500 All (18)+13 2(4)2 [(12)3] 22 [12+8L] -9 B - 70 85 (Once) - 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 All (18)+30 301 Total: (18)+53 +4 P1 - 70 80 - 3 16 22 40 - - 0/+11 +11 - -
4P
Fourth Form: Black Panther
2200 All (18)+15 3 19+21L -22 B - 70 85 - 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)
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
Thousand Hands: Roaring Pillar
236B+C
1250*2, 5000
[1250*2, 730*9]
All 12+(40 Flash)+1 12 39 -30 B 1~24 All 80 100*2, 60 [100*10, 60] - 5 20 Crumple 53 Stand - - 2 2, 0*2 [*10] +8 -
  • 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]
All 4+(40 Flash)+2 Until L,3 41 - H 1~(Until L) All 80 100*N+1, 60 - 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 -
  • 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]
All 1+(77 Flash)+1 12 39 -30 B 1~13 All 100 100 - 5 20 Crumple 53 Stand - - 2 2, 0*2 [*10] +8 -
  • 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
Asura: Thunderbird Rising
222B+C
- All 4+(35 Flash)+7 3 83 -65 - 1~13 All - - - 5 20 - - - - 3 - - -

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 5B 5C, 2C 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 - - - Jump, 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.